babylon.module.d.ts 5.4 MB

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  1. declare module "babylonjs/types" {
  2. /** Alias type for value that can be null */
  3. export type Nullable<T> = T | null;
  4. /**
  5. * Alias type for number that are floats
  6. * @ignorenaming
  7. */
  8. export type float = number;
  9. /**
  10. * Alias type for number that are doubles.
  11. * @ignorenaming
  12. */
  13. export type double = number;
  14. /**
  15. * Alias type for number that are integer
  16. * @ignorenaming
  17. */
  18. export type int = number;
  19. /** Alias type for number array or Float32Array */
  20. export type FloatArray = number[] | Float32Array;
  21. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  22. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  23. /**
  24. * Alias for types that can be used by a Buffer or VertexBuffer.
  25. */
  26. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  27. /**
  28. * Alias type for primitive types
  29. * @ignorenaming
  30. */
  31. type Primitive = undefined | null | boolean | string | number | Function;
  32. /**
  33. * Type modifier to make all the properties of an object Readonly
  34. */
  35. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  36. /**
  37. * Type modifier to make all the properties of an object Readonly recursively
  38. */
  39. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  40. /** @hidden */
  41. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  42. }
  43. /** @hidden */
  44. /** @hidden */
  45. type DeepImmutableObject<T> = {
  46. readonly [K in keyof T]: DeepImmutable<T[K]>;
  47. };
  48. }
  49. declare module "babylonjs/Misc/observable" {
  50. import { Nullable } from "babylonjs/types";
  51. /**
  52. * A class serves as a medium between the observable and its observers
  53. */
  54. export class EventState {
  55. /**
  56. * Create a new EventState
  57. * @param mask defines the mask associated with this state
  58. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  59. * @param target defines the original target of the state
  60. * @param currentTarget defines the current target of the state
  61. */
  62. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  63. /**
  64. * Initialize the current event state
  65. * @param mask defines the mask associated with this state
  66. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67. * @param target defines the original target of the state
  68. * @param currentTarget defines the current target of the state
  69. * @returns the current event state
  70. */
  71. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  72. /**
  73. * An Observer can set this property to true to prevent subsequent observers of being notified
  74. */
  75. skipNextObservers: boolean;
  76. /**
  77. * Get the mask value that were used to trigger the event corresponding to this EventState object
  78. */
  79. mask: number;
  80. /**
  81. * The object that originally notified the event
  82. */
  83. target?: any;
  84. /**
  85. * The current object in the bubbling phase
  86. */
  87. currentTarget?: any;
  88. /**
  89. * This will be populated with the return value of the last function that was executed.
  90. * If it is the first function in the callback chain it will be the event data.
  91. */
  92. lastReturnValue?: any;
  93. }
  94. /**
  95. * Represent an Observer registered to a given Observable object.
  96. */
  97. export class Observer<T> {
  98. /**
  99. * Defines the callback to call when the observer is notified
  100. */
  101. callback: (eventData: T, eventState: EventState) => void;
  102. /**
  103. * Defines the mask of the observer (used to filter notifications)
  104. */
  105. mask: number;
  106. /**
  107. * Defines the current scope used to restore the JS context
  108. */
  109. scope: any;
  110. /** @hidden */
  111. _willBeUnregistered: boolean;
  112. /**
  113. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  114. */
  115. unregisterOnNextCall: boolean;
  116. /**
  117. * Creates a new observer
  118. * @param callback defines the callback to call when the observer is notified
  119. * @param mask defines the mask of the observer (used to filter notifications)
  120. * @param scope defines the current scope used to restore the JS context
  121. */
  122. constructor(
  123. /**
  124. * Defines the callback to call when the observer is notified
  125. */
  126. callback: (eventData: T, eventState: EventState) => void,
  127. /**
  128. * Defines the mask of the observer (used to filter notifications)
  129. */
  130. mask: number,
  131. /**
  132. * Defines the current scope used to restore the JS context
  133. */
  134. scope?: any);
  135. }
  136. /**
  137. * Represent a list of observers registered to multiple Observables object.
  138. */
  139. export class MultiObserver<T> {
  140. private _observers;
  141. private _observables;
  142. /**
  143. * Release associated resources
  144. */
  145. dispose(): void;
  146. /**
  147. * Raise a callback when one of the observable will notify
  148. * @param observables defines a list of observables to watch
  149. * @param callback defines the callback to call on notification
  150. * @param mask defines the mask used to filter notifications
  151. * @param scope defines the current scope used to restore the JS context
  152. * @returns the new MultiObserver
  153. */
  154. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  155. }
  156. /**
  157. * The Observable class is a simple implementation of the Observable pattern.
  158. *
  159. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  160. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  161. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  162. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  163. */
  164. export class Observable<T> {
  165. private _observers;
  166. private _eventState;
  167. private _onObserverAdded;
  168. /**
  169. * Gets the list of observers
  170. */
  171. readonly observers: Array<Observer<T>>;
  172. /**
  173. * Creates a new observable
  174. * @param onObserverAdded defines a callback to call when a new observer is added
  175. */
  176. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  177. /**
  178. * Create a new Observer with the specified callback
  179. * @param callback the callback that will be executed for that Observer
  180. * @param mask the mask used to filter observers
  181. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  182. * @param scope optional scope for the callback to be called from
  183. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  184. * @returns the new observer created for the callback
  185. */
  186. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  187. /**
  188. * Create a new Observer with the specified callback and unregisters after the next notification
  189. * @param callback the callback that will be executed for that Observer
  190. * @returns the new observer created for the callback
  191. */
  192. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  193. /**
  194. * Remove an Observer from the Observable object
  195. * @param observer the instance of the Observer to remove
  196. * @returns false if it doesn't belong to this Observable
  197. */
  198. remove(observer: Nullable<Observer<T>>): boolean;
  199. /**
  200. * Remove a callback from the Observable object
  201. * @param callback the callback to remove
  202. * @param scope optional scope. If used only the callbacks with this scope will be removed
  203. * @returns false if it doesn't belong to this Observable
  204. */
  205. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  206. private _deferUnregister;
  207. private _remove;
  208. /**
  209. * Moves the observable to the top of the observer list making it get called first when notified
  210. * @param observer the observer to move
  211. */
  212. makeObserverTopPriority(observer: Observer<T>): void;
  213. /**
  214. * Moves the observable to the bottom of the observer list making it get called last when notified
  215. * @param observer the observer to move
  216. */
  217. makeObserverBottomPriority(observer: Observer<T>): void;
  218. /**
  219. * Notify all Observers by calling their respective callback with the given data
  220. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  221. * @param eventData defines the data to send to all observers
  222. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  223. * @param target defines the original target of the state
  224. * @param currentTarget defines the current target of the state
  225. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  226. */
  227. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  228. /**
  229. * Calling this will execute each callback, expecting it to be a promise or return a value.
  230. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  231. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  232. * and it is crucial that all callbacks will be executed.
  233. * The order of the callbacks is kept, callbacks are not executed parallel.
  234. *
  235. * @param eventData The data to be sent to each callback
  236. * @param mask is used to filter observers defaults to -1
  237. * @param target defines the callback target (see EventState)
  238. * @param currentTarget defines he current object in the bubbling phase
  239. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  240. */
  241. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  242. /**
  243. * Notify a specific observer
  244. * @param observer defines the observer to notify
  245. * @param eventData defines the data to be sent to each callback
  246. * @param mask is used to filter observers defaults to -1
  247. */
  248. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  249. /**
  250. * Gets a boolean indicating if the observable has at least one observer
  251. * @returns true is the Observable has at least one Observer registered
  252. */
  253. hasObservers(): boolean;
  254. /**
  255. * Clear the list of observers
  256. */
  257. clear(): void;
  258. /**
  259. * Clone the current observable
  260. * @returns a new observable
  261. */
  262. clone(): Observable<T>;
  263. /**
  264. * Does this observable handles observer registered with a given mask
  265. * @param mask defines the mask to be tested
  266. * @return whether or not one observer registered with the given mask is handeled
  267. **/
  268. hasSpecificMask(mask?: number): boolean;
  269. }
  270. }
  271. declare module "babylonjs/Misc/domManagement" {
  272. /**
  273. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  274. * Babylon.js
  275. */
  276. export class DomManagement {
  277. /**
  278. * Checks if the window object exists
  279. * @returns true if the window object exists
  280. */
  281. static IsWindowObjectExist(): boolean;
  282. /**
  283. * Extracts text content from a DOM element hierarchy
  284. * @param element defines the root element
  285. * @returns a string
  286. */
  287. static GetDOMTextContent(element: HTMLElement): string;
  288. }
  289. }
  290. declare module "babylonjs/Misc/logger" {
  291. /**
  292. * Logger used througouht the application to allow configuration of
  293. * the log level required for the messages.
  294. */
  295. export class Logger {
  296. /**
  297. * No log
  298. */
  299. static readonly NoneLogLevel: number;
  300. /**
  301. * Only message logs
  302. */
  303. static readonly MessageLogLevel: number;
  304. /**
  305. * Only warning logs
  306. */
  307. static readonly WarningLogLevel: number;
  308. /**
  309. * Only error logs
  310. */
  311. static readonly ErrorLogLevel: number;
  312. /**
  313. * All logs
  314. */
  315. static readonly AllLogLevel: number;
  316. private static _LogCache;
  317. /**
  318. * Gets a value indicating the number of loading errors
  319. * @ignorenaming
  320. */
  321. static errorsCount: number;
  322. /**
  323. * Callback called when a new log is added
  324. */
  325. static OnNewCacheEntry: (entry: string) => void;
  326. private static _AddLogEntry;
  327. private static _FormatMessage;
  328. private static _LogDisabled;
  329. private static _LogEnabled;
  330. private static _WarnDisabled;
  331. private static _WarnEnabled;
  332. private static _ErrorDisabled;
  333. private static _ErrorEnabled;
  334. /**
  335. * Log a message to the console
  336. */
  337. static Log: (message: string) => void;
  338. /**
  339. * Write a warning message to the console
  340. */
  341. static Warn: (message: string) => void;
  342. /**
  343. * Write an error message to the console
  344. */
  345. static Error: (message: string) => void;
  346. /**
  347. * Gets current log cache (list of logs)
  348. */
  349. static readonly LogCache: string;
  350. /**
  351. * Clears the log cache
  352. */
  353. static ClearLogCache(): void;
  354. /**
  355. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  356. */
  357. static LogLevels: number;
  358. }
  359. }
  360. declare module "babylonjs/Misc/typeStore" {
  361. /** @hidden */
  362. export class _TypeStore {
  363. /** @hidden */
  364. static RegisteredTypes: {
  365. [key: string]: Object;
  366. };
  367. /** @hidden */
  368. static GetClass(fqdn: string): any;
  369. }
  370. }
  371. declare module "babylonjs/Misc/deepCopier" {
  372. /**
  373. * Class containing a set of static utilities functions for deep copy.
  374. */
  375. export class DeepCopier {
  376. /**
  377. * Tries to copy an object by duplicating every property
  378. * @param source defines the source object
  379. * @param destination defines the target object
  380. * @param doNotCopyList defines a list of properties to avoid
  381. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  382. */
  383. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  384. }
  385. }
  386. declare module "babylonjs/Misc/precisionDate" {
  387. /**
  388. * Class containing a set of static utilities functions for precision date
  389. */
  390. export class PrecisionDate {
  391. /**
  392. * Gets either window.performance.now() if supported or Date.now() else
  393. */
  394. static readonly Now: number;
  395. }
  396. }
  397. declare module "babylonjs/Misc/devTools" {
  398. /** @hidden */
  399. export class _DevTools {
  400. static WarnImport(name: string): string;
  401. }
  402. }
  403. declare module "babylonjs/Misc/webRequest" {
  404. /**
  405. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  406. */
  407. export class WebRequest {
  408. private _xhr;
  409. /**
  410. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  411. * i.e. when loading files, where the server/service expects an Authorization header
  412. */
  413. static CustomRequestHeaders: {
  414. [key: string]: string;
  415. };
  416. /**
  417. * Add callback functions in this array to update all the requests before they get sent to the network
  418. */
  419. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  420. private _injectCustomRequestHeaders;
  421. /**
  422. * Gets or sets a function to be called when loading progress changes
  423. */
  424. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  425. /**
  426. * Returns client's state
  427. */
  428. readonly readyState: number;
  429. /**
  430. * Returns client's status
  431. */
  432. readonly status: number;
  433. /**
  434. * Returns client's status as a text
  435. */
  436. readonly statusText: string;
  437. /**
  438. * Returns client's response
  439. */
  440. readonly response: any;
  441. /**
  442. * Returns client's response url
  443. */
  444. readonly responseURL: string;
  445. /**
  446. * Returns client's response as text
  447. */
  448. readonly responseText: string;
  449. /**
  450. * Gets or sets the expected response type
  451. */
  452. responseType: XMLHttpRequestResponseType;
  453. /** @hidden */
  454. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  455. /** @hidden */
  456. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  457. /**
  458. * Cancels any network activity
  459. */
  460. abort(): void;
  461. /**
  462. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  463. * @param body defines an optional request body
  464. */
  465. send(body?: Document | BodyInit | null): void;
  466. /**
  467. * Sets the request method, request URL
  468. * @param method defines the method to use (GET, POST, etc..)
  469. * @param url defines the url to connect with
  470. */
  471. open(method: string, url: string): void;
  472. }
  473. }
  474. declare module "babylonjs/Misc/fileRequest" {
  475. import { Observable } from "babylonjs/Misc/observable";
  476. /**
  477. * File request interface
  478. */
  479. export interface IFileRequest {
  480. /**
  481. * Raised when the request is complete (success or error).
  482. */
  483. onCompleteObservable: Observable<IFileRequest>;
  484. /**
  485. * Aborts the request for a file.
  486. */
  487. abort: () => void;
  488. }
  489. }
  490. declare module "babylonjs/Misc/performanceMonitor" {
  491. /**
  492. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  493. */
  494. export class PerformanceMonitor {
  495. private _enabled;
  496. private _rollingFrameTime;
  497. private _lastFrameTimeMs;
  498. /**
  499. * constructor
  500. * @param frameSampleSize The number of samples required to saturate the sliding window
  501. */
  502. constructor(frameSampleSize?: number);
  503. /**
  504. * Samples current frame
  505. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  506. */
  507. sampleFrame(timeMs?: number): void;
  508. /**
  509. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  510. */
  511. readonly averageFrameTime: number;
  512. /**
  513. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  514. */
  515. readonly averageFrameTimeVariance: number;
  516. /**
  517. * Returns the frame time of the most recent frame
  518. */
  519. readonly instantaneousFrameTime: number;
  520. /**
  521. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  522. */
  523. readonly averageFPS: number;
  524. /**
  525. * Returns the average framerate in frames per second using the most recent frame time
  526. */
  527. readonly instantaneousFPS: number;
  528. /**
  529. * Returns true if enough samples have been taken to completely fill the sliding window
  530. */
  531. readonly isSaturated: boolean;
  532. /**
  533. * Enables contributions to the sliding window sample set
  534. */
  535. enable(): void;
  536. /**
  537. * Disables contributions to the sliding window sample set
  538. * Samples will not be interpolated over the disabled period
  539. */
  540. disable(): void;
  541. /**
  542. * Returns true if sampling is enabled
  543. */
  544. readonly isEnabled: boolean;
  545. /**
  546. * Resets performance monitor
  547. */
  548. reset(): void;
  549. }
  550. /**
  551. * RollingAverage
  552. *
  553. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  554. */
  555. export class RollingAverage {
  556. /**
  557. * Current average
  558. */
  559. average: number;
  560. /**
  561. * Current variance
  562. */
  563. variance: number;
  564. protected _samples: Array<number>;
  565. protected _sampleCount: number;
  566. protected _pos: number;
  567. protected _m2: number;
  568. /**
  569. * constructor
  570. * @param length The number of samples required to saturate the sliding window
  571. */
  572. constructor(length: number);
  573. /**
  574. * Adds a sample to the sample set
  575. * @param v The sample value
  576. */
  577. add(v: number): void;
  578. /**
  579. * Returns previously added values or null if outside of history or outside the sliding window domain
  580. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  581. * @return Value previously recorded with add() or null if outside of range
  582. */
  583. history(i: number): number;
  584. /**
  585. * Returns true if enough samples have been taken to completely fill the sliding window
  586. * @return true if sample-set saturated
  587. */
  588. isSaturated(): boolean;
  589. /**
  590. * Resets the rolling average (equivalent to 0 samples taken so far)
  591. */
  592. reset(): void;
  593. /**
  594. * Wraps a value around the sample range boundaries
  595. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  596. * @return Wrapped position in sample range
  597. */
  598. protected _wrapPosition(i: number): number;
  599. }
  600. }
  601. declare module "babylonjs/Misc/stringDictionary" {
  602. import { Nullable } from "babylonjs/types";
  603. /**
  604. * This class implement a typical dictionary using a string as key and the generic type T as value.
  605. * The underlying implementation relies on an associative array to ensure the best performances.
  606. * The value can be anything including 'null' but except 'undefined'
  607. */
  608. export class StringDictionary<T> {
  609. /**
  610. * This will clear this dictionary and copy the content from the 'source' one.
  611. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  612. * @param source the dictionary to take the content from and copy to this dictionary
  613. */
  614. copyFrom(source: StringDictionary<T>): void;
  615. /**
  616. * Get a value based from its key
  617. * @param key the given key to get the matching value from
  618. * @return the value if found, otherwise undefined is returned
  619. */
  620. get(key: string): T | undefined;
  621. /**
  622. * Get a value from its key or add it if it doesn't exist.
  623. * This method will ensure you that a given key/data will be present in the dictionary.
  624. * @param key the given key to get the matching value from
  625. * @param factory the factory that will create the value if the key is not present in the dictionary.
  626. * The factory will only be invoked if there's no data for the given key.
  627. * @return the value corresponding to the key.
  628. */
  629. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  630. /**
  631. * Get a value from its key if present in the dictionary otherwise add it
  632. * @param key the key to get the value from
  633. * @param val if there's no such key/value pair in the dictionary add it with this value
  634. * @return the value corresponding to the key
  635. */
  636. getOrAdd(key: string, val: T): T;
  637. /**
  638. * Check if there's a given key in the dictionary
  639. * @param key the key to check for
  640. * @return true if the key is present, false otherwise
  641. */
  642. contains(key: string): boolean;
  643. /**
  644. * Add a new key and its corresponding value
  645. * @param key the key to add
  646. * @param value the value corresponding to the key
  647. * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
  648. */
  649. add(key: string, value: T): boolean;
  650. /**
  651. * Update a specific value associated to a key
  652. * @param key defines the key to use
  653. * @param value defines the value to store
  654. * @returns true if the value was updated (or false if the key was not found)
  655. */
  656. set(key: string, value: T): boolean;
  657. /**
  658. * Get the element of the given key and remove it from the dictionary
  659. * @param key defines the key to search
  660. * @returns the value associated with the key or null if not found
  661. */
  662. getAndRemove(key: string): Nullable<T>;
  663. /**
  664. * Remove a key/value from the dictionary.
  665. * @param key the key to remove
  666. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  667. */
  668. remove(key: string): boolean;
  669. /**
  670. * Clear the whole content of the dictionary
  671. */
  672. clear(): void;
  673. /**
  674. * Gets the current count
  675. */
  676. readonly count: number;
  677. /**
  678. * Execute a callback on each key/val of the dictionary.
  679. * Note that you can remove any element in this dictionary in the callback implementation
  680. * @param callback the callback to execute on a given key/value pair
  681. */
  682. forEach(callback: (key: string, val: T) => void): void;
  683. /**
  684. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  685. * If the callback returns null or undefined the method will iterate to the next key/value pair
  686. * Note that you can remove any element in this dictionary in the callback implementation
  687. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  688. * @returns the first item
  689. */
  690. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  691. private _count;
  692. private _data;
  693. }
  694. }
  695. declare module "babylonjs/Meshes/dataBuffer" {
  696. /**
  697. * Class used to store gfx data (like WebGLBuffer)
  698. */
  699. export class DataBuffer {
  700. /**
  701. * Gets or sets the number of objects referencing this buffer
  702. */
  703. references: number;
  704. /** Gets or sets the size of the underlying buffer */
  705. capacity: number;
  706. /**
  707. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  708. */
  709. is32Bits: boolean;
  710. /**
  711. * Gets the underlying buffer
  712. */
  713. readonly underlyingResource: any;
  714. }
  715. }
  716. declare module "babylonjs/Meshes/buffer" {
  717. import { Nullable, DataArray } from "babylonjs/types";
  718. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  719. /**
  720. * Class used to store data that will be store in GPU memory
  721. */
  722. export class Buffer {
  723. private _engine;
  724. private _buffer;
  725. /** @hidden */
  726. _data: Nullable<DataArray>;
  727. private _updatable;
  728. private _instanced;
  729. /**
  730. * Gets the byte stride.
  731. */
  732. readonly byteStride: number;
  733. /**
  734. * Constructor
  735. * @param engine the engine
  736. * @param data the data to use for this buffer
  737. * @param updatable whether the data is updatable
  738. * @param stride the stride (optional)
  739. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  740. * @param instanced whether the buffer is instanced (optional)
  741. * @param useBytes set to true if the stride in in bytes (optional)
  742. */
  743. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  744. /**
  745. * Create a new VertexBuffer based on the current buffer
  746. * @param kind defines the vertex buffer kind (position, normal, etc.)
  747. * @param offset defines offset in the buffer (0 by default)
  748. * @param size defines the size in floats of attributes (position is 3 for instance)
  749. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  750. * @param instanced defines if the vertex buffer contains indexed data
  751. * @param useBytes defines if the offset and stride are in bytes
  752. * @returns the new vertex buffer
  753. */
  754. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  755. /**
  756. * Gets a boolean indicating if the Buffer is updatable?
  757. * @returns true if the buffer is updatable
  758. */
  759. isUpdatable(): boolean;
  760. /**
  761. * Gets current buffer's data
  762. * @returns a DataArray or null
  763. */
  764. getData(): Nullable<DataArray>;
  765. /**
  766. * Gets underlying native buffer
  767. * @returns underlying native buffer
  768. */
  769. getBuffer(): Nullable<DataBuffer>;
  770. /**
  771. * Gets the stride in float32 units (i.e. byte stride / 4).
  772. * May not be an integer if the byte stride is not divisible by 4.
  773. * DEPRECATED. Use byteStride instead.
  774. * @returns the stride in float32 units
  775. */
  776. getStrideSize(): number;
  777. /**
  778. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  779. * @param data defines the data to store
  780. */
  781. create(data?: Nullable<DataArray>): void;
  782. /** @hidden */
  783. _rebuild(): void;
  784. /**
  785. * Update current buffer data
  786. * @param data defines the data to store
  787. */
  788. update(data: DataArray): void;
  789. /**
  790. * Updates the data directly.
  791. * @param data the new data
  792. * @param offset the new offset
  793. * @param vertexCount the vertex count (optional)
  794. * @param useBytes set to true if the offset is in bytes
  795. */
  796. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  797. /**
  798. * Release all resources
  799. */
  800. dispose(): void;
  801. }
  802. /**
  803. * Specialized buffer used to store vertex data
  804. */
  805. export class VertexBuffer {
  806. /** @hidden */
  807. _buffer: Buffer;
  808. private _kind;
  809. private _size;
  810. private _ownsBuffer;
  811. private _instanced;
  812. private _instanceDivisor;
  813. /**
  814. * The byte type.
  815. */
  816. static readonly BYTE: number;
  817. /**
  818. * The unsigned byte type.
  819. */
  820. static readonly UNSIGNED_BYTE: number;
  821. /**
  822. * The short type.
  823. */
  824. static readonly SHORT: number;
  825. /**
  826. * The unsigned short type.
  827. */
  828. static readonly UNSIGNED_SHORT: number;
  829. /**
  830. * The integer type.
  831. */
  832. static readonly INT: number;
  833. /**
  834. * The unsigned integer type.
  835. */
  836. static readonly UNSIGNED_INT: number;
  837. /**
  838. * The float type.
  839. */
  840. static readonly FLOAT: number;
  841. /**
  842. * Gets or sets the instance divisor when in instanced mode
  843. */
  844. instanceDivisor: number;
  845. /**
  846. * Gets the byte stride.
  847. */
  848. readonly byteStride: number;
  849. /**
  850. * Gets the byte offset.
  851. */
  852. readonly byteOffset: number;
  853. /**
  854. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  855. */
  856. readonly normalized: boolean;
  857. /**
  858. * Gets the data type of each component in the array.
  859. */
  860. readonly type: number;
  861. /**
  862. * Constructor
  863. * @param engine the engine
  864. * @param data the data to use for this vertex buffer
  865. * @param kind the vertex buffer kind
  866. * @param updatable whether the data is updatable
  867. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  868. * @param stride the stride (optional)
  869. * @param instanced whether the buffer is instanced (optional)
  870. * @param offset the offset of the data (optional)
  871. * @param size the number of components (optional)
  872. * @param type the type of the component (optional)
  873. * @param normalized whether the data contains normalized data (optional)
  874. * @param useBytes set to true if stride and offset are in bytes (optional)
  875. */
  876. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean);
  877. /** @hidden */
  878. _rebuild(): void;
  879. /**
  880. * Returns the kind of the VertexBuffer (string)
  881. * @returns a string
  882. */
  883. getKind(): string;
  884. /**
  885. * Gets a boolean indicating if the VertexBuffer is updatable?
  886. * @returns true if the buffer is updatable
  887. */
  888. isUpdatable(): boolean;
  889. /**
  890. * Gets current buffer's data
  891. * @returns a DataArray or null
  892. */
  893. getData(): Nullable<DataArray>;
  894. /**
  895. * Gets underlying native buffer
  896. * @returns underlying native buffer
  897. */
  898. getBuffer(): Nullable<DataBuffer>;
  899. /**
  900. * Gets the stride in float32 units (i.e. byte stride / 4).
  901. * May not be an integer if the byte stride is not divisible by 4.
  902. * DEPRECATED. Use byteStride instead.
  903. * @returns the stride in float32 units
  904. */
  905. getStrideSize(): number;
  906. /**
  907. * Returns the offset as a multiple of the type byte length.
  908. * DEPRECATED. Use byteOffset instead.
  909. * @returns the offset in bytes
  910. */
  911. getOffset(): number;
  912. /**
  913. * Returns the number of components per vertex attribute (integer)
  914. * @returns the size in float
  915. */
  916. getSize(): number;
  917. /**
  918. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  919. * @returns true if this buffer is instanced
  920. */
  921. getIsInstanced(): boolean;
  922. /**
  923. * Returns the instancing divisor, zero for non-instanced (integer).
  924. * @returns a number
  925. */
  926. getInstanceDivisor(): number;
  927. /**
  928. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  929. * @param data defines the data to store
  930. */
  931. create(data?: DataArray): void;
  932. /**
  933. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  934. * This function will create a new buffer if the current one is not updatable
  935. * @param data defines the data to store
  936. */
  937. update(data: DataArray): void;
  938. /**
  939. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  940. * Returns the directly updated WebGLBuffer.
  941. * @param data the new data
  942. * @param offset the new offset
  943. * @param useBytes set to true if the offset is in bytes
  944. */
  945. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  946. /**
  947. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  948. */
  949. dispose(): void;
  950. /**
  951. * Enumerates each value of this vertex buffer as numbers.
  952. * @param count the number of values to enumerate
  953. * @param callback the callback function called for each value
  954. */
  955. forEach(count: number, callback: (value: number, index: number) => void): void;
  956. /**
  957. * Positions
  958. */
  959. static readonly PositionKind: string;
  960. /**
  961. * Normals
  962. */
  963. static readonly NormalKind: string;
  964. /**
  965. * Tangents
  966. */
  967. static readonly TangentKind: string;
  968. /**
  969. * Texture coordinates
  970. */
  971. static readonly UVKind: string;
  972. /**
  973. * Texture coordinates 2
  974. */
  975. static readonly UV2Kind: string;
  976. /**
  977. * Texture coordinates 3
  978. */
  979. static readonly UV3Kind: string;
  980. /**
  981. * Texture coordinates 4
  982. */
  983. static readonly UV4Kind: string;
  984. /**
  985. * Texture coordinates 5
  986. */
  987. static readonly UV5Kind: string;
  988. /**
  989. * Texture coordinates 6
  990. */
  991. static readonly UV6Kind: string;
  992. /**
  993. * Colors
  994. */
  995. static readonly ColorKind: string;
  996. /**
  997. * Matrix indices (for bones)
  998. */
  999. static readonly MatricesIndicesKind: string;
  1000. /**
  1001. * Matrix weights (for bones)
  1002. */
  1003. static readonly MatricesWeightsKind: string;
  1004. /**
  1005. * Additional matrix indices (for bones)
  1006. */
  1007. static readonly MatricesIndicesExtraKind: string;
  1008. /**
  1009. * Additional matrix weights (for bones)
  1010. */
  1011. static readonly MatricesWeightsExtraKind: string;
  1012. /**
  1013. * Deduces the stride given a kind.
  1014. * @param kind The kind string to deduce
  1015. * @returns The deduced stride
  1016. */
  1017. static DeduceStride(kind: string): number;
  1018. /**
  1019. * Gets the byte length of the given type.
  1020. * @param type the type
  1021. * @returns the number of bytes
  1022. */
  1023. static GetTypeByteLength(type: number): number;
  1024. /**
  1025. * Enumerates each value of the given parameters as numbers.
  1026. * @param data the data to enumerate
  1027. * @param byteOffset the byte offset of the data
  1028. * @param byteStride the byte stride of the data
  1029. * @param componentCount the number of components per element
  1030. * @param componentType the type of the component
  1031. * @param count the number of values to enumerate
  1032. * @param normalized whether the data is normalized
  1033. * @param callback the callback function called for each value
  1034. */
  1035. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  1036. private static _GetFloatValue;
  1037. }
  1038. }
  1039. declare module "babylonjs/Maths/math.scalar" {
  1040. /**
  1041. * Scalar computation library
  1042. */
  1043. export class Scalar {
  1044. /**
  1045. * Two pi constants convenient for computation.
  1046. */
  1047. static TwoPi: number;
  1048. /**
  1049. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1050. * @param a number
  1051. * @param b number
  1052. * @param epsilon (default = 1.401298E-45)
  1053. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1054. */
  1055. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1056. /**
  1057. * Returns a string : the upper case translation of the number i to hexadecimal.
  1058. * @param i number
  1059. * @returns the upper case translation of the number i to hexadecimal.
  1060. */
  1061. static ToHex(i: number): string;
  1062. /**
  1063. * Returns -1 if value is negative and +1 is value is positive.
  1064. * @param value the value
  1065. * @returns the value itself if it's equal to zero.
  1066. */
  1067. static Sign(value: number): number;
  1068. /**
  1069. * Returns the value itself if it's between min and max.
  1070. * Returns min if the value is lower than min.
  1071. * Returns max if the value is greater than max.
  1072. * @param value the value to clmap
  1073. * @param min the min value to clamp to (default: 0)
  1074. * @param max the max value to clamp to (default: 1)
  1075. * @returns the clamped value
  1076. */
  1077. static Clamp(value: number, min?: number, max?: number): number;
  1078. /**
  1079. * the log2 of value.
  1080. * @param value the value to compute log2 of
  1081. * @returns the log2 of value.
  1082. */
  1083. static Log2(value: number): number;
  1084. /**
  1085. * Loops the value, so that it is never larger than length and never smaller than 0.
  1086. *
  1087. * This is similar to the modulo operator but it works with floating point numbers.
  1088. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1089. * With t = 5 and length = 2.5, the result would be 0.0.
  1090. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1091. * @param value the value
  1092. * @param length the length
  1093. * @returns the looped value
  1094. */
  1095. static Repeat(value: number, length: number): number;
  1096. /**
  1097. * Normalize the value between 0.0 and 1.0 using min and max values
  1098. * @param value value to normalize
  1099. * @param min max to normalize between
  1100. * @param max min to normalize between
  1101. * @returns the normalized value
  1102. */
  1103. static Normalize(value: number, min: number, max: number): number;
  1104. /**
  1105. * Denormalize the value from 0.0 and 1.0 using min and max values
  1106. * @param normalized value to denormalize
  1107. * @param min max to denormalize between
  1108. * @param max min to denormalize between
  1109. * @returns the denormalized value
  1110. */
  1111. static Denormalize(normalized: number, min: number, max: number): number;
  1112. /**
  1113. * Calculates the shortest difference between two given angles given in degrees.
  1114. * @param current current angle in degrees
  1115. * @param target target angle in degrees
  1116. * @returns the delta
  1117. */
  1118. static DeltaAngle(current: number, target: number): number;
  1119. /**
  1120. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1121. * @param tx value
  1122. * @param length length
  1123. * @returns The returned value will move back and forth between 0 and length
  1124. */
  1125. static PingPong(tx: number, length: number): number;
  1126. /**
  1127. * Interpolates between min and max with smoothing at the limits.
  1128. *
  1129. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1130. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1131. * @param from from
  1132. * @param to to
  1133. * @param tx value
  1134. * @returns the smooth stepped value
  1135. */
  1136. static SmoothStep(from: number, to: number, tx: number): number;
  1137. /**
  1138. * Moves a value current towards target.
  1139. *
  1140. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1141. * Negative values of maxDelta pushes the value away from target.
  1142. * @param current current value
  1143. * @param target target value
  1144. * @param maxDelta max distance to move
  1145. * @returns resulting value
  1146. */
  1147. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1148. /**
  1149. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1150. *
  1151. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1152. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1153. * @param current current value
  1154. * @param target target value
  1155. * @param maxDelta max distance to move
  1156. * @returns resulting angle
  1157. */
  1158. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1159. /**
  1160. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1161. * @param start start value
  1162. * @param end target value
  1163. * @param amount amount to lerp between
  1164. * @returns the lerped value
  1165. */
  1166. static Lerp(start: number, end: number, amount: number): number;
  1167. /**
  1168. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1169. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1170. * @param start start value
  1171. * @param end target value
  1172. * @param amount amount to lerp between
  1173. * @returns the lerped value
  1174. */
  1175. static LerpAngle(start: number, end: number, amount: number): number;
  1176. /**
  1177. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1178. * @param a start value
  1179. * @param b target value
  1180. * @param value value between a and b
  1181. * @returns the inverseLerp value
  1182. */
  1183. static InverseLerp(a: number, b: number, value: number): number;
  1184. /**
  1185. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1186. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1187. * @param value1 spline value
  1188. * @param tangent1 spline value
  1189. * @param value2 spline value
  1190. * @param tangent2 spline value
  1191. * @param amount input value
  1192. * @returns hermite result
  1193. */
  1194. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1195. /**
  1196. * Returns a random float number between and min and max values
  1197. * @param min min value of random
  1198. * @param max max value of random
  1199. * @returns random value
  1200. */
  1201. static RandomRange(min: number, max: number): number;
  1202. /**
  1203. * This function returns percentage of a number in a given range.
  1204. *
  1205. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1206. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1207. * @param number to convert to percentage
  1208. * @param min min range
  1209. * @param max max range
  1210. * @returns the percentage
  1211. */
  1212. static RangeToPercent(number: number, min: number, max: number): number;
  1213. /**
  1214. * This function returns number that corresponds to the percentage in a given range.
  1215. *
  1216. * PercentToRange(0.34,0,100) will return 34.
  1217. * @param percent to convert to number
  1218. * @param min min range
  1219. * @param max max range
  1220. * @returns the number
  1221. */
  1222. static PercentToRange(percent: number, min: number, max: number): number;
  1223. /**
  1224. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1225. * @param angle The angle to normalize in radian.
  1226. * @return The converted angle.
  1227. */
  1228. static NormalizeRadians(angle: number): number;
  1229. }
  1230. }
  1231. declare module "babylonjs/Maths/math.constants" {
  1232. /**
  1233. * Constant used to convert a value to gamma space
  1234. * @ignorenaming
  1235. */
  1236. export const ToGammaSpace: number;
  1237. /**
  1238. * Constant used to convert a value to linear space
  1239. * @ignorenaming
  1240. */
  1241. export const ToLinearSpace = 2.2;
  1242. /**
  1243. * Constant used to define the minimal number value in Babylon.js
  1244. * @ignorenaming
  1245. */
  1246. let Epsilon: number;
  1247. export { Epsilon };
  1248. }
  1249. declare module "babylonjs/Maths/math.viewport" {
  1250. /**
  1251. * Class used to represent a viewport on screen
  1252. */
  1253. export class Viewport {
  1254. /** viewport left coordinate */
  1255. x: number;
  1256. /** viewport top coordinate */
  1257. y: number;
  1258. /**viewport width */
  1259. width: number;
  1260. /** viewport height */
  1261. height: number;
  1262. /**
  1263. * Creates a Viewport object located at (x, y) and sized (width, height)
  1264. * @param x defines viewport left coordinate
  1265. * @param y defines viewport top coordinate
  1266. * @param width defines the viewport width
  1267. * @param height defines the viewport height
  1268. */
  1269. constructor(
  1270. /** viewport left coordinate */
  1271. x: number,
  1272. /** viewport top coordinate */
  1273. y: number,
  1274. /**viewport width */
  1275. width: number,
  1276. /** viewport height */
  1277. height: number);
  1278. /**
  1279. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1280. * @param renderWidth defines the rendering width
  1281. * @param renderHeight defines the rendering height
  1282. * @returns a new Viewport
  1283. */
  1284. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1285. /**
  1286. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1287. * @param renderWidth defines the rendering width
  1288. * @param renderHeight defines the rendering height
  1289. * @param ref defines the target viewport
  1290. * @returns the current viewport
  1291. */
  1292. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1293. /**
  1294. * Returns a new Viewport copied from the current one
  1295. * @returns a new Viewport
  1296. */
  1297. clone(): Viewport;
  1298. }
  1299. }
  1300. declare module "babylonjs/Misc/arrayTools" {
  1301. /**
  1302. * Class containing a set of static utilities functions for arrays.
  1303. */
  1304. export class ArrayTools {
  1305. /**
  1306. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1307. * @param size the number of element to construct and put in the array
  1308. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1309. * @returns a new array filled with new objects
  1310. */
  1311. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1312. }
  1313. }
  1314. declare module "babylonjs/Maths/math.like" {
  1315. import { float, int, DeepImmutable } from "babylonjs/types";
  1316. /**
  1317. * @hidden
  1318. */
  1319. export interface IColor4Like {
  1320. r: float;
  1321. g: float;
  1322. b: float;
  1323. a: float;
  1324. }
  1325. /**
  1326. * @hidden
  1327. */
  1328. export interface IColor3Like {
  1329. r: float;
  1330. g: float;
  1331. b: float;
  1332. }
  1333. /**
  1334. * @hidden
  1335. */
  1336. export interface IVector4Like {
  1337. x: float;
  1338. y: float;
  1339. z: float;
  1340. w: float;
  1341. }
  1342. /**
  1343. * @hidden
  1344. */
  1345. export interface IVector3Like {
  1346. x: float;
  1347. y: float;
  1348. z: float;
  1349. }
  1350. /**
  1351. * @hidden
  1352. */
  1353. export interface IVector2Like {
  1354. x: float;
  1355. y: float;
  1356. }
  1357. /**
  1358. * @hidden
  1359. */
  1360. export interface IMatrixLike {
  1361. toArray(): DeepImmutable<Float32Array>;
  1362. updateFlag: int;
  1363. }
  1364. /**
  1365. * @hidden
  1366. */
  1367. export interface IViewportLike {
  1368. x: float;
  1369. y: float;
  1370. width: float;
  1371. height: float;
  1372. }
  1373. /**
  1374. * @hidden
  1375. */
  1376. export interface IPlaneLike {
  1377. normal: IVector3Like;
  1378. d: float;
  1379. normalize(): void;
  1380. }
  1381. }
  1382. declare module "babylonjs/Maths/math.vector" {
  1383. import { Viewport } from "babylonjs/Maths/math.viewport";
  1384. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1385. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1386. /**
  1387. * Class representing a vector containing 2 coordinates
  1388. */
  1389. export class Vector2 {
  1390. /** defines the first coordinate */
  1391. x: number;
  1392. /** defines the second coordinate */
  1393. y: number;
  1394. /**
  1395. * Creates a new Vector2 from the given x and y coordinates
  1396. * @param x defines the first coordinate
  1397. * @param y defines the second coordinate
  1398. */
  1399. constructor(
  1400. /** defines the first coordinate */
  1401. x?: number,
  1402. /** defines the second coordinate */
  1403. y?: number);
  1404. /**
  1405. * Gets a string with the Vector2 coordinates
  1406. * @returns a string with the Vector2 coordinates
  1407. */
  1408. toString(): string;
  1409. /**
  1410. * Gets class name
  1411. * @returns the string "Vector2"
  1412. */
  1413. getClassName(): string;
  1414. /**
  1415. * Gets current vector hash code
  1416. * @returns the Vector2 hash code as a number
  1417. */
  1418. getHashCode(): number;
  1419. /**
  1420. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1421. * @param array defines the source array
  1422. * @param index defines the offset in source array
  1423. * @returns the current Vector2
  1424. */
  1425. toArray(array: FloatArray, index?: number): Vector2;
  1426. /**
  1427. * Copy the current vector to an array
  1428. * @returns a new array with 2 elements: the Vector2 coordinates.
  1429. */
  1430. asArray(): number[];
  1431. /**
  1432. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1433. * @param source defines the source Vector2
  1434. * @returns the current updated Vector2
  1435. */
  1436. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  1437. /**
  1438. * Sets the Vector2 coordinates with the given floats
  1439. * @param x defines the first coordinate
  1440. * @param y defines the second coordinate
  1441. * @returns the current updated Vector2
  1442. */
  1443. copyFromFloats(x: number, y: number): Vector2;
  1444. /**
  1445. * Sets the Vector2 coordinates with the given floats
  1446. * @param x defines the first coordinate
  1447. * @param y defines the second coordinate
  1448. * @returns the current updated Vector2
  1449. */
  1450. set(x: number, y: number): Vector2;
  1451. /**
  1452. * Add another vector with the current one
  1453. * @param otherVector defines the other vector
  1454. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  1455. */
  1456. add(otherVector: DeepImmutable<Vector2>): Vector2;
  1457. /**
  1458. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  1459. * @param otherVector defines the other vector
  1460. * @param result defines the target vector
  1461. * @returns the unmodified current Vector2
  1462. */
  1463. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1464. /**
  1465. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  1466. * @param otherVector defines the other vector
  1467. * @returns the current updated Vector2
  1468. */
  1469. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1470. /**
  1471. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  1472. * @param otherVector defines the other vector
  1473. * @returns a new Vector2
  1474. */
  1475. addVector3(otherVector: Vector3): Vector2;
  1476. /**
  1477. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  1478. * @param otherVector defines the other vector
  1479. * @returns a new Vector2
  1480. */
  1481. subtract(otherVector: Vector2): Vector2;
  1482. /**
  1483. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  1484. * @param otherVector defines the other vector
  1485. * @param result defines the target vector
  1486. * @returns the unmodified current Vector2
  1487. */
  1488. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1489. /**
  1490. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  1491. * @param otherVector defines the other vector
  1492. * @returns the current updated Vector2
  1493. */
  1494. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1495. /**
  1496. * Multiplies in place the current Vector2 coordinates by the given ones
  1497. * @param otherVector defines the other vector
  1498. * @returns the current updated Vector2
  1499. */
  1500. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1501. /**
  1502. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  1503. * @param otherVector defines the other vector
  1504. * @returns a new Vector2
  1505. */
  1506. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  1507. /**
  1508. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  1509. * @param otherVector defines the other vector
  1510. * @param result defines the target vector
  1511. * @returns the unmodified current Vector2
  1512. */
  1513. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1514. /**
  1515. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  1516. * @param x defines the first coordinate
  1517. * @param y defines the second coordinate
  1518. * @returns a new Vector2
  1519. */
  1520. multiplyByFloats(x: number, y: number): Vector2;
  1521. /**
  1522. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  1523. * @param otherVector defines the other vector
  1524. * @returns a new Vector2
  1525. */
  1526. divide(otherVector: Vector2): Vector2;
  1527. /**
  1528. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  1529. * @param otherVector defines the other vector
  1530. * @param result defines the target vector
  1531. * @returns the unmodified current Vector2
  1532. */
  1533. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1534. /**
  1535. * Divides the current Vector2 coordinates by the given ones
  1536. * @param otherVector defines the other vector
  1537. * @returns the current updated Vector2
  1538. */
  1539. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1540. /**
  1541. * Gets a new Vector2 with current Vector2 negated coordinates
  1542. * @returns a new Vector2
  1543. */
  1544. negate(): Vector2;
  1545. /**
  1546. * Multiply the Vector2 coordinates by scale
  1547. * @param scale defines the scaling factor
  1548. * @returns the current updated Vector2
  1549. */
  1550. scaleInPlace(scale: number): Vector2;
  1551. /**
  1552. * Returns a new Vector2 scaled by "scale" from the current Vector2
  1553. * @param scale defines the scaling factor
  1554. * @returns a new Vector2
  1555. */
  1556. scale(scale: number): Vector2;
  1557. /**
  1558. * Scale the current Vector2 values by a factor to a given Vector2
  1559. * @param scale defines the scale factor
  1560. * @param result defines the Vector2 object where to store the result
  1561. * @returns the unmodified current Vector2
  1562. */
  1563. scaleToRef(scale: number, result: Vector2): Vector2;
  1564. /**
  1565. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  1566. * @param scale defines the scale factor
  1567. * @param result defines the Vector2 object where to store the result
  1568. * @returns the unmodified current Vector2
  1569. */
  1570. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  1571. /**
  1572. * Gets a boolean if two vectors are equals
  1573. * @param otherVector defines the other vector
  1574. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  1575. */
  1576. equals(otherVector: DeepImmutable<Vector2>): boolean;
  1577. /**
  1578. * Gets a boolean if two vectors are equals (using an epsilon value)
  1579. * @param otherVector defines the other vector
  1580. * @param epsilon defines the minimal distance to consider equality
  1581. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  1582. */
  1583. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  1584. /**
  1585. * Gets a new Vector2 from current Vector2 floored values
  1586. * @returns a new Vector2
  1587. */
  1588. floor(): Vector2;
  1589. /**
  1590. * Gets a new Vector2 from current Vector2 floored values
  1591. * @returns a new Vector2
  1592. */
  1593. fract(): Vector2;
  1594. /**
  1595. * Gets the length of the vector
  1596. * @returns the vector length (float)
  1597. */
  1598. length(): number;
  1599. /**
  1600. * Gets the vector squared length
  1601. * @returns the vector squared length (float)
  1602. */
  1603. lengthSquared(): number;
  1604. /**
  1605. * Normalize the vector
  1606. * @returns the current updated Vector2
  1607. */
  1608. normalize(): Vector2;
  1609. /**
  1610. * Gets a new Vector2 copied from the Vector2
  1611. * @returns a new Vector2
  1612. */
  1613. clone(): Vector2;
  1614. /**
  1615. * Gets a new Vector2(0, 0)
  1616. * @returns a new Vector2
  1617. */
  1618. static Zero(): Vector2;
  1619. /**
  1620. * Gets a new Vector2(1, 1)
  1621. * @returns a new Vector2
  1622. */
  1623. static One(): Vector2;
  1624. /**
  1625. * Gets a new Vector2 set from the given index element of the given array
  1626. * @param array defines the data source
  1627. * @param offset defines the offset in the data source
  1628. * @returns a new Vector2
  1629. */
  1630. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  1631. /**
  1632. * Sets "result" from the given index element of the given array
  1633. * @param array defines the data source
  1634. * @param offset defines the offset in the data source
  1635. * @param result defines the target vector
  1636. */
  1637. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  1638. /**
  1639. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  1640. * @param value1 defines 1st point of control
  1641. * @param value2 defines 2nd point of control
  1642. * @param value3 defines 3rd point of control
  1643. * @param value4 defines 4th point of control
  1644. * @param amount defines the interpolation factor
  1645. * @returns a new Vector2
  1646. */
  1647. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  1648. /**
  1649. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  1650. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  1651. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  1652. * @param value defines the value to clamp
  1653. * @param min defines the lower limit
  1654. * @param max defines the upper limit
  1655. * @returns a new Vector2
  1656. */
  1657. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  1658. /**
  1659. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  1660. * @param value1 defines the 1st control point
  1661. * @param tangent1 defines the outgoing tangent
  1662. * @param value2 defines the 2nd control point
  1663. * @param tangent2 defines the incoming tangent
  1664. * @param amount defines the interpolation factor
  1665. * @returns a new Vector2
  1666. */
  1667. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  1668. /**
  1669. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  1670. * @param start defines the start vector
  1671. * @param end defines the end vector
  1672. * @param amount defines the interpolation factor
  1673. * @returns a new Vector2
  1674. */
  1675. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  1676. /**
  1677. * Gets the dot product of the vector "left" and the vector "right"
  1678. * @param left defines first vector
  1679. * @param right defines second vector
  1680. * @returns the dot product (float)
  1681. */
  1682. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  1683. /**
  1684. * Returns a new Vector2 equal to the normalized given vector
  1685. * @param vector defines the vector to normalize
  1686. * @returns a new Vector2
  1687. */
  1688. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  1689. /**
  1690. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  1691. * @param left defines 1st vector
  1692. * @param right defines 2nd vector
  1693. * @returns a new Vector2
  1694. */
  1695. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1696. /**
  1697. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  1698. * @param left defines 1st vector
  1699. * @param right defines 2nd vector
  1700. * @returns a new Vector2
  1701. */
  1702. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1703. /**
  1704. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  1705. * @param vector defines the vector to transform
  1706. * @param transformation defines the matrix to apply
  1707. * @returns a new Vector2
  1708. */
  1709. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  1710. /**
  1711. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  1712. * @param vector defines the vector to transform
  1713. * @param transformation defines the matrix to apply
  1714. * @param result defines the target vector
  1715. */
  1716. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  1717. /**
  1718. * Determines if a given vector is included in a triangle
  1719. * @param p defines the vector to test
  1720. * @param p0 defines 1st triangle point
  1721. * @param p1 defines 2nd triangle point
  1722. * @param p2 defines 3rd triangle point
  1723. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  1724. */
  1725. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  1726. /**
  1727. * Gets the distance between the vectors "value1" and "value2"
  1728. * @param value1 defines first vector
  1729. * @param value2 defines second vector
  1730. * @returns the distance between vectors
  1731. */
  1732. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1733. /**
  1734. * Returns the squared distance between the vectors "value1" and "value2"
  1735. * @param value1 defines first vector
  1736. * @param value2 defines second vector
  1737. * @returns the squared distance between vectors
  1738. */
  1739. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1740. /**
  1741. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  1742. * @param value1 defines first vector
  1743. * @param value2 defines second vector
  1744. * @returns a new Vector2
  1745. */
  1746. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  1747. /**
  1748. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  1749. * @param p defines the middle point
  1750. * @param segA defines one point of the segment
  1751. * @param segB defines the other point of the segment
  1752. * @returns the shortest distance
  1753. */
  1754. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  1755. }
  1756. /**
  1757. * Classed used to store (x,y,z) vector representation
  1758. * A Vector3 is the main object used in 3D geometry
  1759. * It can represent etiher the coordinates of a point the space, either a direction
  1760. * Reminder: js uses a left handed forward facing system
  1761. */
  1762. export class Vector3 {
  1763. /**
  1764. * Defines the first coordinates (on X axis)
  1765. */
  1766. x: number;
  1767. /**
  1768. * Defines the second coordinates (on Y axis)
  1769. */
  1770. y: number;
  1771. /**
  1772. * Defines the third coordinates (on Z axis)
  1773. */
  1774. z: number;
  1775. private static _UpReadOnly;
  1776. private static _ZeroReadOnly;
  1777. /**
  1778. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  1779. * @param x defines the first coordinates (on X axis)
  1780. * @param y defines the second coordinates (on Y axis)
  1781. * @param z defines the third coordinates (on Z axis)
  1782. */
  1783. constructor(
  1784. /**
  1785. * Defines the first coordinates (on X axis)
  1786. */
  1787. x?: number,
  1788. /**
  1789. * Defines the second coordinates (on Y axis)
  1790. */
  1791. y?: number,
  1792. /**
  1793. * Defines the third coordinates (on Z axis)
  1794. */
  1795. z?: number);
  1796. /**
  1797. * Creates a string representation of the Vector3
  1798. * @returns a string with the Vector3 coordinates.
  1799. */
  1800. toString(): string;
  1801. /**
  1802. * Gets the class name
  1803. * @returns the string "Vector3"
  1804. */
  1805. getClassName(): string;
  1806. /**
  1807. * Creates the Vector3 hash code
  1808. * @returns a number which tends to be unique between Vector3 instances
  1809. */
  1810. getHashCode(): number;
  1811. /**
  1812. * Creates an array containing three elements : the coordinates of the Vector3
  1813. * @returns a new array of numbers
  1814. */
  1815. asArray(): number[];
  1816. /**
  1817. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  1818. * @param array defines the destination array
  1819. * @param index defines the offset in the destination array
  1820. * @returns the current Vector3
  1821. */
  1822. toArray(array: FloatArray, index?: number): Vector3;
  1823. /**
  1824. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  1825. * @returns a new Quaternion object, computed from the Vector3 coordinates
  1826. */
  1827. toQuaternion(): Quaternion;
  1828. /**
  1829. * Adds the given vector to the current Vector3
  1830. * @param otherVector defines the second operand
  1831. * @returns the current updated Vector3
  1832. */
  1833. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1834. /**
  1835. * Adds the given coordinates to the current Vector3
  1836. * @param x defines the x coordinate of the operand
  1837. * @param y defines the y coordinate of the operand
  1838. * @param z defines the z coordinate of the operand
  1839. * @returns the current updated Vector3
  1840. */
  1841. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  1842. /**
  1843. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  1844. * @param otherVector defines the second operand
  1845. * @returns the resulting Vector3
  1846. */
  1847. add(otherVector: DeepImmutable<Vector3>): Vector3;
  1848. /**
  1849. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  1850. * @param otherVector defines the second operand
  1851. * @param result defines the Vector3 object where to store the result
  1852. * @returns the current Vector3
  1853. */
  1854. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1855. /**
  1856. * Subtract the given vector from the current Vector3
  1857. * @param otherVector defines the second operand
  1858. * @returns the current updated Vector3
  1859. */
  1860. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1861. /**
  1862. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  1863. * @param otherVector defines the second operand
  1864. * @returns the resulting Vector3
  1865. */
  1866. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  1867. /**
  1868. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  1869. * @param otherVector defines the second operand
  1870. * @param result defines the Vector3 object where to store the result
  1871. * @returns the current Vector3
  1872. */
  1873. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1874. /**
  1875. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  1876. * @param x defines the x coordinate of the operand
  1877. * @param y defines the y coordinate of the operand
  1878. * @param z defines the z coordinate of the operand
  1879. * @returns the resulting Vector3
  1880. */
  1881. subtractFromFloats(x: number, y: number, z: number): Vector3;
  1882. /**
  1883. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  1884. * @param x defines the x coordinate of the operand
  1885. * @param y defines the y coordinate of the operand
  1886. * @param z defines the z coordinate of the operand
  1887. * @param result defines the Vector3 object where to store the result
  1888. * @returns the current Vector3
  1889. */
  1890. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  1891. /**
  1892. * Gets a new Vector3 set with the current Vector3 negated coordinates
  1893. * @returns a new Vector3
  1894. */
  1895. negate(): Vector3;
  1896. /**
  1897. * Multiplies the Vector3 coordinates by the float "scale"
  1898. * @param scale defines the multiplier factor
  1899. * @returns the current updated Vector3
  1900. */
  1901. scaleInPlace(scale: number): Vector3;
  1902. /**
  1903. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  1904. * @param scale defines the multiplier factor
  1905. * @returns a new Vector3
  1906. */
  1907. scale(scale: number): Vector3;
  1908. /**
  1909. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  1910. * @param scale defines the multiplier factor
  1911. * @param result defines the Vector3 object where to store the result
  1912. * @returns the current Vector3
  1913. */
  1914. scaleToRef(scale: number, result: Vector3): Vector3;
  1915. /**
  1916. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  1917. * @param scale defines the scale factor
  1918. * @param result defines the Vector3 object where to store the result
  1919. * @returns the unmodified current Vector3
  1920. */
  1921. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  1922. /**
  1923. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  1924. * @param otherVector defines the second operand
  1925. * @returns true if both vectors are equals
  1926. */
  1927. equals(otherVector: DeepImmutable<Vector3>): boolean;
  1928. /**
  1929. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  1930. * @param otherVector defines the second operand
  1931. * @param epsilon defines the minimal distance to define values as equals
  1932. * @returns true if both vectors are distant less than epsilon
  1933. */
  1934. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  1935. /**
  1936. * Returns true if the current Vector3 coordinates equals the given floats
  1937. * @param x defines the x coordinate of the operand
  1938. * @param y defines the y coordinate of the operand
  1939. * @param z defines the z coordinate of the operand
  1940. * @returns true if both vectors are equals
  1941. */
  1942. equalsToFloats(x: number, y: number, z: number): boolean;
  1943. /**
  1944. * Multiplies the current Vector3 coordinates by the given ones
  1945. * @param otherVector defines the second operand
  1946. * @returns the current updated Vector3
  1947. */
  1948. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1949. /**
  1950. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  1951. * @param otherVector defines the second operand
  1952. * @returns the new Vector3
  1953. */
  1954. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  1955. /**
  1956. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  1957. * @param otherVector defines the second operand
  1958. * @param result defines the Vector3 object where to store the result
  1959. * @returns the current Vector3
  1960. */
  1961. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1962. /**
  1963. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  1964. * @param x defines the x coordinate of the operand
  1965. * @param y defines the y coordinate of the operand
  1966. * @param z defines the z coordinate of the operand
  1967. * @returns the new Vector3
  1968. */
  1969. multiplyByFloats(x: number, y: number, z: number): Vector3;
  1970. /**
  1971. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  1972. * @param otherVector defines the second operand
  1973. * @returns the new Vector3
  1974. */
  1975. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  1976. /**
  1977. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  1978. * @param otherVector defines the second operand
  1979. * @param result defines the Vector3 object where to store the result
  1980. * @returns the current Vector3
  1981. */
  1982. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1983. /**
  1984. * Divides the current Vector3 coordinates by the given ones.
  1985. * @param otherVector defines the second operand
  1986. * @returns the current updated Vector3
  1987. */
  1988. divideInPlace(otherVector: Vector3): Vector3;
  1989. /**
  1990. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  1991. * @param other defines the second operand
  1992. * @returns the current updated Vector3
  1993. */
  1994. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  1995. /**
  1996. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  1997. * @param other defines the second operand
  1998. * @returns the current updated Vector3
  1999. */
  2000. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2001. /**
  2002. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2003. * @param x defines the x coordinate of the operand
  2004. * @param y defines the y coordinate of the operand
  2005. * @param z defines the z coordinate of the operand
  2006. * @returns the current updated Vector3
  2007. */
  2008. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2009. /**
  2010. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2011. * @param x defines the x coordinate of the operand
  2012. * @param y defines the y coordinate of the operand
  2013. * @param z defines the z coordinate of the operand
  2014. * @returns the current updated Vector3
  2015. */
  2016. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2017. /**
  2018. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2019. * Check if is non uniform within a certain amount of decimal places to account for this
  2020. * @param epsilon the amount the values can differ
  2021. * @returns if the the vector is non uniform to a certain number of decimal places
  2022. */
  2023. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2024. /**
  2025. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2026. */
  2027. readonly isNonUniform: boolean;
  2028. /**
  2029. * Gets a new Vector3 from current Vector3 floored values
  2030. * @returns a new Vector3
  2031. */
  2032. floor(): Vector3;
  2033. /**
  2034. * Gets a new Vector3 from current Vector3 floored values
  2035. * @returns a new Vector3
  2036. */
  2037. fract(): Vector3;
  2038. /**
  2039. * Gets the length of the Vector3
  2040. * @returns the length of the Vector3
  2041. */
  2042. length(): number;
  2043. /**
  2044. * Gets the squared length of the Vector3
  2045. * @returns squared length of the Vector3
  2046. */
  2047. lengthSquared(): number;
  2048. /**
  2049. * Normalize the current Vector3.
  2050. * Please note that this is an in place operation.
  2051. * @returns the current updated Vector3
  2052. */
  2053. normalize(): Vector3;
  2054. /**
  2055. * Reorders the x y z properties of the vector in place
  2056. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2057. * @returns the current updated vector
  2058. */
  2059. reorderInPlace(order: string): this;
  2060. /**
  2061. * Rotates the vector around 0,0,0 by a quaternion
  2062. * @param quaternion the rotation quaternion
  2063. * @param result vector to store the result
  2064. * @returns the resulting vector
  2065. */
  2066. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2067. /**
  2068. * Rotates a vector around a given point
  2069. * @param quaternion the rotation quaternion
  2070. * @param point the point to rotate around
  2071. * @param result vector to store the result
  2072. * @returns the resulting vector
  2073. */
  2074. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2075. /**
  2076. * Normalize the current Vector3 with the given input length.
  2077. * Please note that this is an in place operation.
  2078. * @param len the length of the vector
  2079. * @returns the current updated Vector3
  2080. */
  2081. normalizeFromLength(len: number): Vector3;
  2082. /**
  2083. * Normalize the current Vector3 to a new vector
  2084. * @returns the new Vector3
  2085. */
  2086. normalizeToNew(): Vector3;
  2087. /**
  2088. * Normalize the current Vector3 to the reference
  2089. * @param reference define the Vector3 to update
  2090. * @returns the updated Vector3
  2091. */
  2092. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2093. /**
  2094. * Creates a new Vector3 copied from the current Vector3
  2095. * @returns the new Vector3
  2096. */
  2097. clone(): Vector3;
  2098. /**
  2099. * Copies the given vector coordinates to the current Vector3 ones
  2100. * @param source defines the source Vector3
  2101. * @returns the current updated Vector3
  2102. */
  2103. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2104. /**
  2105. * Copies the given floats to the current Vector3 coordinates
  2106. * @param x defines the x coordinate of the operand
  2107. * @param y defines the y coordinate of the operand
  2108. * @param z defines the z coordinate of the operand
  2109. * @returns the current updated Vector3
  2110. */
  2111. copyFromFloats(x: number, y: number, z: number): Vector3;
  2112. /**
  2113. * Copies the given floats to the current Vector3 coordinates
  2114. * @param x defines the x coordinate of the operand
  2115. * @param y defines the y coordinate of the operand
  2116. * @param z defines the z coordinate of the operand
  2117. * @returns the current updated Vector3
  2118. */
  2119. set(x: number, y: number, z: number): Vector3;
  2120. /**
  2121. * Copies the given float to the current Vector3 coordinates
  2122. * @param v defines the x, y and z coordinates of the operand
  2123. * @returns the current updated Vector3
  2124. */
  2125. setAll(v: number): Vector3;
  2126. /**
  2127. * Get the clip factor between two vectors
  2128. * @param vector0 defines the first operand
  2129. * @param vector1 defines the second operand
  2130. * @param axis defines the axis to use
  2131. * @param size defines the size along the axis
  2132. * @returns the clip factor
  2133. */
  2134. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2135. /**
  2136. * Get angle between two vectors
  2137. * @param vector0 angle between vector0 and vector1
  2138. * @param vector1 angle between vector0 and vector1
  2139. * @param normal direction of the normal
  2140. * @return the angle between vector0 and vector1
  2141. */
  2142. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2143. /**
  2144. * Returns a new Vector3 set from the index "offset" of the given array
  2145. * @param array defines the source array
  2146. * @param offset defines the offset in the source array
  2147. * @returns the new Vector3
  2148. */
  2149. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2150. /**
  2151. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2152. * This function is deprecated. Use FromArray instead
  2153. * @param array defines the source array
  2154. * @param offset defines the offset in the source array
  2155. * @returns the new Vector3
  2156. */
  2157. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2158. /**
  2159. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2160. * @param array defines the source array
  2161. * @param offset defines the offset in the source array
  2162. * @param result defines the Vector3 where to store the result
  2163. */
  2164. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2165. /**
  2166. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2167. * This function is deprecated. Use FromArrayToRef instead.
  2168. * @param array defines the source array
  2169. * @param offset defines the offset in the source array
  2170. * @param result defines the Vector3 where to store the result
  2171. */
  2172. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2173. /**
  2174. * Sets the given vector "result" with the given floats.
  2175. * @param x defines the x coordinate of the source
  2176. * @param y defines the y coordinate of the source
  2177. * @param z defines the z coordinate of the source
  2178. * @param result defines the Vector3 where to store the result
  2179. */
  2180. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2181. /**
  2182. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2183. * @returns a new empty Vector3
  2184. */
  2185. static Zero(): Vector3;
  2186. /**
  2187. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2188. * @returns a new unit Vector3
  2189. */
  2190. static One(): Vector3;
  2191. /**
  2192. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2193. * @returns a new up Vector3
  2194. */
  2195. static Up(): Vector3;
  2196. /**
  2197. * Gets a up Vector3 that must not be updated
  2198. */
  2199. static readonly UpReadOnly: DeepImmutable<Vector3>;
  2200. /**
  2201. * Gets a zero Vector3 that must not be updated
  2202. */
  2203. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  2204. /**
  2205. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2206. * @returns a new down Vector3
  2207. */
  2208. static Down(): Vector3;
  2209. /**
  2210. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2211. * @returns a new forward Vector3
  2212. */
  2213. static Forward(): Vector3;
  2214. /**
  2215. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2216. * @returns a new forward Vector3
  2217. */
  2218. static Backward(): Vector3;
  2219. /**
  2220. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2221. * @returns a new right Vector3
  2222. */
  2223. static Right(): Vector3;
  2224. /**
  2225. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2226. * @returns a new left Vector3
  2227. */
  2228. static Left(): Vector3;
  2229. /**
  2230. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2231. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2232. * @param vector defines the Vector3 to transform
  2233. * @param transformation defines the transformation matrix
  2234. * @returns the transformed Vector3
  2235. */
  2236. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2237. /**
  2238. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2239. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2240. * @param vector defines the Vector3 to transform
  2241. * @param transformation defines the transformation matrix
  2242. * @param result defines the Vector3 where to store the result
  2243. */
  2244. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2245. /**
  2246. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2247. * This method computes tranformed coordinates only, not transformed direction vectors
  2248. * @param x define the x coordinate of the source vector
  2249. * @param y define the y coordinate of the source vector
  2250. * @param z define the z coordinate of the source vector
  2251. * @param transformation defines the transformation matrix
  2252. * @param result defines the Vector3 where to store the result
  2253. */
  2254. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2255. /**
  2256. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2257. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2258. * @param vector defines the Vector3 to transform
  2259. * @param transformation defines the transformation matrix
  2260. * @returns the new Vector3
  2261. */
  2262. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2263. /**
  2264. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2265. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2266. * @param vector defines the Vector3 to transform
  2267. * @param transformation defines the transformation matrix
  2268. * @param result defines the Vector3 where to store the result
  2269. */
  2270. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2271. /**
  2272. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2273. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2274. * @param x define the x coordinate of the source vector
  2275. * @param y define the y coordinate of the source vector
  2276. * @param z define the z coordinate of the source vector
  2277. * @param transformation defines the transformation matrix
  2278. * @param result defines the Vector3 where to store the result
  2279. */
  2280. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2281. /**
  2282. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2283. * @param value1 defines the first control point
  2284. * @param value2 defines the second control point
  2285. * @param value3 defines the third control point
  2286. * @param value4 defines the fourth control point
  2287. * @param amount defines the amount on the spline to use
  2288. * @returns the new Vector3
  2289. */
  2290. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2291. /**
  2292. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2293. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2294. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2295. * @param value defines the current value
  2296. * @param min defines the lower range value
  2297. * @param max defines the upper range value
  2298. * @returns the new Vector3
  2299. */
  2300. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2301. /**
  2302. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2303. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2304. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2305. * @param value defines the current value
  2306. * @param min defines the lower range value
  2307. * @param max defines the upper range value
  2308. * @param result defines the Vector3 where to store the result
  2309. */
  2310. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2311. /**
  2312. * Checks if a given vector is inside a specific range
  2313. * @param v defines the vector to test
  2314. * @param min defines the minimum range
  2315. * @param max defines the maximum range
  2316. */
  2317. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2318. /**
  2319. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2320. * @param value1 defines the first control point
  2321. * @param tangent1 defines the first tangent vector
  2322. * @param value2 defines the second control point
  2323. * @param tangent2 defines the second tangent vector
  2324. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2325. * @returns the new Vector3
  2326. */
  2327. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2328. /**
  2329. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2330. * @param start defines the start value
  2331. * @param end defines the end value
  2332. * @param amount max defines amount between both (between 0 and 1)
  2333. * @returns the new Vector3
  2334. */
  2335. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2336. /**
  2337. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2338. * @param start defines the start value
  2339. * @param end defines the end value
  2340. * @param amount max defines amount between both (between 0 and 1)
  2341. * @param result defines the Vector3 where to store the result
  2342. */
  2343. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2344. /**
  2345. * Returns the dot product (float) between the vectors "left" and "right"
  2346. * @param left defines the left operand
  2347. * @param right defines the right operand
  2348. * @returns the dot product
  2349. */
  2350. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2351. /**
  2352. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2353. * The cross product is then orthogonal to both "left" and "right"
  2354. * @param left defines the left operand
  2355. * @param right defines the right operand
  2356. * @returns the cross product
  2357. */
  2358. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2359. /**
  2360. * Sets the given vector "result" with the cross product of "left" and "right"
  2361. * The cross product is then orthogonal to both "left" and "right"
  2362. * @param left defines the left operand
  2363. * @param right defines the right operand
  2364. * @param result defines the Vector3 where to store the result
  2365. */
  2366. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2367. /**
  2368. * Returns a new Vector3 as the normalization of the given vector
  2369. * @param vector defines the Vector3 to normalize
  2370. * @returns the new Vector3
  2371. */
  2372. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2373. /**
  2374. * Sets the given vector "result" with the normalization of the given first vector
  2375. * @param vector defines the Vector3 to normalize
  2376. * @param result defines the Vector3 where to store the result
  2377. */
  2378. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2379. /**
  2380. * Project a Vector3 onto screen space
  2381. * @param vector defines the Vector3 to project
  2382. * @param world defines the world matrix to use
  2383. * @param transform defines the transform (view x projection) matrix to use
  2384. * @param viewport defines the screen viewport to use
  2385. * @returns the new Vector3
  2386. */
  2387. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2388. /** @hidden */
  2389. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2390. /**
  2391. * Unproject from screen space to object space
  2392. * @param source defines the screen space Vector3 to use
  2393. * @param viewportWidth defines the current width of the viewport
  2394. * @param viewportHeight defines the current height of the viewport
  2395. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2396. * @param transform defines the transform (view x projection) matrix to use
  2397. * @returns the new Vector3
  2398. */
  2399. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2400. /**
  2401. * Unproject from screen space to object space
  2402. * @param source defines the screen space Vector3 to use
  2403. * @param viewportWidth defines the current width of the viewport
  2404. * @param viewportHeight defines the current height of the viewport
  2405. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2406. * @param view defines the view matrix to use
  2407. * @param projection defines the projection matrix to use
  2408. * @returns the new Vector3
  2409. */
  2410. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2411. /**
  2412. * Unproject from screen space to object space
  2413. * @param source defines the screen space Vector3 to use
  2414. * @param viewportWidth defines the current width of the viewport
  2415. * @param viewportHeight defines the current height of the viewport
  2416. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2417. * @param view defines the view matrix to use
  2418. * @param projection defines the projection matrix to use
  2419. * @param result defines the Vector3 where to store the result
  2420. */
  2421. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2422. /**
  2423. * Unproject from screen space to object space
  2424. * @param sourceX defines the screen space x coordinate to use
  2425. * @param sourceY defines the screen space y coordinate to use
  2426. * @param sourceZ defines the screen space z coordinate to use
  2427. * @param viewportWidth defines the current width of the viewport
  2428. * @param viewportHeight defines the current height of the viewport
  2429. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2430. * @param view defines the view matrix to use
  2431. * @param projection defines the projection matrix to use
  2432. * @param result defines the Vector3 where to store the result
  2433. */
  2434. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2435. /**
  2436. * Gets the minimal coordinate values between two Vector3
  2437. * @param left defines the first operand
  2438. * @param right defines the second operand
  2439. * @returns the new Vector3
  2440. */
  2441. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2442. /**
  2443. * Gets the maximal coordinate values between two Vector3
  2444. * @param left defines the first operand
  2445. * @param right defines the second operand
  2446. * @returns the new Vector3
  2447. */
  2448. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2449. /**
  2450. * Returns the distance between the vectors "value1" and "value2"
  2451. * @param value1 defines the first operand
  2452. * @param value2 defines the second operand
  2453. * @returns the distance
  2454. */
  2455. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2456. /**
  2457. * Returns the squared distance between the vectors "value1" and "value2"
  2458. * @param value1 defines the first operand
  2459. * @param value2 defines the second operand
  2460. * @returns the squared distance
  2461. */
  2462. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2463. /**
  2464. * Returns a new Vector3 located at the center between "value1" and "value2"
  2465. * @param value1 defines the first operand
  2466. * @param value2 defines the second operand
  2467. * @returns the new Vector3
  2468. */
  2469. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  2470. /**
  2471. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  2472. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  2473. * to something in order to rotate it from its local system to the given target system
  2474. * Note: axis1, axis2 and axis3 are normalized during this operation
  2475. * @param axis1 defines the first axis
  2476. * @param axis2 defines the second axis
  2477. * @param axis3 defines the third axis
  2478. * @returns a new Vector3
  2479. */
  2480. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  2481. /**
  2482. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  2483. * @param axis1 defines the first axis
  2484. * @param axis2 defines the second axis
  2485. * @param axis3 defines the third axis
  2486. * @param ref defines the Vector3 where to store the result
  2487. */
  2488. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  2489. }
  2490. /**
  2491. * Vector4 class created for EulerAngle class conversion to Quaternion
  2492. */
  2493. export class Vector4 {
  2494. /** x value of the vector */
  2495. x: number;
  2496. /** y value of the vector */
  2497. y: number;
  2498. /** z value of the vector */
  2499. z: number;
  2500. /** w value of the vector */
  2501. w: number;
  2502. /**
  2503. * Creates a Vector4 object from the given floats.
  2504. * @param x x value of the vector
  2505. * @param y y value of the vector
  2506. * @param z z value of the vector
  2507. * @param w w value of the vector
  2508. */
  2509. constructor(
  2510. /** x value of the vector */
  2511. x: number,
  2512. /** y value of the vector */
  2513. y: number,
  2514. /** z value of the vector */
  2515. z: number,
  2516. /** w value of the vector */
  2517. w: number);
  2518. /**
  2519. * Returns the string with the Vector4 coordinates.
  2520. * @returns a string containing all the vector values
  2521. */
  2522. toString(): string;
  2523. /**
  2524. * Returns the string "Vector4".
  2525. * @returns "Vector4"
  2526. */
  2527. getClassName(): string;
  2528. /**
  2529. * Returns the Vector4 hash code.
  2530. * @returns a unique hash code
  2531. */
  2532. getHashCode(): number;
  2533. /**
  2534. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  2535. * @returns the resulting array
  2536. */
  2537. asArray(): number[];
  2538. /**
  2539. * Populates the given array from the given index with the Vector4 coordinates.
  2540. * @param array array to populate
  2541. * @param index index of the array to start at (default: 0)
  2542. * @returns the Vector4.
  2543. */
  2544. toArray(array: FloatArray, index?: number): Vector4;
  2545. /**
  2546. * Adds the given vector to the current Vector4.
  2547. * @param otherVector the vector to add
  2548. * @returns the updated Vector4.
  2549. */
  2550. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2551. /**
  2552. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  2553. * @param otherVector the vector to add
  2554. * @returns the resulting vector
  2555. */
  2556. add(otherVector: DeepImmutable<Vector4>): Vector4;
  2557. /**
  2558. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  2559. * @param otherVector the vector to add
  2560. * @param result the vector to store the result
  2561. * @returns the current Vector4.
  2562. */
  2563. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2564. /**
  2565. * Subtract in place the given vector from the current Vector4.
  2566. * @param otherVector the vector to subtract
  2567. * @returns the updated Vector4.
  2568. */
  2569. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2570. /**
  2571. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  2572. * @param otherVector the vector to add
  2573. * @returns the new vector with the result
  2574. */
  2575. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  2576. /**
  2577. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  2578. * @param otherVector the vector to subtract
  2579. * @param result the vector to store the result
  2580. * @returns the current Vector4.
  2581. */
  2582. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2583. /**
  2584. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2585. */
  2586. /**
  2587. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2588. * @param x value to subtract
  2589. * @param y value to subtract
  2590. * @param z value to subtract
  2591. * @param w value to subtract
  2592. * @returns new vector containing the result
  2593. */
  2594. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2595. /**
  2596. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2597. * @param x value to subtract
  2598. * @param y value to subtract
  2599. * @param z value to subtract
  2600. * @param w value to subtract
  2601. * @param result the vector to store the result in
  2602. * @returns the current Vector4.
  2603. */
  2604. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  2605. /**
  2606. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  2607. * @returns a new vector with the negated values
  2608. */
  2609. negate(): Vector4;
  2610. /**
  2611. * Multiplies the current Vector4 coordinates by scale (float).
  2612. * @param scale the number to scale with
  2613. * @returns the updated Vector4.
  2614. */
  2615. scaleInPlace(scale: number): Vector4;
  2616. /**
  2617. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  2618. * @param scale the number to scale with
  2619. * @returns a new vector with the result
  2620. */
  2621. scale(scale: number): Vector4;
  2622. /**
  2623. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  2624. * @param scale the number to scale with
  2625. * @param result a vector to store the result in
  2626. * @returns the current Vector4.
  2627. */
  2628. scaleToRef(scale: number, result: Vector4): Vector4;
  2629. /**
  2630. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  2631. * @param scale defines the scale factor
  2632. * @param result defines the Vector4 object where to store the result
  2633. * @returns the unmodified current Vector4
  2634. */
  2635. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  2636. /**
  2637. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  2638. * @param otherVector the vector to compare against
  2639. * @returns true if they are equal
  2640. */
  2641. equals(otherVector: DeepImmutable<Vector4>): boolean;
  2642. /**
  2643. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  2644. * @param otherVector vector to compare against
  2645. * @param epsilon (Default: very small number)
  2646. * @returns true if they are equal
  2647. */
  2648. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  2649. /**
  2650. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  2651. * @param x x value to compare against
  2652. * @param y y value to compare against
  2653. * @param z z value to compare against
  2654. * @param w w value to compare against
  2655. * @returns true if equal
  2656. */
  2657. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  2658. /**
  2659. * Multiplies in place the current Vector4 by the given one.
  2660. * @param otherVector vector to multiple with
  2661. * @returns the updated Vector4.
  2662. */
  2663. multiplyInPlace(otherVector: Vector4): Vector4;
  2664. /**
  2665. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  2666. * @param otherVector vector to multiple with
  2667. * @returns resulting new vector
  2668. */
  2669. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  2670. /**
  2671. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  2672. * @param otherVector vector to multiple with
  2673. * @param result vector to store the result
  2674. * @returns the current Vector4.
  2675. */
  2676. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2677. /**
  2678. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  2679. * @param x x value multiply with
  2680. * @param y y value multiply with
  2681. * @param z z value multiply with
  2682. * @param w w value multiply with
  2683. * @returns resulting new vector
  2684. */
  2685. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  2686. /**
  2687. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  2688. * @param otherVector vector to devide with
  2689. * @returns resulting new vector
  2690. */
  2691. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  2692. /**
  2693. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  2694. * @param otherVector vector to devide with
  2695. * @param result vector to store the result
  2696. * @returns the current Vector4.
  2697. */
  2698. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2699. /**
  2700. * Divides the current Vector3 coordinates by the given ones.
  2701. * @param otherVector vector to devide with
  2702. * @returns the updated Vector3.
  2703. */
  2704. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2705. /**
  2706. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  2707. * @param other defines the second operand
  2708. * @returns the current updated Vector4
  2709. */
  2710. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2711. /**
  2712. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  2713. * @param other defines the second operand
  2714. * @returns the current updated Vector4
  2715. */
  2716. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2717. /**
  2718. * Gets a new Vector4 from current Vector4 floored values
  2719. * @returns a new Vector4
  2720. */
  2721. floor(): Vector4;
  2722. /**
  2723. * Gets a new Vector4 from current Vector3 floored values
  2724. * @returns a new Vector4
  2725. */
  2726. fract(): Vector4;
  2727. /**
  2728. * Returns the Vector4 length (float).
  2729. * @returns the length
  2730. */
  2731. length(): number;
  2732. /**
  2733. * Returns the Vector4 squared length (float).
  2734. * @returns the length squared
  2735. */
  2736. lengthSquared(): number;
  2737. /**
  2738. * Normalizes in place the Vector4.
  2739. * @returns the updated Vector4.
  2740. */
  2741. normalize(): Vector4;
  2742. /**
  2743. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  2744. * @returns this converted to a new vector3
  2745. */
  2746. toVector3(): Vector3;
  2747. /**
  2748. * Returns a new Vector4 copied from the current one.
  2749. * @returns the new cloned vector
  2750. */
  2751. clone(): Vector4;
  2752. /**
  2753. * Updates the current Vector4 with the given one coordinates.
  2754. * @param source the source vector to copy from
  2755. * @returns the updated Vector4.
  2756. */
  2757. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  2758. /**
  2759. * Updates the current Vector4 coordinates with the given floats.
  2760. * @param x float to copy from
  2761. * @param y float to copy from
  2762. * @param z float to copy from
  2763. * @param w float to copy from
  2764. * @returns the updated Vector4.
  2765. */
  2766. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2767. /**
  2768. * Updates the current Vector4 coordinates with the given floats.
  2769. * @param x float to set from
  2770. * @param y float to set from
  2771. * @param z float to set from
  2772. * @param w float to set from
  2773. * @returns the updated Vector4.
  2774. */
  2775. set(x: number, y: number, z: number, w: number): Vector4;
  2776. /**
  2777. * Copies the given float to the current Vector3 coordinates
  2778. * @param v defines the x, y, z and w coordinates of the operand
  2779. * @returns the current updated Vector3
  2780. */
  2781. setAll(v: number): Vector4;
  2782. /**
  2783. * Returns a new Vector4 set from the starting index of the given array.
  2784. * @param array the array to pull values from
  2785. * @param offset the offset into the array to start at
  2786. * @returns the new vector
  2787. */
  2788. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  2789. /**
  2790. * Updates the given vector "result" from the starting index of the given array.
  2791. * @param array the array to pull values from
  2792. * @param offset the offset into the array to start at
  2793. * @param result the vector to store the result in
  2794. */
  2795. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  2796. /**
  2797. * Updates the given vector "result" from the starting index of the given Float32Array.
  2798. * @param array the array to pull values from
  2799. * @param offset the offset into the array to start at
  2800. * @param result the vector to store the result in
  2801. */
  2802. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  2803. /**
  2804. * Updates the given vector "result" coordinates from the given floats.
  2805. * @param x float to set from
  2806. * @param y float to set from
  2807. * @param z float to set from
  2808. * @param w float to set from
  2809. * @param result the vector to the floats in
  2810. */
  2811. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2812. /**
  2813. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  2814. * @returns the new vector
  2815. */
  2816. static Zero(): Vector4;
  2817. /**
  2818. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  2819. * @returns the new vector
  2820. */
  2821. static One(): Vector4;
  2822. /**
  2823. * Returns a new normalized Vector4 from the given one.
  2824. * @param vector the vector to normalize
  2825. * @returns the vector
  2826. */
  2827. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  2828. /**
  2829. * Updates the given vector "result" from the normalization of the given one.
  2830. * @param vector the vector to normalize
  2831. * @param result the vector to store the result in
  2832. */
  2833. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  2834. /**
  2835. * Returns a vector with the minimum values from the left and right vectors
  2836. * @param left left vector to minimize
  2837. * @param right right vector to minimize
  2838. * @returns a new vector with the minimum of the left and right vector values
  2839. */
  2840. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2841. /**
  2842. * Returns a vector with the maximum values from the left and right vectors
  2843. * @param left left vector to maximize
  2844. * @param right right vector to maximize
  2845. * @returns a new vector with the maximum of the left and right vector values
  2846. */
  2847. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2848. /**
  2849. * Returns the distance (float) between the vectors "value1" and "value2".
  2850. * @param value1 value to calulate the distance between
  2851. * @param value2 value to calulate the distance between
  2852. * @return the distance between the two vectors
  2853. */
  2854. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2855. /**
  2856. * Returns the squared distance (float) between the vectors "value1" and "value2".
  2857. * @param value1 value to calulate the distance between
  2858. * @param value2 value to calulate the distance between
  2859. * @return the distance between the two vectors squared
  2860. */
  2861. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2862. /**
  2863. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  2864. * @param value1 value to calulate the center between
  2865. * @param value2 value to calulate the center between
  2866. * @return the center between the two vectors
  2867. */
  2868. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  2869. /**
  2870. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  2871. * This methods computes transformed normalized direction vectors only.
  2872. * @param vector the vector to transform
  2873. * @param transformation the transformation matrix to apply
  2874. * @returns the new vector
  2875. */
  2876. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  2877. /**
  2878. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  2879. * This methods computes transformed normalized direction vectors only.
  2880. * @param vector the vector to transform
  2881. * @param transformation the transformation matrix to apply
  2882. * @param result the vector to store the result in
  2883. */
  2884. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2885. /**
  2886. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  2887. * This methods computes transformed normalized direction vectors only.
  2888. * @param x value to transform
  2889. * @param y value to transform
  2890. * @param z value to transform
  2891. * @param w value to transform
  2892. * @param transformation the transformation matrix to apply
  2893. * @param result the vector to store the results in
  2894. */
  2895. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2896. /**
  2897. * Creates a new Vector4 from a Vector3
  2898. * @param source defines the source data
  2899. * @param w defines the 4th component (default is 0)
  2900. * @returns a new Vector4
  2901. */
  2902. static FromVector3(source: Vector3, w?: number): Vector4;
  2903. }
  2904. /**
  2905. * Class used to store quaternion data
  2906. * @see https://en.wikipedia.org/wiki/Quaternion
  2907. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  2908. */
  2909. export class Quaternion {
  2910. /** defines the first component (0 by default) */
  2911. x: number;
  2912. /** defines the second component (0 by default) */
  2913. y: number;
  2914. /** defines the third component (0 by default) */
  2915. z: number;
  2916. /** defines the fourth component (1.0 by default) */
  2917. w: number;
  2918. /**
  2919. * Creates a new Quaternion from the given floats
  2920. * @param x defines the first component (0 by default)
  2921. * @param y defines the second component (0 by default)
  2922. * @param z defines the third component (0 by default)
  2923. * @param w defines the fourth component (1.0 by default)
  2924. */
  2925. constructor(
  2926. /** defines the first component (0 by default) */
  2927. x?: number,
  2928. /** defines the second component (0 by default) */
  2929. y?: number,
  2930. /** defines the third component (0 by default) */
  2931. z?: number,
  2932. /** defines the fourth component (1.0 by default) */
  2933. w?: number);
  2934. /**
  2935. * Gets a string representation for the current quaternion
  2936. * @returns a string with the Quaternion coordinates
  2937. */
  2938. toString(): string;
  2939. /**
  2940. * Gets the class name of the quaternion
  2941. * @returns the string "Quaternion"
  2942. */
  2943. getClassName(): string;
  2944. /**
  2945. * Gets a hash code for this quaternion
  2946. * @returns the quaternion hash code
  2947. */
  2948. getHashCode(): number;
  2949. /**
  2950. * Copy the quaternion to an array
  2951. * @returns a new array populated with 4 elements from the quaternion coordinates
  2952. */
  2953. asArray(): number[];
  2954. /**
  2955. * Check if two quaternions are equals
  2956. * @param otherQuaternion defines the second operand
  2957. * @return true if the current quaternion and the given one coordinates are strictly equals
  2958. */
  2959. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  2960. /**
  2961. * Clone the current quaternion
  2962. * @returns a new quaternion copied from the current one
  2963. */
  2964. clone(): Quaternion;
  2965. /**
  2966. * Copy a quaternion to the current one
  2967. * @param other defines the other quaternion
  2968. * @returns the updated current quaternion
  2969. */
  2970. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  2971. /**
  2972. * Updates the current quaternion with the given float coordinates
  2973. * @param x defines the x coordinate
  2974. * @param y defines the y coordinate
  2975. * @param z defines the z coordinate
  2976. * @param w defines the w coordinate
  2977. * @returns the updated current quaternion
  2978. */
  2979. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  2980. /**
  2981. * Updates the current quaternion from the given float coordinates
  2982. * @param x defines the x coordinate
  2983. * @param y defines the y coordinate
  2984. * @param z defines the z coordinate
  2985. * @param w defines the w coordinate
  2986. * @returns the updated current quaternion
  2987. */
  2988. set(x: number, y: number, z: number, w: number): Quaternion;
  2989. /**
  2990. * Adds two quaternions
  2991. * @param other defines the second operand
  2992. * @returns a new quaternion as the addition result of the given one and the current quaternion
  2993. */
  2994. add(other: DeepImmutable<Quaternion>): Quaternion;
  2995. /**
  2996. * Add a quaternion to the current one
  2997. * @param other defines the quaternion to add
  2998. * @returns the current quaternion
  2999. */
  3000. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3001. /**
  3002. * Subtract two quaternions
  3003. * @param other defines the second operand
  3004. * @returns a new quaternion as the subtraction result of the given one from the current one
  3005. */
  3006. subtract(other: Quaternion): Quaternion;
  3007. /**
  3008. * Multiplies the current quaternion by a scale factor
  3009. * @param value defines the scale factor
  3010. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3011. */
  3012. scale(value: number): Quaternion;
  3013. /**
  3014. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3015. * @param scale defines the scale factor
  3016. * @param result defines the Quaternion object where to store the result
  3017. * @returns the unmodified current quaternion
  3018. */
  3019. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3020. /**
  3021. * Multiplies in place the current quaternion by a scale factor
  3022. * @param value defines the scale factor
  3023. * @returns the current modified quaternion
  3024. */
  3025. scaleInPlace(value: number): Quaternion;
  3026. /**
  3027. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3028. * @param scale defines the scale factor
  3029. * @param result defines the Quaternion object where to store the result
  3030. * @returns the unmodified current quaternion
  3031. */
  3032. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3033. /**
  3034. * Multiplies two quaternions
  3035. * @param q1 defines the second operand
  3036. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3037. */
  3038. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3039. /**
  3040. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3041. * @param q1 defines the second operand
  3042. * @param result defines the target quaternion
  3043. * @returns the current quaternion
  3044. */
  3045. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3046. /**
  3047. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3048. * @param q1 defines the second operand
  3049. * @returns the currentupdated quaternion
  3050. */
  3051. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3052. /**
  3053. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3054. * @param ref defines the target quaternion
  3055. * @returns the current quaternion
  3056. */
  3057. conjugateToRef(ref: Quaternion): Quaternion;
  3058. /**
  3059. * Conjugates in place (1-q) the current quaternion
  3060. * @returns the current updated quaternion
  3061. */
  3062. conjugateInPlace(): Quaternion;
  3063. /**
  3064. * Conjugates in place (1-q) the current quaternion
  3065. * @returns a new quaternion
  3066. */
  3067. conjugate(): Quaternion;
  3068. /**
  3069. * Gets length of current quaternion
  3070. * @returns the quaternion length (float)
  3071. */
  3072. length(): number;
  3073. /**
  3074. * Normalize in place the current quaternion
  3075. * @returns the current updated quaternion
  3076. */
  3077. normalize(): Quaternion;
  3078. /**
  3079. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3080. * @param order is a reserved parameter and is ignore for now
  3081. * @returns a new Vector3 containing the Euler angles
  3082. */
  3083. toEulerAngles(order?: string): Vector3;
  3084. /**
  3085. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3086. * @param result defines the vector which will be filled with the Euler angles
  3087. * @param order is a reserved parameter and is ignore for now
  3088. * @returns the current unchanged quaternion
  3089. */
  3090. toEulerAnglesToRef(result: Vector3): Quaternion;
  3091. /**
  3092. * Updates the given rotation matrix with the current quaternion values
  3093. * @param result defines the target matrix
  3094. * @returns the current unchanged quaternion
  3095. */
  3096. toRotationMatrix(result: Matrix): Quaternion;
  3097. /**
  3098. * Updates the current quaternion from the given rotation matrix values
  3099. * @param matrix defines the source matrix
  3100. * @returns the current updated quaternion
  3101. */
  3102. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3103. /**
  3104. * Creates a new quaternion from a rotation matrix
  3105. * @param matrix defines the source matrix
  3106. * @returns a new quaternion created from the given rotation matrix values
  3107. */
  3108. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3109. /**
  3110. * Updates the given quaternion with the given rotation matrix values
  3111. * @param matrix defines the source matrix
  3112. * @param result defines the target quaternion
  3113. */
  3114. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3115. /**
  3116. * Returns the dot product (float) between the quaternions "left" and "right"
  3117. * @param left defines the left operand
  3118. * @param right defines the right operand
  3119. * @returns the dot product
  3120. */
  3121. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3122. /**
  3123. * Checks if the two quaternions are close to each other
  3124. * @param quat0 defines the first quaternion to check
  3125. * @param quat1 defines the second quaternion to check
  3126. * @returns true if the two quaternions are close to each other
  3127. */
  3128. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3129. /**
  3130. * Creates an empty quaternion
  3131. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3132. */
  3133. static Zero(): Quaternion;
  3134. /**
  3135. * Inverse a given quaternion
  3136. * @param q defines the source quaternion
  3137. * @returns a new quaternion as the inverted current quaternion
  3138. */
  3139. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3140. /**
  3141. * Inverse a given quaternion
  3142. * @param q defines the source quaternion
  3143. * @param result the quaternion the result will be stored in
  3144. * @returns the result quaternion
  3145. */
  3146. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3147. /**
  3148. * Creates an identity quaternion
  3149. * @returns the identity quaternion
  3150. */
  3151. static Identity(): Quaternion;
  3152. /**
  3153. * Gets a boolean indicating if the given quaternion is identity
  3154. * @param quaternion defines the quaternion to check
  3155. * @returns true if the quaternion is identity
  3156. */
  3157. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3158. /**
  3159. * Creates a quaternion from a rotation around an axis
  3160. * @param axis defines the axis to use
  3161. * @param angle defines the angle to use
  3162. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3163. */
  3164. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3165. /**
  3166. * Creates a rotation around an axis and stores it into the given quaternion
  3167. * @param axis defines the axis to use
  3168. * @param angle defines the angle to use
  3169. * @param result defines the target quaternion
  3170. * @returns the target quaternion
  3171. */
  3172. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3173. /**
  3174. * Creates a new quaternion from data stored into an array
  3175. * @param array defines the data source
  3176. * @param offset defines the offset in the source array where the data starts
  3177. * @returns a new quaternion
  3178. */
  3179. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3180. /**
  3181. * Create a quaternion from Euler rotation angles
  3182. * @param x Pitch
  3183. * @param y Yaw
  3184. * @param z Roll
  3185. * @returns the new Quaternion
  3186. */
  3187. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3188. /**
  3189. * Updates a quaternion from Euler rotation angles
  3190. * @param x Pitch
  3191. * @param y Yaw
  3192. * @param z Roll
  3193. * @param result the quaternion to store the result
  3194. * @returns the updated quaternion
  3195. */
  3196. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3197. /**
  3198. * Create a quaternion from Euler rotation vector
  3199. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3200. * @returns the new Quaternion
  3201. */
  3202. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3203. /**
  3204. * Updates a quaternion from Euler rotation vector
  3205. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3206. * @param result the quaternion to store the result
  3207. * @returns the updated quaternion
  3208. */
  3209. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3210. /**
  3211. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3212. * @param yaw defines the rotation around Y axis
  3213. * @param pitch defines the rotation around X axis
  3214. * @param roll defines the rotation around Z axis
  3215. * @returns the new quaternion
  3216. */
  3217. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3218. /**
  3219. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3220. * @param yaw defines the rotation around Y axis
  3221. * @param pitch defines the rotation around X axis
  3222. * @param roll defines the rotation around Z axis
  3223. * @param result defines the target quaternion
  3224. */
  3225. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3226. /**
  3227. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3228. * @param alpha defines the rotation around first axis
  3229. * @param beta defines the rotation around second axis
  3230. * @param gamma defines the rotation around third axis
  3231. * @returns the new quaternion
  3232. */
  3233. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3234. /**
  3235. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3236. * @param alpha defines the rotation around first axis
  3237. * @param beta defines the rotation around second axis
  3238. * @param gamma defines the rotation around third axis
  3239. * @param result defines the target quaternion
  3240. */
  3241. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3242. /**
  3243. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  3244. * @param axis1 defines the first axis
  3245. * @param axis2 defines the second axis
  3246. * @param axis3 defines the third axis
  3247. * @returns the new quaternion
  3248. */
  3249. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3250. /**
  3251. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  3252. * @param axis1 defines the first axis
  3253. * @param axis2 defines the second axis
  3254. * @param axis3 defines the third axis
  3255. * @param ref defines the target quaternion
  3256. */
  3257. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3258. /**
  3259. * Interpolates between two quaternions
  3260. * @param left defines first quaternion
  3261. * @param right defines second quaternion
  3262. * @param amount defines the gradient to use
  3263. * @returns the new interpolated quaternion
  3264. */
  3265. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3266. /**
  3267. * Interpolates between two quaternions and stores it into a target quaternion
  3268. * @param left defines first quaternion
  3269. * @param right defines second quaternion
  3270. * @param amount defines the gradient to use
  3271. * @param result defines the target quaternion
  3272. */
  3273. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3274. /**
  3275. * Interpolate between two quaternions using Hermite interpolation
  3276. * @param value1 defines first quaternion
  3277. * @param tangent1 defines the incoming tangent
  3278. * @param value2 defines second quaternion
  3279. * @param tangent2 defines the outgoing tangent
  3280. * @param amount defines the target quaternion
  3281. * @returns the new interpolated quaternion
  3282. */
  3283. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3284. }
  3285. /**
  3286. * Class used to store matrix data (4x4)
  3287. */
  3288. export class Matrix {
  3289. private static _updateFlagSeed;
  3290. private static _identityReadOnly;
  3291. private _isIdentity;
  3292. private _isIdentityDirty;
  3293. private _isIdentity3x2;
  3294. private _isIdentity3x2Dirty;
  3295. /**
  3296. * Gets the update flag of the matrix which is an unique number for the matrix.
  3297. * It will be incremented every time the matrix data change.
  3298. * You can use it to speed the comparison between two versions of the same matrix.
  3299. */
  3300. updateFlag: number;
  3301. private readonly _m;
  3302. /**
  3303. * Gets the internal data of the matrix
  3304. */
  3305. readonly m: DeepImmutable<Float32Array>;
  3306. /** @hidden */
  3307. _markAsUpdated(): void;
  3308. /** @hidden */
  3309. private _updateIdentityStatus;
  3310. /**
  3311. * Creates an empty matrix (filled with zeros)
  3312. */
  3313. constructor();
  3314. /**
  3315. * Check if the current matrix is identity
  3316. * @returns true is the matrix is the identity matrix
  3317. */
  3318. isIdentity(): boolean;
  3319. /**
  3320. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3321. * @returns true is the matrix is the identity matrix
  3322. */
  3323. isIdentityAs3x2(): boolean;
  3324. /**
  3325. * Gets the determinant of the matrix
  3326. * @returns the matrix determinant
  3327. */
  3328. determinant(): number;
  3329. /**
  3330. * Returns the matrix as a Float32Array
  3331. * @returns the matrix underlying array
  3332. */
  3333. toArray(): DeepImmutable<Float32Array>;
  3334. /**
  3335. * Returns the matrix as a Float32Array
  3336. * @returns the matrix underlying array.
  3337. */
  3338. asArray(): DeepImmutable<Float32Array>;
  3339. /**
  3340. * Inverts the current matrix in place
  3341. * @returns the current inverted matrix
  3342. */
  3343. invert(): Matrix;
  3344. /**
  3345. * Sets all the matrix elements to zero
  3346. * @returns the current matrix
  3347. */
  3348. reset(): Matrix;
  3349. /**
  3350. * Adds the current matrix with a second one
  3351. * @param other defines the matrix to add
  3352. * @returns a new matrix as the addition of the current matrix and the given one
  3353. */
  3354. add(other: DeepImmutable<Matrix>): Matrix;
  3355. /**
  3356. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3357. * @param other defines the matrix to add
  3358. * @param result defines the target matrix
  3359. * @returns the current matrix
  3360. */
  3361. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3362. /**
  3363. * Adds in place the given matrix to the current matrix
  3364. * @param other defines the second operand
  3365. * @returns the current updated matrix
  3366. */
  3367. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3368. /**
  3369. * Sets the given matrix to the current inverted Matrix
  3370. * @param other defines the target matrix
  3371. * @returns the unmodified current matrix
  3372. */
  3373. invertToRef(other: Matrix): Matrix;
  3374. /**
  3375. * add a value at the specified position in the current Matrix
  3376. * @param index the index of the value within the matrix. between 0 and 15.
  3377. * @param value the value to be added
  3378. * @returns the current updated matrix
  3379. */
  3380. addAtIndex(index: number, value: number): Matrix;
  3381. /**
  3382. * mutiply the specified position in the current Matrix by a value
  3383. * @param index the index of the value within the matrix. between 0 and 15.
  3384. * @param value the value to be added
  3385. * @returns the current updated matrix
  3386. */
  3387. multiplyAtIndex(index: number, value: number): Matrix;
  3388. /**
  3389. * Inserts the translation vector (using 3 floats) in the current matrix
  3390. * @param x defines the 1st component of the translation
  3391. * @param y defines the 2nd component of the translation
  3392. * @param z defines the 3rd component of the translation
  3393. * @returns the current updated matrix
  3394. */
  3395. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3396. /**
  3397. * Adds the translation vector (using 3 floats) in the current matrix
  3398. * @param x defines the 1st component of the translation
  3399. * @param y defines the 2nd component of the translation
  3400. * @param z defines the 3rd component of the translation
  3401. * @returns the current updated matrix
  3402. */
  3403. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3404. /**
  3405. * Inserts the translation vector in the current matrix
  3406. * @param vector3 defines the translation to insert
  3407. * @returns the current updated matrix
  3408. */
  3409. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3410. /**
  3411. * Gets the translation value of the current matrix
  3412. * @returns a new Vector3 as the extracted translation from the matrix
  3413. */
  3414. getTranslation(): Vector3;
  3415. /**
  3416. * Fill a Vector3 with the extracted translation from the matrix
  3417. * @param result defines the Vector3 where to store the translation
  3418. * @returns the current matrix
  3419. */
  3420. getTranslationToRef(result: Vector3): Matrix;
  3421. /**
  3422. * Remove rotation and scaling part from the matrix
  3423. * @returns the updated matrix
  3424. */
  3425. removeRotationAndScaling(): Matrix;
  3426. /**
  3427. * Multiply two matrices
  3428. * @param other defines the second operand
  3429. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  3430. */
  3431. multiply(other: DeepImmutable<Matrix>): Matrix;
  3432. /**
  3433. * Copy the current matrix from the given one
  3434. * @param other defines the source matrix
  3435. * @returns the current updated matrix
  3436. */
  3437. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  3438. /**
  3439. * Populates the given array from the starting index with the current matrix values
  3440. * @param array defines the target array
  3441. * @param offset defines the offset in the target array where to start storing values
  3442. * @returns the current matrix
  3443. */
  3444. copyToArray(array: Float32Array, offset?: number): Matrix;
  3445. /**
  3446. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  3447. * @param other defines the second operand
  3448. * @param result defines the matrix where to store the multiplication
  3449. * @returns the current matrix
  3450. */
  3451. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3452. /**
  3453. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  3454. * @param other defines the second operand
  3455. * @param result defines the array where to store the multiplication
  3456. * @param offset defines the offset in the target array where to start storing values
  3457. * @returns the current matrix
  3458. */
  3459. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  3460. /**
  3461. * Check equality between this matrix and a second one
  3462. * @param value defines the second matrix to compare
  3463. * @returns true is the current matrix and the given one values are strictly equal
  3464. */
  3465. equals(value: DeepImmutable<Matrix>): boolean;
  3466. /**
  3467. * Clone the current matrix
  3468. * @returns a new matrix from the current matrix
  3469. */
  3470. clone(): Matrix;
  3471. /**
  3472. * Returns the name of the current matrix class
  3473. * @returns the string "Matrix"
  3474. */
  3475. getClassName(): string;
  3476. /**
  3477. * Gets the hash code of the current matrix
  3478. * @returns the hash code
  3479. */
  3480. getHashCode(): number;
  3481. /**
  3482. * Decomposes the current Matrix into a translation, rotation and scaling components
  3483. * @param scale defines the scale vector3 given as a reference to update
  3484. * @param rotation defines the rotation quaternion given as a reference to update
  3485. * @param translation defines the translation vector3 given as a reference to update
  3486. * @returns true if operation was successful
  3487. */
  3488. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  3489. /**
  3490. * Gets specific row of the matrix
  3491. * @param index defines the number of the row to get
  3492. * @returns the index-th row of the current matrix as a new Vector4
  3493. */
  3494. getRow(index: number): Nullable<Vector4>;
  3495. /**
  3496. * Sets the index-th row of the current matrix to the vector4 values
  3497. * @param index defines the number of the row to set
  3498. * @param row defines the target vector4
  3499. * @returns the updated current matrix
  3500. */
  3501. setRow(index: number, row: Vector4): Matrix;
  3502. /**
  3503. * Compute the transpose of the matrix
  3504. * @returns the new transposed matrix
  3505. */
  3506. transpose(): Matrix;
  3507. /**
  3508. * Compute the transpose of the matrix and store it in a given matrix
  3509. * @param result defines the target matrix
  3510. * @returns the current matrix
  3511. */
  3512. transposeToRef(result: Matrix): Matrix;
  3513. /**
  3514. * Sets the index-th row of the current matrix with the given 4 x float values
  3515. * @param index defines the row index
  3516. * @param x defines the x component to set
  3517. * @param y defines the y component to set
  3518. * @param z defines the z component to set
  3519. * @param w defines the w component to set
  3520. * @returns the updated current matrix
  3521. */
  3522. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  3523. /**
  3524. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  3525. * @param scale defines the scale factor
  3526. * @returns a new matrix
  3527. */
  3528. scale(scale: number): Matrix;
  3529. /**
  3530. * Scale the current matrix values by a factor to a given result matrix
  3531. * @param scale defines the scale factor
  3532. * @param result defines the matrix to store the result
  3533. * @returns the current matrix
  3534. */
  3535. scaleToRef(scale: number, result: Matrix): Matrix;
  3536. /**
  3537. * Scale the current matrix values by a factor and add the result to a given matrix
  3538. * @param scale defines the scale factor
  3539. * @param result defines the Matrix to store the result
  3540. * @returns the current matrix
  3541. */
  3542. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  3543. /**
  3544. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  3545. * @param ref matrix to store the result
  3546. */
  3547. toNormalMatrix(ref: Matrix): void;
  3548. /**
  3549. * Gets only rotation part of the current matrix
  3550. * @returns a new matrix sets to the extracted rotation matrix from the current one
  3551. */
  3552. getRotationMatrix(): Matrix;
  3553. /**
  3554. * Extracts the rotation matrix from the current one and sets it as the given "result"
  3555. * @param result defines the target matrix to store data to
  3556. * @returns the current matrix
  3557. */
  3558. getRotationMatrixToRef(result: Matrix): Matrix;
  3559. /**
  3560. * Toggles model matrix from being right handed to left handed in place and vice versa
  3561. */
  3562. toggleModelMatrixHandInPlace(): void;
  3563. /**
  3564. * Toggles projection matrix from being right handed to left handed in place and vice versa
  3565. */
  3566. toggleProjectionMatrixHandInPlace(): void;
  3567. /**
  3568. * Creates a matrix from an array
  3569. * @param array defines the source array
  3570. * @param offset defines an offset in the source array
  3571. * @returns a new Matrix set from the starting index of the given array
  3572. */
  3573. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  3574. /**
  3575. * Copy the content of an array into a given matrix
  3576. * @param array defines the source array
  3577. * @param offset defines an offset in the source array
  3578. * @param result defines the target matrix
  3579. */
  3580. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  3581. /**
  3582. * Stores an array into a matrix after having multiplied each component by a given factor
  3583. * @param array defines the source array
  3584. * @param offset defines the offset in the source array
  3585. * @param scale defines the scaling factor
  3586. * @param result defines the target matrix
  3587. */
  3588. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  3589. /**
  3590. * Gets an identity matrix that must not be updated
  3591. */
  3592. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  3593. /**
  3594. * Stores a list of values (16) inside a given matrix
  3595. * @param initialM11 defines 1st value of 1st row
  3596. * @param initialM12 defines 2nd value of 1st row
  3597. * @param initialM13 defines 3rd value of 1st row
  3598. * @param initialM14 defines 4th value of 1st row
  3599. * @param initialM21 defines 1st value of 2nd row
  3600. * @param initialM22 defines 2nd value of 2nd row
  3601. * @param initialM23 defines 3rd value of 2nd row
  3602. * @param initialM24 defines 4th value of 2nd row
  3603. * @param initialM31 defines 1st value of 3rd row
  3604. * @param initialM32 defines 2nd value of 3rd row
  3605. * @param initialM33 defines 3rd value of 3rd row
  3606. * @param initialM34 defines 4th value of 3rd row
  3607. * @param initialM41 defines 1st value of 4th row
  3608. * @param initialM42 defines 2nd value of 4th row
  3609. * @param initialM43 defines 3rd value of 4th row
  3610. * @param initialM44 defines 4th value of 4th row
  3611. * @param result defines the target matrix
  3612. */
  3613. static FromValuesToRef(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number, result: Matrix): void;
  3614. /**
  3615. * Creates new matrix from a list of values (16)
  3616. * @param initialM11 defines 1st value of 1st row
  3617. * @param initialM12 defines 2nd value of 1st row
  3618. * @param initialM13 defines 3rd value of 1st row
  3619. * @param initialM14 defines 4th value of 1st row
  3620. * @param initialM21 defines 1st value of 2nd row
  3621. * @param initialM22 defines 2nd value of 2nd row
  3622. * @param initialM23 defines 3rd value of 2nd row
  3623. * @param initialM24 defines 4th value of 2nd row
  3624. * @param initialM31 defines 1st value of 3rd row
  3625. * @param initialM32 defines 2nd value of 3rd row
  3626. * @param initialM33 defines 3rd value of 3rd row
  3627. * @param initialM34 defines 4th value of 3rd row
  3628. * @param initialM41 defines 1st value of 4th row
  3629. * @param initialM42 defines 2nd value of 4th row
  3630. * @param initialM43 defines 3rd value of 4th row
  3631. * @param initialM44 defines 4th value of 4th row
  3632. * @returns the new matrix
  3633. */
  3634. static FromValues(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number): Matrix;
  3635. /**
  3636. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3637. * @param scale defines the scale vector3
  3638. * @param rotation defines the rotation quaternion
  3639. * @param translation defines the translation vector3
  3640. * @returns a new matrix
  3641. */
  3642. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  3643. /**
  3644. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3645. * @param scale defines the scale vector3
  3646. * @param rotation defines the rotation quaternion
  3647. * @param translation defines the translation vector3
  3648. * @param result defines the target matrix
  3649. */
  3650. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  3651. /**
  3652. * Creates a new identity matrix
  3653. * @returns a new identity matrix
  3654. */
  3655. static Identity(): Matrix;
  3656. /**
  3657. * Creates a new identity matrix and stores the result in a given matrix
  3658. * @param result defines the target matrix
  3659. */
  3660. static IdentityToRef(result: Matrix): void;
  3661. /**
  3662. * Creates a new zero matrix
  3663. * @returns a new zero matrix
  3664. */
  3665. static Zero(): Matrix;
  3666. /**
  3667. * Creates a new rotation matrix for "angle" radians around the X axis
  3668. * @param angle defines the angle (in radians) to use
  3669. * @return the new matrix
  3670. */
  3671. static RotationX(angle: number): Matrix;
  3672. /**
  3673. * Creates a new matrix as the invert of a given matrix
  3674. * @param source defines the source matrix
  3675. * @returns the new matrix
  3676. */
  3677. static Invert(source: DeepImmutable<Matrix>): Matrix;
  3678. /**
  3679. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  3680. * @param angle defines the angle (in radians) to use
  3681. * @param result defines the target matrix
  3682. */
  3683. static RotationXToRef(angle: number, result: Matrix): void;
  3684. /**
  3685. * Creates a new rotation matrix for "angle" radians around the Y axis
  3686. * @param angle defines the angle (in radians) to use
  3687. * @return the new matrix
  3688. */
  3689. static RotationY(angle: number): Matrix;
  3690. /**
  3691. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  3692. * @param angle defines the angle (in radians) to use
  3693. * @param result defines the target matrix
  3694. */
  3695. static RotationYToRef(angle: number, result: Matrix): void;
  3696. /**
  3697. * Creates a new rotation matrix for "angle" radians around the Z axis
  3698. * @param angle defines the angle (in radians) to use
  3699. * @return the new matrix
  3700. */
  3701. static RotationZ(angle: number): Matrix;
  3702. /**
  3703. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  3704. * @param angle defines the angle (in radians) to use
  3705. * @param result defines the target matrix
  3706. */
  3707. static RotationZToRef(angle: number, result: Matrix): void;
  3708. /**
  3709. * Creates a new rotation matrix for "angle" radians around the given axis
  3710. * @param axis defines the axis to use
  3711. * @param angle defines the angle (in radians) to use
  3712. * @return the new matrix
  3713. */
  3714. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  3715. /**
  3716. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  3717. * @param axis defines the axis to use
  3718. * @param angle defines the angle (in radians) to use
  3719. * @param result defines the target matrix
  3720. */
  3721. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  3722. /**
  3723. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  3724. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  3725. * @param from defines the vector to align
  3726. * @param to defines the vector to align to
  3727. * @param result defines the target matrix
  3728. */
  3729. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  3730. /**
  3731. * Creates a rotation matrix
  3732. * @param yaw defines the yaw angle in radians (Y axis)
  3733. * @param pitch defines the pitch angle in radians (X axis)
  3734. * @param roll defines the roll angle in radians (X axis)
  3735. * @returns the new rotation matrix
  3736. */
  3737. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  3738. /**
  3739. * Creates a rotation matrix and stores it in a given matrix
  3740. * @param yaw defines the yaw angle in radians (Y axis)
  3741. * @param pitch defines the pitch angle in radians (X axis)
  3742. * @param roll defines the roll angle in radians (X axis)
  3743. * @param result defines the target matrix
  3744. */
  3745. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  3746. /**
  3747. * Creates a scaling matrix
  3748. * @param x defines the scale factor on X axis
  3749. * @param y defines the scale factor on Y axis
  3750. * @param z defines the scale factor on Z axis
  3751. * @returns the new matrix
  3752. */
  3753. static Scaling(x: number, y: number, z: number): Matrix;
  3754. /**
  3755. * Creates a scaling matrix and stores it in a given matrix
  3756. * @param x defines the scale factor on X axis
  3757. * @param y defines the scale factor on Y axis
  3758. * @param z defines the scale factor on Z axis
  3759. * @param result defines the target matrix
  3760. */
  3761. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  3762. /**
  3763. * Creates a translation matrix
  3764. * @param x defines the translation on X axis
  3765. * @param y defines the translation on Y axis
  3766. * @param z defines the translationon Z axis
  3767. * @returns the new matrix
  3768. */
  3769. static Translation(x: number, y: number, z: number): Matrix;
  3770. /**
  3771. * Creates a translation matrix and stores it in a given matrix
  3772. * @param x defines the translation on X axis
  3773. * @param y defines the translation on Y axis
  3774. * @param z defines the translationon Z axis
  3775. * @param result defines the target matrix
  3776. */
  3777. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  3778. /**
  3779. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3780. * @param startValue defines the start value
  3781. * @param endValue defines the end value
  3782. * @param gradient defines the gradient factor
  3783. * @returns the new matrix
  3784. */
  3785. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3786. /**
  3787. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3788. * @param startValue defines the start value
  3789. * @param endValue defines the end value
  3790. * @param gradient defines the gradient factor
  3791. * @param result defines the Matrix object where to store data
  3792. */
  3793. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3794. /**
  3795. * Builds a new matrix whose values are computed by:
  3796. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3797. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3798. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3799. * @param startValue defines the first matrix
  3800. * @param endValue defines the second matrix
  3801. * @param gradient defines the gradient between the two matrices
  3802. * @returns the new matrix
  3803. */
  3804. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3805. /**
  3806. * Update a matrix to values which are computed by:
  3807. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3808. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3809. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3810. * @param startValue defines the first matrix
  3811. * @param endValue defines the second matrix
  3812. * @param gradient defines the gradient between the two matrices
  3813. * @param result defines the target matrix
  3814. */
  3815. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3816. /**
  3817. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  3818. * This function works in left handed mode
  3819. * @param eye defines the final position of the entity
  3820. * @param target defines where the entity should look at
  3821. * @param up defines the up vector for the entity
  3822. * @returns the new matrix
  3823. */
  3824. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3825. /**
  3826. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  3827. * This function works in left handed mode
  3828. * @param eye defines the final position of the entity
  3829. * @param target defines where the entity should look at
  3830. * @param up defines the up vector for the entity
  3831. * @param result defines the target matrix
  3832. */
  3833. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3834. /**
  3835. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  3836. * This function works in right handed mode
  3837. * @param eye defines the final position of the entity
  3838. * @param target defines where the entity should look at
  3839. * @param up defines the up vector for the entity
  3840. * @returns the new matrix
  3841. */
  3842. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3843. /**
  3844. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  3845. * This function works in right handed mode
  3846. * @param eye defines the final position of the entity
  3847. * @param target defines where the entity should look at
  3848. * @param up defines the up vector for the entity
  3849. * @param result defines the target matrix
  3850. */
  3851. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3852. /**
  3853. * Create a left-handed orthographic projection matrix
  3854. * @param width defines the viewport width
  3855. * @param height defines the viewport height
  3856. * @param znear defines the near clip plane
  3857. * @param zfar defines the far clip plane
  3858. * @returns a new matrix as a left-handed orthographic projection matrix
  3859. */
  3860. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3861. /**
  3862. * Store a left-handed orthographic projection to a given matrix
  3863. * @param width defines the viewport width
  3864. * @param height defines the viewport height
  3865. * @param znear defines the near clip plane
  3866. * @param zfar defines the far clip plane
  3867. * @param result defines the target matrix
  3868. */
  3869. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  3870. /**
  3871. * Create a left-handed orthographic projection matrix
  3872. * @param left defines the viewport left coordinate
  3873. * @param right defines the viewport right coordinate
  3874. * @param bottom defines the viewport bottom coordinate
  3875. * @param top defines the viewport top coordinate
  3876. * @param znear defines the near clip plane
  3877. * @param zfar defines the far clip plane
  3878. * @returns a new matrix as a left-handed orthographic projection matrix
  3879. */
  3880. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3881. /**
  3882. * Stores a left-handed orthographic projection into a given matrix
  3883. * @param left defines the viewport left coordinate
  3884. * @param right defines the viewport right coordinate
  3885. * @param bottom defines the viewport bottom coordinate
  3886. * @param top defines the viewport top coordinate
  3887. * @param znear defines the near clip plane
  3888. * @param zfar defines the far clip plane
  3889. * @param result defines the target matrix
  3890. */
  3891. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3892. /**
  3893. * Creates a right-handed orthographic projection matrix
  3894. * @param left defines the viewport left coordinate
  3895. * @param right defines the viewport right coordinate
  3896. * @param bottom defines the viewport bottom coordinate
  3897. * @param top defines the viewport top coordinate
  3898. * @param znear defines the near clip plane
  3899. * @param zfar defines the far clip plane
  3900. * @returns a new matrix as a right-handed orthographic projection matrix
  3901. */
  3902. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3903. /**
  3904. * Stores a right-handed orthographic projection into a given matrix
  3905. * @param left defines the viewport left coordinate
  3906. * @param right defines the viewport right coordinate
  3907. * @param bottom defines the viewport bottom coordinate
  3908. * @param top defines the viewport top coordinate
  3909. * @param znear defines the near clip plane
  3910. * @param zfar defines the far clip plane
  3911. * @param result defines the target matrix
  3912. */
  3913. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3914. /**
  3915. * Creates a left-handed perspective projection matrix
  3916. * @param width defines the viewport width
  3917. * @param height defines the viewport height
  3918. * @param znear defines the near clip plane
  3919. * @param zfar defines the far clip plane
  3920. * @returns a new matrix as a left-handed perspective projection matrix
  3921. */
  3922. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3923. /**
  3924. * Creates a left-handed perspective projection matrix
  3925. * @param fov defines the horizontal field of view
  3926. * @param aspect defines the aspect ratio
  3927. * @param znear defines the near clip plane
  3928. * @param zfar defines the far clip plane
  3929. * @returns a new matrix as a left-handed perspective projection matrix
  3930. */
  3931. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3932. /**
  3933. * Stores a left-handed perspective projection into a given matrix
  3934. * @param fov defines the horizontal field of view
  3935. * @param aspect defines the aspect ratio
  3936. * @param znear defines the near clip plane
  3937. * @param zfar defines the far clip plane
  3938. * @param result defines the target matrix
  3939. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3940. */
  3941. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3942. /**
  3943. * Creates a right-handed perspective projection matrix
  3944. * @param fov defines the horizontal field of view
  3945. * @param aspect defines the aspect ratio
  3946. * @param znear defines the near clip plane
  3947. * @param zfar defines the far clip plane
  3948. * @returns a new matrix as a right-handed perspective projection matrix
  3949. */
  3950. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3951. /**
  3952. * Stores a right-handed perspective projection into a given matrix
  3953. * @param fov defines the horizontal field of view
  3954. * @param aspect defines the aspect ratio
  3955. * @param znear defines the near clip plane
  3956. * @param zfar defines the far clip plane
  3957. * @param result defines the target matrix
  3958. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3959. */
  3960. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3961. /**
  3962. * Stores a perspective projection for WebVR info a given matrix
  3963. * @param fov defines the field of view
  3964. * @param znear defines the near clip plane
  3965. * @param zfar defines the far clip plane
  3966. * @param result defines the target matrix
  3967. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  3968. */
  3969. static PerspectiveFovWebVRToRef(fov: {
  3970. upDegrees: number;
  3971. downDegrees: number;
  3972. leftDegrees: number;
  3973. rightDegrees: number;
  3974. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  3975. /**
  3976. * Computes a complete transformation matrix
  3977. * @param viewport defines the viewport to use
  3978. * @param world defines the world matrix
  3979. * @param view defines the view matrix
  3980. * @param projection defines the projection matrix
  3981. * @param zmin defines the near clip plane
  3982. * @param zmax defines the far clip plane
  3983. * @returns the transformation matrix
  3984. */
  3985. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  3986. /**
  3987. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  3988. * @param matrix defines the matrix to use
  3989. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  3990. */
  3991. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  3992. /**
  3993. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  3994. * @param matrix defines the matrix to use
  3995. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  3996. */
  3997. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  3998. /**
  3999. * Compute the transpose of a given matrix
  4000. * @param matrix defines the matrix to transpose
  4001. * @returns the new matrix
  4002. */
  4003. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4004. /**
  4005. * Compute the transpose of a matrix and store it in a target matrix
  4006. * @param matrix defines the matrix to transpose
  4007. * @param result defines the target matrix
  4008. */
  4009. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4010. /**
  4011. * Computes a reflection matrix from a plane
  4012. * @param plane defines the reflection plane
  4013. * @returns a new matrix
  4014. */
  4015. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4016. /**
  4017. * Computes a reflection matrix from a plane
  4018. * @param plane defines the reflection plane
  4019. * @param result defines the target matrix
  4020. */
  4021. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4022. /**
  4023. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4024. * @param xaxis defines the value of the 1st axis
  4025. * @param yaxis defines the value of the 2nd axis
  4026. * @param zaxis defines the value of the 3rd axis
  4027. * @param result defines the target matrix
  4028. */
  4029. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4030. /**
  4031. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4032. * @param quat defines the quaternion to use
  4033. * @param result defines the target matrix
  4034. */
  4035. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4036. }
  4037. /**
  4038. * @hidden
  4039. */
  4040. export class TmpVectors {
  4041. static Vector2: Vector2[];
  4042. static Vector3: Vector3[];
  4043. static Vector4: Vector4[];
  4044. static Quaternion: Quaternion[];
  4045. static Matrix: Matrix[];
  4046. }
  4047. }
  4048. declare module "babylonjs/Engines/constants" {
  4049. /** Defines the cross module used constants to avoid circular dependncies */
  4050. export class Constants {
  4051. /** Defines that alpha blending is disabled */
  4052. static readonly ALPHA_DISABLE: number;
  4053. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  4054. static readonly ALPHA_ADD: number;
  4055. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  4056. static readonly ALPHA_COMBINE: number;
  4057. /** Defines that alpha blending to DEST - SRC * DEST */
  4058. static readonly ALPHA_SUBTRACT: number;
  4059. /** Defines that alpha blending to SRC * DEST */
  4060. static readonly ALPHA_MULTIPLY: number;
  4061. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  4062. static readonly ALPHA_MAXIMIZED: number;
  4063. /** Defines that alpha blending to SRC + DEST */
  4064. static readonly ALPHA_ONEONE: number;
  4065. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  4066. static readonly ALPHA_PREMULTIPLIED: number;
  4067. /**
  4068. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  4069. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  4070. */
  4071. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  4072. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  4073. static readonly ALPHA_INTERPOLATE: number;
  4074. /**
  4075. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  4076. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  4077. */
  4078. static readonly ALPHA_SCREENMODE: number;
  4079. /** Defines that the ressource is not delayed*/
  4080. static readonly DELAYLOADSTATE_NONE: number;
  4081. /** Defines that the ressource was successfully delay loaded */
  4082. static readonly DELAYLOADSTATE_LOADED: number;
  4083. /** Defines that the ressource is currently delay loading */
  4084. static readonly DELAYLOADSTATE_LOADING: number;
  4085. /** Defines that the ressource is delayed and has not started loading */
  4086. static readonly DELAYLOADSTATE_NOTLOADED: number;
  4087. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  4088. static readonly NEVER: number;
  4089. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  4090. static readonly ALWAYS: number;
  4091. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  4092. static readonly LESS: number;
  4093. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  4094. static readonly EQUAL: number;
  4095. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  4096. static readonly LEQUAL: number;
  4097. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  4098. static readonly GREATER: number;
  4099. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  4100. static readonly GEQUAL: number;
  4101. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  4102. static readonly NOTEQUAL: number;
  4103. /** Passed to stencilOperation to specify that stencil value must be kept */
  4104. static readonly KEEP: number;
  4105. /** Passed to stencilOperation to specify that stencil value must be replaced */
  4106. static readonly REPLACE: number;
  4107. /** Passed to stencilOperation to specify that stencil value must be incremented */
  4108. static readonly INCR: number;
  4109. /** Passed to stencilOperation to specify that stencil value must be decremented */
  4110. static readonly DECR: number;
  4111. /** Passed to stencilOperation to specify that stencil value must be inverted */
  4112. static readonly INVERT: number;
  4113. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  4114. static readonly INCR_WRAP: number;
  4115. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  4116. static readonly DECR_WRAP: number;
  4117. /** Texture is not repeating outside of 0..1 UVs */
  4118. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  4119. /** Texture is repeating outside of 0..1 UVs */
  4120. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  4121. /** Texture is repeating and mirrored */
  4122. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  4123. /** ALPHA */
  4124. static readonly TEXTUREFORMAT_ALPHA: number;
  4125. /** LUMINANCE */
  4126. static readonly TEXTUREFORMAT_LUMINANCE: number;
  4127. /** LUMINANCE_ALPHA */
  4128. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  4129. /** RGB */
  4130. static readonly TEXTUREFORMAT_RGB: number;
  4131. /** RGBA */
  4132. static readonly TEXTUREFORMAT_RGBA: number;
  4133. /** RED */
  4134. static readonly TEXTUREFORMAT_RED: number;
  4135. /** RED (2nd reference) */
  4136. static readonly TEXTUREFORMAT_R: number;
  4137. /** RG */
  4138. static readonly TEXTUREFORMAT_RG: number;
  4139. /** RED_INTEGER */
  4140. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  4141. /** RED_INTEGER (2nd reference) */
  4142. static readonly TEXTUREFORMAT_R_INTEGER: number;
  4143. /** RG_INTEGER */
  4144. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  4145. /** RGB_INTEGER */
  4146. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  4147. /** RGBA_INTEGER */
  4148. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  4149. /** UNSIGNED_BYTE */
  4150. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  4151. /** UNSIGNED_BYTE (2nd reference) */
  4152. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  4153. /** FLOAT */
  4154. static readonly TEXTURETYPE_FLOAT: number;
  4155. /** HALF_FLOAT */
  4156. static readonly TEXTURETYPE_HALF_FLOAT: number;
  4157. /** BYTE */
  4158. static readonly TEXTURETYPE_BYTE: number;
  4159. /** SHORT */
  4160. static readonly TEXTURETYPE_SHORT: number;
  4161. /** UNSIGNED_SHORT */
  4162. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  4163. /** INT */
  4164. static readonly TEXTURETYPE_INT: number;
  4165. /** UNSIGNED_INT */
  4166. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  4167. /** UNSIGNED_SHORT_4_4_4_4 */
  4168. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  4169. /** UNSIGNED_SHORT_5_5_5_1 */
  4170. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  4171. /** UNSIGNED_SHORT_5_6_5 */
  4172. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  4173. /** UNSIGNED_INT_2_10_10_10_REV */
  4174. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  4175. /** UNSIGNED_INT_24_8 */
  4176. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  4177. /** UNSIGNED_INT_10F_11F_11F_REV */
  4178. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  4179. /** UNSIGNED_INT_5_9_9_9_REV */
  4180. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  4181. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  4182. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  4183. /** nearest is mag = nearest and min = nearest and mip = linear */
  4184. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  4185. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4186. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  4187. /** Trilinear is mag = linear and min = linear and mip = linear */
  4188. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  4189. /** nearest is mag = nearest and min = nearest and mip = linear */
  4190. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  4191. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4192. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  4193. /** Trilinear is mag = linear and min = linear and mip = linear */
  4194. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  4195. /** mag = nearest and min = nearest and mip = nearest */
  4196. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  4197. /** mag = nearest and min = linear and mip = nearest */
  4198. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  4199. /** mag = nearest and min = linear and mip = linear */
  4200. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  4201. /** mag = nearest and min = linear and mip = none */
  4202. static readonly TEXTURE_NEAREST_LINEAR: number;
  4203. /** mag = nearest and min = nearest and mip = none */
  4204. static readonly TEXTURE_NEAREST_NEAREST: number;
  4205. /** mag = linear and min = nearest and mip = nearest */
  4206. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  4207. /** mag = linear and min = nearest and mip = linear */
  4208. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  4209. /** mag = linear and min = linear and mip = none */
  4210. static readonly TEXTURE_LINEAR_LINEAR: number;
  4211. /** mag = linear and min = nearest and mip = none */
  4212. static readonly TEXTURE_LINEAR_NEAREST: number;
  4213. /** Explicit coordinates mode */
  4214. static readonly TEXTURE_EXPLICIT_MODE: number;
  4215. /** Spherical coordinates mode */
  4216. static readonly TEXTURE_SPHERICAL_MODE: number;
  4217. /** Planar coordinates mode */
  4218. static readonly TEXTURE_PLANAR_MODE: number;
  4219. /** Cubic coordinates mode */
  4220. static readonly TEXTURE_CUBIC_MODE: number;
  4221. /** Projection coordinates mode */
  4222. static readonly TEXTURE_PROJECTION_MODE: number;
  4223. /** Skybox coordinates mode */
  4224. static readonly TEXTURE_SKYBOX_MODE: number;
  4225. /** Inverse Cubic coordinates mode */
  4226. static readonly TEXTURE_INVCUBIC_MODE: number;
  4227. /** Equirectangular coordinates mode */
  4228. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  4229. /** Equirectangular Fixed coordinates mode */
  4230. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  4231. /** Equirectangular Fixed Mirrored coordinates mode */
  4232. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  4233. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  4234. static readonly SCALEMODE_FLOOR: number;
  4235. /** Defines that texture rescaling will look for the nearest power of 2 size */
  4236. static readonly SCALEMODE_NEAREST: number;
  4237. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  4238. static readonly SCALEMODE_CEILING: number;
  4239. /**
  4240. * The dirty texture flag value
  4241. */
  4242. static readonly MATERIAL_TextureDirtyFlag: number;
  4243. /**
  4244. * The dirty light flag value
  4245. */
  4246. static readonly MATERIAL_LightDirtyFlag: number;
  4247. /**
  4248. * The dirty fresnel flag value
  4249. */
  4250. static readonly MATERIAL_FresnelDirtyFlag: number;
  4251. /**
  4252. * The dirty attribute flag value
  4253. */
  4254. static readonly MATERIAL_AttributesDirtyFlag: number;
  4255. /**
  4256. * The dirty misc flag value
  4257. */
  4258. static readonly MATERIAL_MiscDirtyFlag: number;
  4259. /**
  4260. * The all dirty flag value
  4261. */
  4262. static readonly MATERIAL_AllDirtyFlag: number;
  4263. /**
  4264. * Returns the triangle fill mode
  4265. */
  4266. static readonly MATERIAL_TriangleFillMode: number;
  4267. /**
  4268. * Returns the wireframe mode
  4269. */
  4270. static readonly MATERIAL_WireFrameFillMode: number;
  4271. /**
  4272. * Returns the point fill mode
  4273. */
  4274. static readonly MATERIAL_PointFillMode: number;
  4275. /**
  4276. * Returns the point list draw mode
  4277. */
  4278. static readonly MATERIAL_PointListDrawMode: number;
  4279. /**
  4280. * Returns the line list draw mode
  4281. */
  4282. static readonly MATERIAL_LineListDrawMode: number;
  4283. /**
  4284. * Returns the line loop draw mode
  4285. */
  4286. static readonly MATERIAL_LineLoopDrawMode: number;
  4287. /**
  4288. * Returns the line strip draw mode
  4289. */
  4290. static readonly MATERIAL_LineStripDrawMode: number;
  4291. /**
  4292. * Returns the triangle strip draw mode
  4293. */
  4294. static readonly MATERIAL_TriangleStripDrawMode: number;
  4295. /**
  4296. * Returns the triangle fan draw mode
  4297. */
  4298. static readonly MATERIAL_TriangleFanDrawMode: number;
  4299. /**
  4300. * Stores the clock-wise side orientation
  4301. */
  4302. static readonly MATERIAL_ClockWiseSideOrientation: number;
  4303. /**
  4304. * Stores the counter clock-wise side orientation
  4305. */
  4306. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  4307. /**
  4308. * Nothing
  4309. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4310. */
  4311. static readonly ACTION_NothingTrigger: number;
  4312. /**
  4313. * On pick
  4314. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4315. */
  4316. static readonly ACTION_OnPickTrigger: number;
  4317. /**
  4318. * On left pick
  4319. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4320. */
  4321. static readonly ACTION_OnLeftPickTrigger: number;
  4322. /**
  4323. * On right pick
  4324. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4325. */
  4326. static readonly ACTION_OnRightPickTrigger: number;
  4327. /**
  4328. * On center pick
  4329. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4330. */
  4331. static readonly ACTION_OnCenterPickTrigger: number;
  4332. /**
  4333. * On pick down
  4334. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4335. */
  4336. static readonly ACTION_OnPickDownTrigger: number;
  4337. /**
  4338. * On double pick
  4339. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4340. */
  4341. static readonly ACTION_OnDoublePickTrigger: number;
  4342. /**
  4343. * On pick up
  4344. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4345. */
  4346. static readonly ACTION_OnPickUpTrigger: number;
  4347. /**
  4348. * On pick out.
  4349. * This trigger will only be raised if you also declared a OnPickDown
  4350. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4351. */
  4352. static readonly ACTION_OnPickOutTrigger: number;
  4353. /**
  4354. * On long press
  4355. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4356. */
  4357. static readonly ACTION_OnLongPressTrigger: number;
  4358. /**
  4359. * On pointer over
  4360. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4361. */
  4362. static readonly ACTION_OnPointerOverTrigger: number;
  4363. /**
  4364. * On pointer out
  4365. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4366. */
  4367. static readonly ACTION_OnPointerOutTrigger: number;
  4368. /**
  4369. * On every frame
  4370. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4371. */
  4372. static readonly ACTION_OnEveryFrameTrigger: number;
  4373. /**
  4374. * On intersection enter
  4375. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4376. */
  4377. static readonly ACTION_OnIntersectionEnterTrigger: number;
  4378. /**
  4379. * On intersection exit
  4380. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4381. */
  4382. static readonly ACTION_OnIntersectionExitTrigger: number;
  4383. /**
  4384. * On key down
  4385. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4386. */
  4387. static readonly ACTION_OnKeyDownTrigger: number;
  4388. /**
  4389. * On key up
  4390. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4391. */
  4392. static readonly ACTION_OnKeyUpTrigger: number;
  4393. /**
  4394. * Billboard mode will only apply to Y axis
  4395. */
  4396. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  4397. /**
  4398. * Billboard mode will apply to all axes
  4399. */
  4400. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  4401. /**
  4402. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  4403. */
  4404. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  4405. /**
  4406. * Gets or sets base Assets URL
  4407. */
  4408. static PARTICLES_BaseAssetsUrl: string;
  4409. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  4410. * Test order :
  4411. * Is the bounding sphere outside the frustum ?
  4412. * If not, are the bounding box vertices outside the frustum ?
  4413. * It not, then the cullable object is in the frustum.
  4414. */
  4415. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  4416. /** Culling strategy : Bounding Sphere Only.
  4417. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  4418. * It's also less accurate than the standard because some not visible objects can still be selected.
  4419. * Test : is the bounding sphere outside the frustum ?
  4420. * If not, then the cullable object is in the frustum.
  4421. */
  4422. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  4423. /** Culling strategy : Optimistic Inclusion.
  4424. * This in an inclusion test first, then the standard exclusion test.
  4425. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  4426. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  4427. * Anyway, it's as accurate as the standard strategy.
  4428. * Test :
  4429. * Is the cullable object bounding sphere center in the frustum ?
  4430. * If not, apply the default culling strategy.
  4431. */
  4432. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  4433. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  4434. * This in an inclusion test first, then the bounding sphere only exclusion test.
  4435. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  4436. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  4437. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  4438. * Test :
  4439. * Is the cullable object bounding sphere center in the frustum ?
  4440. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  4441. */
  4442. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  4443. /**
  4444. * No logging while loading
  4445. */
  4446. static readonly SCENELOADER_NO_LOGGING: number;
  4447. /**
  4448. * Minimal logging while loading
  4449. */
  4450. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  4451. /**
  4452. * Summary logging while loading
  4453. */
  4454. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  4455. /**
  4456. * Detailled logging while loading
  4457. */
  4458. static readonly SCENELOADER_DETAILED_LOGGING: number;
  4459. }
  4460. }
  4461. declare module "babylonjs/Engines/IPipelineContext" {
  4462. /**
  4463. * Class used to store and describe the pipeline context associated with an effect
  4464. */
  4465. export interface IPipelineContext {
  4466. /**
  4467. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  4468. */
  4469. isAsync: boolean;
  4470. /**
  4471. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  4472. */
  4473. isReady: boolean;
  4474. /** @hidden */
  4475. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  4476. }
  4477. }
  4478. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  4479. /** @hidden */
  4480. export interface IShaderProcessor {
  4481. attributeProcessor?: (attribute: string) => string;
  4482. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  4483. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  4484. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  4485. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  4486. lineProcessor?: (line: string, isFragment: boolean) => string;
  4487. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4488. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4489. }
  4490. }
  4491. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  4492. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  4493. /** @hidden */
  4494. export interface ProcessingOptions {
  4495. defines: string[];
  4496. indexParameters: any;
  4497. isFragment: boolean;
  4498. shouldUseHighPrecisionShader: boolean;
  4499. supportsUniformBuffers: boolean;
  4500. shadersRepository: string;
  4501. includesShadersStore: {
  4502. [key: string]: string;
  4503. };
  4504. processor?: IShaderProcessor;
  4505. version: string;
  4506. platformName: string;
  4507. lookForClosingBracketForUniformBuffer?: boolean;
  4508. }
  4509. }
  4510. declare module "babylonjs/Misc/stringTools" {
  4511. /**
  4512. * Helper to manipulate strings
  4513. */
  4514. export class StringTools {
  4515. /**
  4516. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  4517. * @param str Source string
  4518. * @param suffix Suffix to search for in the source string
  4519. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4520. */
  4521. static EndsWith(str: string, suffix: string): boolean;
  4522. /**
  4523. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  4524. * @param str Source string
  4525. * @param suffix Suffix to search for in the source string
  4526. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4527. */
  4528. static StartsWith(str: string, suffix: string): boolean;
  4529. }
  4530. }
  4531. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  4532. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4533. /** @hidden */
  4534. export class ShaderCodeNode {
  4535. line: string;
  4536. children: ShaderCodeNode[];
  4537. additionalDefineKey?: string;
  4538. additionalDefineValue?: string;
  4539. isValid(preprocessors: {
  4540. [key: string]: string;
  4541. }): boolean;
  4542. process(preprocessors: {
  4543. [key: string]: string;
  4544. }, options: ProcessingOptions): string;
  4545. }
  4546. }
  4547. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  4548. /** @hidden */
  4549. export class ShaderCodeCursor {
  4550. private _lines;
  4551. lineIndex: number;
  4552. readonly currentLine: string;
  4553. readonly canRead: boolean;
  4554. lines: string[];
  4555. }
  4556. }
  4557. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  4558. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4559. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4560. /** @hidden */
  4561. export class ShaderCodeConditionNode extends ShaderCodeNode {
  4562. process(preprocessors: {
  4563. [key: string]: string;
  4564. }, options: ProcessingOptions): string;
  4565. }
  4566. }
  4567. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  4568. /** @hidden */
  4569. export class ShaderDefineExpression {
  4570. isTrue(preprocessors: {
  4571. [key: string]: string;
  4572. }): boolean;
  4573. }
  4574. }
  4575. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  4576. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4577. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4578. /** @hidden */
  4579. export class ShaderCodeTestNode extends ShaderCodeNode {
  4580. testExpression: ShaderDefineExpression;
  4581. isValid(preprocessors: {
  4582. [key: string]: string;
  4583. }): boolean;
  4584. }
  4585. }
  4586. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  4587. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4588. /** @hidden */
  4589. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  4590. define: string;
  4591. not: boolean;
  4592. constructor(define: string, not?: boolean);
  4593. isTrue(preprocessors: {
  4594. [key: string]: string;
  4595. }): boolean;
  4596. }
  4597. }
  4598. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  4599. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4600. /** @hidden */
  4601. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  4602. leftOperand: ShaderDefineExpression;
  4603. rightOperand: ShaderDefineExpression;
  4604. isTrue(preprocessors: {
  4605. [key: string]: string;
  4606. }): boolean;
  4607. }
  4608. }
  4609. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  4610. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4611. /** @hidden */
  4612. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  4613. leftOperand: ShaderDefineExpression;
  4614. rightOperand: ShaderDefineExpression;
  4615. isTrue(preprocessors: {
  4616. [key: string]: string;
  4617. }): boolean;
  4618. }
  4619. }
  4620. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  4621. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4622. /** @hidden */
  4623. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  4624. define: string;
  4625. operand: string;
  4626. testValue: string;
  4627. constructor(define: string, operand: string, testValue: string);
  4628. isTrue(preprocessors: {
  4629. [key: string]: string;
  4630. }): boolean;
  4631. }
  4632. }
  4633. declare module "babylonjs/Misc/loadFileError" {
  4634. import { WebRequest } from "babylonjs/Misc/webRequest";
  4635. /**
  4636. * @ignore
  4637. * Application error to support additional information when loading a file
  4638. */
  4639. export class LoadFileError extends Error {
  4640. /** defines the optional web request */
  4641. request?: WebRequest | undefined;
  4642. private static _setPrototypeOf;
  4643. /**
  4644. * Creates a new LoadFileError
  4645. * @param message defines the message of the error
  4646. * @param request defines the optional web request
  4647. */
  4648. constructor(message: string,
  4649. /** defines the optional web request */
  4650. request?: WebRequest | undefined);
  4651. }
  4652. }
  4653. declare module "babylonjs/Offline/IOfflineProvider" {
  4654. /**
  4655. * Class used to enable access to offline support
  4656. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  4657. */
  4658. export interface IOfflineProvider {
  4659. /**
  4660. * Gets a boolean indicating if scene must be saved in the database
  4661. */
  4662. enableSceneOffline: boolean;
  4663. /**
  4664. * Gets a boolean indicating if textures must be saved in the database
  4665. */
  4666. enableTexturesOffline: boolean;
  4667. /**
  4668. * Open the offline support and make it available
  4669. * @param successCallback defines the callback to call on success
  4670. * @param errorCallback defines the callback to call on error
  4671. */
  4672. open(successCallback: () => void, errorCallback: () => void): void;
  4673. /**
  4674. * Loads an image from the offline support
  4675. * @param url defines the url to load from
  4676. * @param image defines the target DOM image
  4677. */
  4678. loadImage(url: string, image: HTMLImageElement): void;
  4679. /**
  4680. * Loads a file from offline support
  4681. * @param url defines the URL to load from
  4682. * @param sceneLoaded defines a callback to call on success
  4683. * @param progressCallBack defines a callback to call when progress changed
  4684. * @param errorCallback defines a callback to call on error
  4685. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  4686. */
  4687. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  4688. }
  4689. }
  4690. declare module "babylonjs/Misc/filesInputStore" {
  4691. /**
  4692. * Class used to help managing file picking and drag'n'drop
  4693. * File Storage
  4694. */
  4695. export class FilesInputStore {
  4696. /**
  4697. * List of files ready to be loaded
  4698. */
  4699. static FilesToLoad: {
  4700. [key: string]: File;
  4701. };
  4702. }
  4703. }
  4704. declare module "babylonjs/Misc/retryStrategy" {
  4705. import { WebRequest } from "babylonjs/Misc/webRequest";
  4706. /**
  4707. * Class used to define a retry strategy when error happens while loading assets
  4708. */
  4709. export class RetryStrategy {
  4710. /**
  4711. * Function used to defines an exponential back off strategy
  4712. * @param maxRetries defines the maximum number of retries (3 by default)
  4713. * @param baseInterval defines the interval between retries
  4714. * @returns the strategy function to use
  4715. */
  4716. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  4717. }
  4718. }
  4719. declare module "babylonjs/Misc/fileTools" {
  4720. import { WebRequest } from "babylonjs/Misc/webRequest";
  4721. import { Nullable } from "babylonjs/types";
  4722. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  4723. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  4724. /**
  4725. * @hidden
  4726. */
  4727. export class FileTools {
  4728. /**
  4729. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  4730. */
  4731. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  4732. /**
  4733. * Gets or sets the base URL to use to load assets
  4734. */
  4735. static BaseUrl: string;
  4736. /**
  4737. * Default behaviour for cors in the application.
  4738. * It can be a string if the expected behavior is identical in the entire app.
  4739. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  4740. */
  4741. static CorsBehavior: string | ((url: string | string[]) => string);
  4742. /**
  4743. * Gets or sets a function used to pre-process url before using them to load assets
  4744. */
  4745. static PreprocessUrl: (url: string) => string;
  4746. /**
  4747. * Removes unwanted characters from an url
  4748. * @param url defines the url to clean
  4749. * @returns the cleaned url
  4750. */
  4751. private static _CleanUrl;
  4752. /**
  4753. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  4754. * @param url define the url we are trying
  4755. * @param element define the dom element where to configure the cors policy
  4756. */
  4757. static SetCorsBehavior(url: string | string[], element: {
  4758. crossOrigin: string | null;
  4759. }): void;
  4760. /**
  4761. * Loads an image as an HTMLImageElement.
  4762. * @param input url string, ArrayBuffer, or Blob to load
  4763. * @param onLoad callback called when the image successfully loads
  4764. * @param onError callback called when the image fails to load
  4765. * @param offlineProvider offline provider for caching
  4766. * @returns the HTMLImageElement of the loaded image
  4767. */
  4768. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  4769. /**
  4770. * Loads a file
  4771. * @param fileToLoad defines the file to load
  4772. * @param callback defines the callback to call when data is loaded
  4773. * @param progressCallBack defines the callback to call during loading process
  4774. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  4775. * @returns a file request object
  4776. */
  4777. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  4778. /**
  4779. * Loads a file
  4780. * @param url url string, ArrayBuffer, or Blob to load
  4781. * @param onSuccess callback called when the file successfully loads
  4782. * @param onProgress callback called while file is loading (if the server supports this mode)
  4783. * @param offlineProvider defines the offline provider for caching
  4784. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  4785. * @param onError callback called when the file fails to load
  4786. * @returns a file request object
  4787. */
  4788. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  4789. /**
  4790. * Checks if the loaded document was accessed via `file:`-Protocol.
  4791. * @returns boolean
  4792. */
  4793. static IsFileURL(): boolean;
  4794. }
  4795. }
  4796. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  4797. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4798. /** @hidden */
  4799. export class ShaderProcessor {
  4800. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  4801. private static _ProcessPrecision;
  4802. private static _ExtractOperation;
  4803. private static _BuildSubExpression;
  4804. private static _BuildExpression;
  4805. private static _MoveCursorWithinIf;
  4806. private static _MoveCursor;
  4807. private static _EvaluatePreProcessors;
  4808. private static _PreparePreProcessors;
  4809. private static _ProcessShaderConversion;
  4810. private static _ProcessIncludes;
  4811. }
  4812. }
  4813. declare module "babylonjs/Maths/math.color" {
  4814. import { DeepImmutable, FloatArray } from "babylonjs/types";
  4815. /**
  4816. * Class used to hold a RBG color
  4817. */
  4818. export class Color3 {
  4819. /**
  4820. * Defines the red component (between 0 and 1, default is 0)
  4821. */
  4822. r: number;
  4823. /**
  4824. * Defines the green component (between 0 and 1, default is 0)
  4825. */
  4826. g: number;
  4827. /**
  4828. * Defines the blue component (between 0 and 1, default is 0)
  4829. */
  4830. b: number;
  4831. /**
  4832. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  4833. * @param r defines the red component (between 0 and 1, default is 0)
  4834. * @param g defines the green component (between 0 and 1, default is 0)
  4835. * @param b defines the blue component (between 0 and 1, default is 0)
  4836. */
  4837. constructor(
  4838. /**
  4839. * Defines the red component (between 0 and 1, default is 0)
  4840. */
  4841. r?: number,
  4842. /**
  4843. * Defines the green component (between 0 and 1, default is 0)
  4844. */
  4845. g?: number,
  4846. /**
  4847. * Defines the blue component (between 0 and 1, default is 0)
  4848. */
  4849. b?: number);
  4850. /**
  4851. * Creates a string with the Color3 current values
  4852. * @returns the string representation of the Color3 object
  4853. */
  4854. toString(): string;
  4855. /**
  4856. * Returns the string "Color3"
  4857. * @returns "Color3"
  4858. */
  4859. getClassName(): string;
  4860. /**
  4861. * Compute the Color3 hash code
  4862. * @returns an unique number that can be used to hash Color3 objects
  4863. */
  4864. getHashCode(): number;
  4865. /**
  4866. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  4867. * @param array defines the array where to store the r,g,b components
  4868. * @param index defines an optional index in the target array to define where to start storing values
  4869. * @returns the current Color3 object
  4870. */
  4871. toArray(array: FloatArray, index?: number): Color3;
  4872. /**
  4873. * Returns a new Color4 object from the current Color3 and the given alpha
  4874. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  4875. * @returns a new Color4 object
  4876. */
  4877. toColor4(alpha?: number): Color4;
  4878. /**
  4879. * Returns a new array populated with 3 numeric elements : red, green and blue values
  4880. * @returns the new array
  4881. */
  4882. asArray(): number[];
  4883. /**
  4884. * Returns the luminance value
  4885. * @returns a float value
  4886. */
  4887. toLuminance(): number;
  4888. /**
  4889. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  4890. * @param otherColor defines the second operand
  4891. * @returns the new Color3 object
  4892. */
  4893. multiply(otherColor: DeepImmutable<Color3>): Color3;
  4894. /**
  4895. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  4896. * @param otherColor defines the second operand
  4897. * @param result defines the Color3 object where to store the result
  4898. * @returns the current Color3
  4899. */
  4900. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4901. /**
  4902. * Determines equality between Color3 objects
  4903. * @param otherColor defines the second operand
  4904. * @returns true if the rgb values are equal to the given ones
  4905. */
  4906. equals(otherColor: DeepImmutable<Color3>): boolean;
  4907. /**
  4908. * Determines equality between the current Color3 object and a set of r,b,g values
  4909. * @param r defines the red component to check
  4910. * @param g defines the green component to check
  4911. * @param b defines the blue component to check
  4912. * @returns true if the rgb values are equal to the given ones
  4913. */
  4914. equalsFloats(r: number, g: number, b: number): boolean;
  4915. /**
  4916. * Multiplies in place each rgb value by scale
  4917. * @param scale defines the scaling factor
  4918. * @returns the updated Color3
  4919. */
  4920. scale(scale: number): Color3;
  4921. /**
  4922. * Multiplies the rgb values by scale and stores the result into "result"
  4923. * @param scale defines the scaling factor
  4924. * @param result defines the Color3 object where to store the result
  4925. * @returns the unmodified current Color3
  4926. */
  4927. scaleToRef(scale: number, result: Color3): Color3;
  4928. /**
  4929. * Scale the current Color3 values by a factor and add the result to a given Color3
  4930. * @param scale defines the scale factor
  4931. * @param result defines color to store the result into
  4932. * @returns the unmodified current Color3
  4933. */
  4934. scaleAndAddToRef(scale: number, result: Color3): Color3;
  4935. /**
  4936. * Clamps the rgb values by the min and max values and stores the result into "result"
  4937. * @param min defines minimum clamping value (default is 0)
  4938. * @param max defines maximum clamping value (default is 1)
  4939. * @param result defines color to store the result into
  4940. * @returns the original Color3
  4941. */
  4942. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  4943. /**
  4944. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  4945. * @param otherColor defines the second operand
  4946. * @returns the new Color3
  4947. */
  4948. add(otherColor: DeepImmutable<Color3>): Color3;
  4949. /**
  4950. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  4951. * @param otherColor defines the second operand
  4952. * @param result defines Color3 object to store the result into
  4953. * @returns the unmodified current Color3
  4954. */
  4955. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4956. /**
  4957. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  4958. * @param otherColor defines the second operand
  4959. * @returns the new Color3
  4960. */
  4961. subtract(otherColor: DeepImmutable<Color3>): Color3;
  4962. /**
  4963. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  4964. * @param otherColor defines the second operand
  4965. * @param result defines Color3 object to store the result into
  4966. * @returns the unmodified current Color3
  4967. */
  4968. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4969. /**
  4970. * Copy the current object
  4971. * @returns a new Color3 copied the current one
  4972. */
  4973. clone(): Color3;
  4974. /**
  4975. * Copies the rgb values from the source in the current Color3
  4976. * @param source defines the source Color3 object
  4977. * @returns the updated Color3 object
  4978. */
  4979. copyFrom(source: DeepImmutable<Color3>): Color3;
  4980. /**
  4981. * Updates the Color3 rgb values from the given floats
  4982. * @param r defines the red component to read from
  4983. * @param g defines the green component to read from
  4984. * @param b defines the blue component to read from
  4985. * @returns the current Color3 object
  4986. */
  4987. copyFromFloats(r: number, g: number, b: number): Color3;
  4988. /**
  4989. * Updates the Color3 rgb values from the given floats
  4990. * @param r defines the red component to read from
  4991. * @param g defines the green component to read from
  4992. * @param b defines the blue component to read from
  4993. * @returns the current Color3 object
  4994. */
  4995. set(r: number, g: number, b: number): Color3;
  4996. /**
  4997. * Compute the Color3 hexadecimal code as a string
  4998. * @returns a string containing the hexadecimal representation of the Color3 object
  4999. */
  5000. toHexString(): string;
  5001. /**
  5002. * Computes a new Color3 converted from the current one to linear space
  5003. * @returns a new Color3 object
  5004. */
  5005. toLinearSpace(): Color3;
  5006. /**
  5007. * Converts current color in rgb space to HSV values
  5008. * @returns a new color3 representing the HSV values
  5009. */
  5010. toHSV(): Color3;
  5011. /**
  5012. * Converts current color in rgb space to HSV values
  5013. * @param result defines the Color3 where to store the HSV values
  5014. */
  5015. toHSVToRef(result: Color3): void;
  5016. /**
  5017. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5018. * @param convertedColor defines the Color3 object where to store the linear space version
  5019. * @returns the unmodified Color3
  5020. */
  5021. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5022. /**
  5023. * Computes a new Color3 converted from the current one to gamma space
  5024. * @returns a new Color3 object
  5025. */
  5026. toGammaSpace(): Color3;
  5027. /**
  5028. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5029. * @param convertedColor defines the Color3 object where to store the gamma space version
  5030. * @returns the unmodified Color3
  5031. */
  5032. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5033. private static _BlackReadOnly;
  5034. /**
  5035. * Convert Hue, saturation and value to a Color3 (RGB)
  5036. * @param hue defines the hue
  5037. * @param saturation defines the saturation
  5038. * @param value defines the value
  5039. * @param result defines the Color3 where to store the RGB values
  5040. */
  5041. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5042. /**
  5043. * Creates a new Color3 from the string containing valid hexadecimal values
  5044. * @param hex defines a string containing valid hexadecimal values
  5045. * @returns a new Color3 object
  5046. */
  5047. static FromHexString(hex: string): Color3;
  5048. /**
  5049. * Creates a new Color3 from the starting index of the given array
  5050. * @param array defines the source array
  5051. * @param offset defines an offset in the source array
  5052. * @returns a new Color3 object
  5053. */
  5054. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5055. /**
  5056. * Creates a new Color3 from integer values (< 256)
  5057. * @param r defines the red component to read from (value between 0 and 255)
  5058. * @param g defines the green component to read from (value between 0 and 255)
  5059. * @param b defines the blue component to read from (value between 0 and 255)
  5060. * @returns a new Color3 object
  5061. */
  5062. static FromInts(r: number, g: number, b: number): Color3;
  5063. /**
  5064. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5065. * @param start defines the start Color3 value
  5066. * @param end defines the end Color3 value
  5067. * @param amount defines the gradient value between start and end
  5068. * @returns a new Color3 object
  5069. */
  5070. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5071. /**
  5072. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5073. * @param left defines the start value
  5074. * @param right defines the end value
  5075. * @param amount defines the gradient factor
  5076. * @param result defines the Color3 object where to store the result
  5077. */
  5078. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5079. /**
  5080. * Returns a Color3 value containing a red color
  5081. * @returns a new Color3 object
  5082. */
  5083. static Red(): Color3;
  5084. /**
  5085. * Returns a Color3 value containing a green color
  5086. * @returns a new Color3 object
  5087. */
  5088. static Green(): Color3;
  5089. /**
  5090. * Returns a Color3 value containing a blue color
  5091. * @returns a new Color3 object
  5092. */
  5093. static Blue(): Color3;
  5094. /**
  5095. * Returns a Color3 value containing a black color
  5096. * @returns a new Color3 object
  5097. */
  5098. static Black(): Color3;
  5099. /**
  5100. * Gets a Color3 value containing a black color that must not be updated
  5101. */
  5102. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5103. /**
  5104. * Returns a Color3 value containing a white color
  5105. * @returns a new Color3 object
  5106. */
  5107. static White(): Color3;
  5108. /**
  5109. * Returns a Color3 value containing a purple color
  5110. * @returns a new Color3 object
  5111. */
  5112. static Purple(): Color3;
  5113. /**
  5114. * Returns a Color3 value containing a magenta color
  5115. * @returns a new Color3 object
  5116. */
  5117. static Magenta(): Color3;
  5118. /**
  5119. * Returns a Color3 value containing a yellow color
  5120. * @returns a new Color3 object
  5121. */
  5122. static Yellow(): Color3;
  5123. /**
  5124. * Returns a Color3 value containing a gray color
  5125. * @returns a new Color3 object
  5126. */
  5127. static Gray(): Color3;
  5128. /**
  5129. * Returns a Color3 value containing a teal color
  5130. * @returns a new Color3 object
  5131. */
  5132. static Teal(): Color3;
  5133. /**
  5134. * Returns a Color3 value containing a random color
  5135. * @returns a new Color3 object
  5136. */
  5137. static Random(): Color3;
  5138. }
  5139. /**
  5140. * Class used to hold a RBGA color
  5141. */
  5142. export class Color4 {
  5143. /**
  5144. * Defines the red component (between 0 and 1, default is 0)
  5145. */
  5146. r: number;
  5147. /**
  5148. * Defines the green component (between 0 and 1, default is 0)
  5149. */
  5150. g: number;
  5151. /**
  5152. * Defines the blue component (between 0 and 1, default is 0)
  5153. */
  5154. b: number;
  5155. /**
  5156. * Defines the alpha component (between 0 and 1, default is 1)
  5157. */
  5158. a: number;
  5159. /**
  5160. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5161. * @param r defines the red component (between 0 and 1, default is 0)
  5162. * @param g defines the green component (between 0 and 1, default is 0)
  5163. * @param b defines the blue component (between 0 and 1, default is 0)
  5164. * @param a defines the alpha component (between 0 and 1, default is 1)
  5165. */
  5166. constructor(
  5167. /**
  5168. * Defines the red component (between 0 and 1, default is 0)
  5169. */
  5170. r?: number,
  5171. /**
  5172. * Defines the green component (between 0 and 1, default is 0)
  5173. */
  5174. g?: number,
  5175. /**
  5176. * Defines the blue component (between 0 and 1, default is 0)
  5177. */
  5178. b?: number,
  5179. /**
  5180. * Defines the alpha component (between 0 and 1, default is 1)
  5181. */
  5182. a?: number);
  5183. /**
  5184. * Adds in place the given Color4 values to the current Color4 object
  5185. * @param right defines the second operand
  5186. * @returns the current updated Color4 object
  5187. */
  5188. addInPlace(right: DeepImmutable<Color4>): Color4;
  5189. /**
  5190. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5191. * @returns the new array
  5192. */
  5193. asArray(): number[];
  5194. /**
  5195. * Stores from the starting index in the given array the Color4 successive values
  5196. * @param array defines the array where to store the r,g,b components
  5197. * @param index defines an optional index in the target array to define where to start storing values
  5198. * @returns the current Color4 object
  5199. */
  5200. toArray(array: number[], index?: number): Color4;
  5201. /**
  5202. * Determines equality between Color4 objects
  5203. * @param otherColor defines the second operand
  5204. * @returns true if the rgba values are equal to the given ones
  5205. */
  5206. equals(otherColor: DeepImmutable<Color4>): boolean;
  5207. /**
  5208. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5209. * @param right defines the second operand
  5210. * @returns a new Color4 object
  5211. */
  5212. add(right: DeepImmutable<Color4>): Color4;
  5213. /**
  5214. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5215. * @param right defines the second operand
  5216. * @returns a new Color4 object
  5217. */
  5218. subtract(right: DeepImmutable<Color4>): Color4;
  5219. /**
  5220. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5221. * @param right defines the second operand
  5222. * @param result defines the Color4 object where to store the result
  5223. * @returns the current Color4 object
  5224. */
  5225. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5226. /**
  5227. * Creates a new Color4 with the current Color4 values multiplied by scale
  5228. * @param scale defines the scaling factor to apply
  5229. * @returns a new Color4 object
  5230. */
  5231. scale(scale: number): Color4;
  5232. /**
  5233. * Multiplies the current Color4 values by scale and stores the result in "result"
  5234. * @param scale defines the scaling factor to apply
  5235. * @param result defines the Color4 object where to store the result
  5236. * @returns the current unmodified Color4
  5237. */
  5238. scaleToRef(scale: number, result: Color4): Color4;
  5239. /**
  5240. * Scale the current Color4 values by a factor and add the result to a given Color4
  5241. * @param scale defines the scale factor
  5242. * @param result defines the Color4 object where to store the result
  5243. * @returns the unmodified current Color4
  5244. */
  5245. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5246. /**
  5247. * Clamps the rgb values by the min and max values and stores the result into "result"
  5248. * @param min defines minimum clamping value (default is 0)
  5249. * @param max defines maximum clamping value (default is 1)
  5250. * @param result defines color to store the result into.
  5251. * @returns the cuurent Color4
  5252. */
  5253. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5254. /**
  5255. * Multipy an Color4 value by another and return a new Color4 object
  5256. * @param color defines the Color4 value to multiply by
  5257. * @returns a new Color4 object
  5258. */
  5259. multiply(color: Color4): Color4;
  5260. /**
  5261. * Multipy a Color4 value by another and push the result in a reference value
  5262. * @param color defines the Color4 value to multiply by
  5263. * @param result defines the Color4 to fill the result in
  5264. * @returns the result Color4
  5265. */
  5266. multiplyToRef(color: Color4, result: Color4): Color4;
  5267. /**
  5268. * Creates a string with the Color4 current values
  5269. * @returns the string representation of the Color4 object
  5270. */
  5271. toString(): string;
  5272. /**
  5273. * Returns the string "Color4"
  5274. * @returns "Color4"
  5275. */
  5276. getClassName(): string;
  5277. /**
  5278. * Compute the Color4 hash code
  5279. * @returns an unique number that can be used to hash Color4 objects
  5280. */
  5281. getHashCode(): number;
  5282. /**
  5283. * Creates a new Color4 copied from the current one
  5284. * @returns a new Color4 object
  5285. */
  5286. clone(): Color4;
  5287. /**
  5288. * Copies the given Color4 values into the current one
  5289. * @param source defines the source Color4 object
  5290. * @returns the current updated Color4 object
  5291. */
  5292. copyFrom(source: Color4): Color4;
  5293. /**
  5294. * Copies the given float values into the current one
  5295. * @param r defines the red component to read from
  5296. * @param g defines the green component to read from
  5297. * @param b defines the blue component to read from
  5298. * @param a defines the alpha component to read from
  5299. * @returns the current updated Color4 object
  5300. */
  5301. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5302. /**
  5303. * Copies the given float values into the current one
  5304. * @param r defines the red component to read from
  5305. * @param g defines the green component to read from
  5306. * @param b defines the blue component to read from
  5307. * @param a defines the alpha component to read from
  5308. * @returns the current updated Color4 object
  5309. */
  5310. set(r: number, g: number, b: number, a: number): Color4;
  5311. /**
  5312. * Compute the Color4 hexadecimal code as a string
  5313. * @returns a string containing the hexadecimal representation of the Color4 object
  5314. */
  5315. toHexString(): string;
  5316. /**
  5317. * Computes a new Color4 converted from the current one to linear space
  5318. * @returns a new Color4 object
  5319. */
  5320. toLinearSpace(): Color4;
  5321. /**
  5322. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5323. * @param convertedColor defines the Color4 object where to store the linear space version
  5324. * @returns the unmodified Color4
  5325. */
  5326. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5327. /**
  5328. * Computes a new Color4 converted from the current one to gamma space
  5329. * @returns a new Color4 object
  5330. */
  5331. toGammaSpace(): Color4;
  5332. /**
  5333. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5334. * @param convertedColor defines the Color4 object where to store the gamma space version
  5335. * @returns the unmodified Color4
  5336. */
  5337. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5338. /**
  5339. * Creates a new Color4 from the string containing valid hexadecimal values
  5340. * @param hex defines a string containing valid hexadecimal values
  5341. * @returns a new Color4 object
  5342. */
  5343. static FromHexString(hex: string): Color4;
  5344. /**
  5345. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5346. * @param left defines the start value
  5347. * @param right defines the end value
  5348. * @param amount defines the gradient factor
  5349. * @returns a new Color4 object
  5350. */
  5351. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5352. /**
  5353. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5354. * @param left defines the start value
  5355. * @param right defines the end value
  5356. * @param amount defines the gradient factor
  5357. * @param result defines the Color4 object where to store data
  5358. */
  5359. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5360. /**
  5361. * Creates a new Color4 from a Color3 and an alpha value
  5362. * @param color3 defines the source Color3 to read from
  5363. * @param alpha defines the alpha component (1.0 by default)
  5364. * @returns a new Color4 object
  5365. */
  5366. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5367. /**
  5368. * Creates a new Color4 from the starting index element of the given array
  5369. * @param array defines the source array to read from
  5370. * @param offset defines the offset in the source array
  5371. * @returns a new Color4 object
  5372. */
  5373. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5374. /**
  5375. * Creates a new Color3 from integer values (< 256)
  5376. * @param r defines the red component to read from (value between 0 and 255)
  5377. * @param g defines the green component to read from (value between 0 and 255)
  5378. * @param b defines the blue component to read from (value between 0 and 255)
  5379. * @param a defines the alpha component to read from (value between 0 and 255)
  5380. * @returns a new Color3 object
  5381. */
  5382. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5383. /**
  5384. * Check the content of a given array and convert it to an array containing RGBA data
  5385. * If the original array was already containing count * 4 values then it is returned directly
  5386. * @param colors defines the array to check
  5387. * @param count defines the number of RGBA data to expect
  5388. * @returns an array containing count * 4 values (RGBA)
  5389. */
  5390. static CheckColors4(colors: number[], count: number): number[];
  5391. }
  5392. /**
  5393. * @hidden
  5394. */
  5395. export class TmpColors {
  5396. static Color3: Color3[];
  5397. static Color4: Color4[];
  5398. }
  5399. }
  5400. declare module "babylonjs/Maths/sphericalPolynomial" {
  5401. import { Vector3 } from "babylonjs/Maths/math.vector";
  5402. import { Color3 } from "babylonjs/Maths/math.color";
  5403. /**
  5404. * Class representing spherical harmonics coefficients to the 3rd degree
  5405. */
  5406. export class SphericalHarmonics {
  5407. /**
  5408. * Defines whether or not the harmonics have been prescaled for rendering.
  5409. */
  5410. preScaled: boolean;
  5411. /**
  5412. * The l0,0 coefficients of the spherical harmonics
  5413. */
  5414. l00: Vector3;
  5415. /**
  5416. * The l1,-1 coefficients of the spherical harmonics
  5417. */
  5418. l1_1: Vector3;
  5419. /**
  5420. * The l1,0 coefficients of the spherical harmonics
  5421. */
  5422. l10: Vector3;
  5423. /**
  5424. * The l1,1 coefficients of the spherical harmonics
  5425. */
  5426. l11: Vector3;
  5427. /**
  5428. * The l2,-2 coefficients of the spherical harmonics
  5429. */
  5430. l2_2: Vector3;
  5431. /**
  5432. * The l2,-1 coefficients of the spherical harmonics
  5433. */
  5434. l2_1: Vector3;
  5435. /**
  5436. * The l2,0 coefficients of the spherical harmonics
  5437. */
  5438. l20: Vector3;
  5439. /**
  5440. * The l2,1 coefficients of the spherical harmonics
  5441. */
  5442. l21: Vector3;
  5443. /**
  5444. * The l2,2 coefficients of the spherical harmonics
  5445. */
  5446. l22: Vector3;
  5447. /**
  5448. * Adds a light to the spherical harmonics
  5449. * @param direction the direction of the light
  5450. * @param color the color of the light
  5451. * @param deltaSolidAngle the delta solid angle of the light
  5452. */
  5453. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  5454. /**
  5455. * Scales the spherical harmonics by the given amount
  5456. * @param scale the amount to scale
  5457. */
  5458. scaleInPlace(scale: number): void;
  5459. /**
  5460. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  5461. *
  5462. * ```
  5463. * E_lm = A_l * L_lm
  5464. * ```
  5465. *
  5466. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  5467. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  5468. * the scaling factors are given in equation 9.
  5469. */
  5470. convertIncidentRadianceToIrradiance(): void;
  5471. /**
  5472. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  5473. *
  5474. * ```
  5475. * L = (1/pi) * E * rho
  5476. * ```
  5477. *
  5478. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  5479. */
  5480. convertIrradianceToLambertianRadiance(): void;
  5481. /**
  5482. * Integrates the reconstruction coefficients directly in to the SH preventing further
  5483. * required operations at run time.
  5484. *
  5485. * This is simply done by scaling back the SH with Ylm constants parameter.
  5486. * The trigonometric part being applied by the shader at run time.
  5487. */
  5488. preScaleForRendering(): void;
  5489. /**
  5490. * Constructs a spherical harmonics from an array.
  5491. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  5492. * @returns the spherical harmonics
  5493. */
  5494. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  5495. /**
  5496. * Gets the spherical harmonics from polynomial
  5497. * @param polynomial the spherical polynomial
  5498. * @returns the spherical harmonics
  5499. */
  5500. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  5501. }
  5502. /**
  5503. * Class representing spherical polynomial coefficients to the 3rd degree
  5504. */
  5505. export class SphericalPolynomial {
  5506. private _harmonics;
  5507. /**
  5508. * The spherical harmonics used to create the polynomials.
  5509. */
  5510. readonly preScaledHarmonics: SphericalHarmonics;
  5511. /**
  5512. * The x coefficients of the spherical polynomial
  5513. */
  5514. x: Vector3;
  5515. /**
  5516. * The y coefficients of the spherical polynomial
  5517. */
  5518. y: Vector3;
  5519. /**
  5520. * The z coefficients of the spherical polynomial
  5521. */
  5522. z: Vector3;
  5523. /**
  5524. * The xx coefficients of the spherical polynomial
  5525. */
  5526. xx: Vector3;
  5527. /**
  5528. * The yy coefficients of the spherical polynomial
  5529. */
  5530. yy: Vector3;
  5531. /**
  5532. * The zz coefficients of the spherical polynomial
  5533. */
  5534. zz: Vector3;
  5535. /**
  5536. * The xy coefficients of the spherical polynomial
  5537. */
  5538. xy: Vector3;
  5539. /**
  5540. * The yz coefficients of the spherical polynomial
  5541. */
  5542. yz: Vector3;
  5543. /**
  5544. * The zx coefficients of the spherical polynomial
  5545. */
  5546. zx: Vector3;
  5547. /**
  5548. * Adds an ambient color to the spherical polynomial
  5549. * @param color the color to add
  5550. */
  5551. addAmbient(color: Color3): void;
  5552. /**
  5553. * Scales the spherical polynomial by the given amount
  5554. * @param scale the amount to scale
  5555. */
  5556. scaleInPlace(scale: number): void;
  5557. /**
  5558. * Gets the spherical polynomial from harmonics
  5559. * @param harmonics the spherical harmonics
  5560. * @returns the spherical polynomial
  5561. */
  5562. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  5563. /**
  5564. * Constructs a spherical polynomial from an array.
  5565. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  5566. * @returns the spherical polynomial
  5567. */
  5568. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  5569. }
  5570. }
  5571. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  5572. /**
  5573. * Define options used to create a render target texture
  5574. */
  5575. export class RenderTargetCreationOptions {
  5576. /**
  5577. * Specifies is mipmaps must be generated
  5578. */
  5579. generateMipMaps?: boolean;
  5580. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  5581. generateDepthBuffer?: boolean;
  5582. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  5583. generateStencilBuffer?: boolean;
  5584. /** Defines texture type (int by default) */
  5585. type?: number;
  5586. /** Defines sampling mode (trilinear by default) */
  5587. samplingMode?: number;
  5588. /** Defines format (RGBA by default) */
  5589. format?: number;
  5590. }
  5591. }
  5592. declare module "babylonjs/States/alphaCullingState" {
  5593. /**
  5594. * @hidden
  5595. **/
  5596. export class _AlphaState {
  5597. private _isAlphaBlendDirty;
  5598. private _isBlendFunctionParametersDirty;
  5599. private _isBlendEquationParametersDirty;
  5600. private _isBlendConstantsDirty;
  5601. private _alphaBlend;
  5602. private _blendFunctionParameters;
  5603. private _blendEquationParameters;
  5604. private _blendConstants;
  5605. /**
  5606. * Initializes the state.
  5607. */
  5608. constructor();
  5609. readonly isDirty: boolean;
  5610. alphaBlend: boolean;
  5611. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  5612. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  5613. setAlphaEquationParameters(rgb: number, alpha: number): void;
  5614. reset(): void;
  5615. apply(gl: WebGLRenderingContext): void;
  5616. }
  5617. }
  5618. declare module "babylonjs/States/depthCullingState" {
  5619. import { Nullable } from "babylonjs/types";
  5620. /**
  5621. * @hidden
  5622. **/
  5623. export class _DepthCullingState {
  5624. private _isDepthTestDirty;
  5625. private _isDepthMaskDirty;
  5626. private _isDepthFuncDirty;
  5627. private _isCullFaceDirty;
  5628. private _isCullDirty;
  5629. private _isZOffsetDirty;
  5630. private _isFrontFaceDirty;
  5631. private _depthTest;
  5632. private _depthMask;
  5633. private _depthFunc;
  5634. private _cull;
  5635. private _cullFace;
  5636. private _zOffset;
  5637. private _frontFace;
  5638. /**
  5639. * Initializes the state.
  5640. */
  5641. constructor();
  5642. readonly isDirty: boolean;
  5643. zOffset: number;
  5644. cullFace: Nullable<number>;
  5645. cull: Nullable<boolean>;
  5646. depthFunc: Nullable<number>;
  5647. depthMask: boolean;
  5648. depthTest: boolean;
  5649. frontFace: Nullable<number>;
  5650. reset(): void;
  5651. apply(gl: WebGLRenderingContext): void;
  5652. }
  5653. }
  5654. declare module "babylonjs/States/stencilState" {
  5655. /**
  5656. * @hidden
  5657. **/
  5658. export class _StencilState {
  5659. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  5660. static readonly ALWAYS: number;
  5661. /** Passed to stencilOperation to specify that stencil value must be kept */
  5662. static readonly KEEP: number;
  5663. /** Passed to stencilOperation to specify that stencil value must be replaced */
  5664. static readonly REPLACE: number;
  5665. private _isStencilTestDirty;
  5666. private _isStencilMaskDirty;
  5667. private _isStencilFuncDirty;
  5668. private _isStencilOpDirty;
  5669. private _stencilTest;
  5670. private _stencilMask;
  5671. private _stencilFunc;
  5672. private _stencilFuncRef;
  5673. private _stencilFuncMask;
  5674. private _stencilOpStencilFail;
  5675. private _stencilOpDepthFail;
  5676. private _stencilOpStencilDepthPass;
  5677. readonly isDirty: boolean;
  5678. stencilFunc: number;
  5679. stencilFuncRef: number;
  5680. stencilFuncMask: number;
  5681. stencilOpStencilFail: number;
  5682. stencilOpDepthFail: number;
  5683. stencilOpStencilDepthPass: number;
  5684. stencilMask: number;
  5685. stencilTest: boolean;
  5686. constructor();
  5687. reset(): void;
  5688. apply(gl: WebGLRenderingContext): void;
  5689. }
  5690. }
  5691. declare module "babylonjs/States/index" {
  5692. export * from "babylonjs/States/alphaCullingState";
  5693. export * from "babylonjs/States/depthCullingState";
  5694. export * from "babylonjs/States/stencilState";
  5695. }
  5696. declare module "babylonjs/Instrumentation/timeToken" {
  5697. import { Nullable } from "babylonjs/types";
  5698. /**
  5699. * @hidden
  5700. **/
  5701. export class _TimeToken {
  5702. _startTimeQuery: Nullable<WebGLQuery>;
  5703. _endTimeQuery: Nullable<WebGLQuery>;
  5704. _timeElapsedQuery: Nullable<WebGLQuery>;
  5705. _timeElapsedQueryEnded: boolean;
  5706. }
  5707. }
  5708. declare module "babylonjs/Misc/andOrNotEvaluator" {
  5709. /**
  5710. * Class used to evalaute queries containing `and` and `or` operators
  5711. */
  5712. export class AndOrNotEvaluator {
  5713. /**
  5714. * Evaluate a query
  5715. * @param query defines the query to evaluate
  5716. * @param evaluateCallback defines the callback used to filter result
  5717. * @returns true if the query matches
  5718. */
  5719. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  5720. private static _HandleParenthesisContent;
  5721. private static _SimplifyNegation;
  5722. }
  5723. }
  5724. declare module "babylonjs/Misc/tags" {
  5725. /**
  5726. * Class used to store custom tags
  5727. */
  5728. export class Tags {
  5729. /**
  5730. * Adds support for tags on the given object
  5731. * @param obj defines the object to use
  5732. */
  5733. static EnableFor(obj: any): void;
  5734. /**
  5735. * Removes tags support
  5736. * @param obj defines the object to use
  5737. */
  5738. static DisableFor(obj: any): void;
  5739. /**
  5740. * Gets a boolean indicating if the given object has tags
  5741. * @param obj defines the object to use
  5742. * @returns a boolean
  5743. */
  5744. static HasTags(obj: any): boolean;
  5745. /**
  5746. * Gets the tags available on a given object
  5747. * @param obj defines the object to use
  5748. * @param asString defines if the tags must be returned as a string instead of an array of strings
  5749. * @returns the tags
  5750. */
  5751. static GetTags(obj: any, asString?: boolean): any;
  5752. /**
  5753. * Adds tags to an object
  5754. * @param obj defines the object to use
  5755. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  5756. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  5757. */
  5758. static AddTagsTo(obj: any, tagsString: string): void;
  5759. /**
  5760. * @hidden
  5761. */
  5762. static _AddTagTo(obj: any, tag: string): void;
  5763. /**
  5764. * Removes specific tags from a specific object
  5765. * @param obj defines the object to use
  5766. * @param tagsString defines the tags to remove
  5767. */
  5768. static RemoveTagsFrom(obj: any, tagsString: string): void;
  5769. /**
  5770. * @hidden
  5771. */
  5772. static _RemoveTagFrom(obj: any, tag: string): void;
  5773. /**
  5774. * Defines if tags hosted on an object match a given query
  5775. * @param obj defines the object to use
  5776. * @param tagsQuery defines the tag query
  5777. * @returns a boolean
  5778. */
  5779. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  5780. }
  5781. }
  5782. declare module "babylonjs/Maths/math.path" {
  5783. import { DeepImmutable, Nullable } from "babylonjs/types";
  5784. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  5785. /**
  5786. * Defines potential orientation for back face culling
  5787. */
  5788. export enum Orientation {
  5789. /**
  5790. * Clockwise
  5791. */
  5792. CW = 0,
  5793. /** Counter clockwise */
  5794. CCW = 1
  5795. }
  5796. /** Class used to represent a Bezier curve */
  5797. export class BezierCurve {
  5798. /**
  5799. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  5800. * @param t defines the time
  5801. * @param x1 defines the left coordinate on X axis
  5802. * @param y1 defines the left coordinate on Y axis
  5803. * @param x2 defines the right coordinate on X axis
  5804. * @param y2 defines the right coordinate on Y axis
  5805. * @returns the interpolated value
  5806. */
  5807. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  5808. }
  5809. /**
  5810. * Defines angle representation
  5811. */
  5812. export class Angle {
  5813. private _radians;
  5814. /**
  5815. * Creates an Angle object of "radians" radians (float).
  5816. * @param radians the angle in radians
  5817. */
  5818. constructor(radians: number);
  5819. /**
  5820. * Get value in degrees
  5821. * @returns the Angle value in degrees (float)
  5822. */
  5823. degrees(): number;
  5824. /**
  5825. * Get value in radians
  5826. * @returns the Angle value in radians (float)
  5827. */
  5828. radians(): number;
  5829. /**
  5830. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  5831. * @param a defines first vector
  5832. * @param b defines second vector
  5833. * @returns a new Angle
  5834. */
  5835. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  5836. /**
  5837. * Gets a new Angle object from the given float in radians
  5838. * @param radians defines the angle value in radians
  5839. * @returns a new Angle
  5840. */
  5841. static FromRadians(radians: number): Angle;
  5842. /**
  5843. * Gets a new Angle object from the given float in degrees
  5844. * @param degrees defines the angle value in degrees
  5845. * @returns a new Angle
  5846. */
  5847. static FromDegrees(degrees: number): Angle;
  5848. }
  5849. /**
  5850. * This represents an arc in a 2d space.
  5851. */
  5852. export class Arc2 {
  5853. /** Defines the start point of the arc */
  5854. startPoint: Vector2;
  5855. /** Defines the mid point of the arc */
  5856. midPoint: Vector2;
  5857. /** Defines the end point of the arc */
  5858. endPoint: Vector2;
  5859. /**
  5860. * Defines the center point of the arc.
  5861. */
  5862. centerPoint: Vector2;
  5863. /**
  5864. * Defines the radius of the arc.
  5865. */
  5866. radius: number;
  5867. /**
  5868. * Defines the angle of the arc (from mid point to end point).
  5869. */
  5870. angle: Angle;
  5871. /**
  5872. * Defines the start angle of the arc (from start point to middle point).
  5873. */
  5874. startAngle: Angle;
  5875. /**
  5876. * Defines the orientation of the arc (clock wise/counter clock wise).
  5877. */
  5878. orientation: Orientation;
  5879. /**
  5880. * Creates an Arc object from the three given points : start, middle and end.
  5881. * @param startPoint Defines the start point of the arc
  5882. * @param midPoint Defines the midlle point of the arc
  5883. * @param endPoint Defines the end point of the arc
  5884. */
  5885. constructor(
  5886. /** Defines the start point of the arc */
  5887. startPoint: Vector2,
  5888. /** Defines the mid point of the arc */
  5889. midPoint: Vector2,
  5890. /** Defines the end point of the arc */
  5891. endPoint: Vector2);
  5892. }
  5893. /**
  5894. * Represents a 2D path made up of multiple 2D points
  5895. */
  5896. export class Path2 {
  5897. private _points;
  5898. private _length;
  5899. /**
  5900. * If the path start and end point are the same
  5901. */
  5902. closed: boolean;
  5903. /**
  5904. * Creates a Path2 object from the starting 2D coordinates x and y.
  5905. * @param x the starting points x value
  5906. * @param y the starting points y value
  5907. */
  5908. constructor(x: number, y: number);
  5909. /**
  5910. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  5911. * @param x the added points x value
  5912. * @param y the added points y value
  5913. * @returns the updated Path2.
  5914. */
  5915. addLineTo(x: number, y: number): Path2;
  5916. /**
  5917. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  5918. * @param midX middle point x value
  5919. * @param midY middle point y value
  5920. * @param endX end point x value
  5921. * @param endY end point y value
  5922. * @param numberOfSegments (default: 36)
  5923. * @returns the updated Path2.
  5924. */
  5925. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  5926. /**
  5927. * Closes the Path2.
  5928. * @returns the Path2.
  5929. */
  5930. close(): Path2;
  5931. /**
  5932. * Gets the sum of the distance between each sequential point in the path
  5933. * @returns the Path2 total length (float).
  5934. */
  5935. length(): number;
  5936. /**
  5937. * Gets the points which construct the path
  5938. * @returns the Path2 internal array of points.
  5939. */
  5940. getPoints(): Vector2[];
  5941. /**
  5942. * Retreives the point at the distance aways from the starting point
  5943. * @param normalizedLengthPosition the length along the path to retreive the point from
  5944. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  5945. */
  5946. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  5947. /**
  5948. * Creates a new path starting from an x and y position
  5949. * @param x starting x value
  5950. * @param y starting y value
  5951. * @returns a new Path2 starting at the coordinates (x, y).
  5952. */
  5953. static StartingAt(x: number, y: number): Path2;
  5954. }
  5955. /**
  5956. * Represents a 3D path made up of multiple 3D points
  5957. */
  5958. export class Path3D {
  5959. /**
  5960. * an array of Vector3, the curve axis of the Path3D
  5961. */
  5962. path: Vector3[];
  5963. private _curve;
  5964. private _distances;
  5965. private _tangents;
  5966. private _normals;
  5967. private _binormals;
  5968. private _raw;
  5969. /**
  5970. * new Path3D(path, normal, raw)
  5971. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  5972. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  5973. * @param path an array of Vector3, the curve axis of the Path3D
  5974. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  5975. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  5976. */
  5977. constructor(
  5978. /**
  5979. * an array of Vector3, the curve axis of the Path3D
  5980. */
  5981. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  5982. /**
  5983. * Returns the Path3D array of successive Vector3 designing its curve.
  5984. * @returns the Path3D array of successive Vector3 designing its curve.
  5985. */
  5986. getCurve(): Vector3[];
  5987. /**
  5988. * Returns an array populated with tangent vectors on each Path3D curve point.
  5989. * @returns an array populated with tangent vectors on each Path3D curve point.
  5990. */
  5991. getTangents(): Vector3[];
  5992. /**
  5993. * Returns an array populated with normal vectors on each Path3D curve point.
  5994. * @returns an array populated with normal vectors on each Path3D curve point.
  5995. */
  5996. getNormals(): Vector3[];
  5997. /**
  5998. * Returns an array populated with binormal vectors on each Path3D curve point.
  5999. * @returns an array populated with binormal vectors on each Path3D curve point.
  6000. */
  6001. getBinormals(): Vector3[];
  6002. /**
  6003. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  6004. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  6005. */
  6006. getDistances(): number[];
  6007. /**
  6008. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  6009. * @param path path which all values are copied into the curves points
  6010. * @param firstNormal which should be projected onto the curve
  6011. * @returns the same object updated.
  6012. */
  6013. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  6014. private _compute;
  6015. private _getFirstNonNullVector;
  6016. private _getLastNonNullVector;
  6017. private _normalVector;
  6018. }
  6019. /**
  6020. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6021. * A Curve3 is designed from a series of successive Vector3.
  6022. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  6023. */
  6024. export class Curve3 {
  6025. private _points;
  6026. private _length;
  6027. /**
  6028. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  6029. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  6030. * @param v1 (Vector3) the control point
  6031. * @param v2 (Vector3) the end point of the Quadratic Bezier
  6032. * @param nbPoints (integer) the wanted number of points in the curve
  6033. * @returns the created Curve3
  6034. */
  6035. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6036. /**
  6037. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  6038. * @param v0 (Vector3) the origin point of the Cubic Bezier
  6039. * @param v1 (Vector3) the first control point
  6040. * @param v2 (Vector3) the second control point
  6041. * @param v3 (Vector3) the end point of the Cubic Bezier
  6042. * @param nbPoints (integer) the wanted number of points in the curve
  6043. * @returns the created Curve3
  6044. */
  6045. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6046. /**
  6047. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  6048. * @param p1 (Vector3) the origin point of the Hermite Spline
  6049. * @param t1 (Vector3) the tangent vector at the origin point
  6050. * @param p2 (Vector3) the end point of the Hermite Spline
  6051. * @param t2 (Vector3) the tangent vector at the end point
  6052. * @param nbPoints (integer) the wanted number of points in the curve
  6053. * @returns the created Curve3
  6054. */
  6055. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6056. /**
  6057. * Returns a Curve3 object along a CatmullRom Spline curve :
  6058. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  6059. * @param nbPoints (integer) the wanted number of points between each curve control points
  6060. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  6061. * @returns the created Curve3
  6062. */
  6063. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  6064. /**
  6065. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6066. * A Curve3 is designed from a series of successive Vector3.
  6067. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  6068. * @param points points which make up the curve
  6069. */
  6070. constructor(points: Vector3[]);
  6071. /**
  6072. * @returns the Curve3 stored array of successive Vector3
  6073. */
  6074. getPoints(): Vector3[];
  6075. /**
  6076. * @returns the computed length (float) of the curve.
  6077. */
  6078. length(): number;
  6079. /**
  6080. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  6081. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  6082. * curveA and curveB keep unchanged.
  6083. * @param curve the curve to continue from this curve
  6084. * @returns the newly constructed curve
  6085. */
  6086. continue(curve: DeepImmutable<Curve3>): Curve3;
  6087. private _computeLength;
  6088. }
  6089. }
  6090. declare module "babylonjs/Animations/easing" {
  6091. /**
  6092. * This represents the main contract an easing function should follow.
  6093. * Easing functions are used throughout the animation system.
  6094. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6095. */
  6096. export interface IEasingFunction {
  6097. /**
  6098. * Given an input gradient between 0 and 1, this returns the corrseponding value
  6099. * of the easing function.
  6100. * The link below provides some of the most common examples of easing functions.
  6101. * @see https://easings.net/
  6102. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6103. * @returns the corresponding value on the curve defined by the easing function
  6104. */
  6105. ease(gradient: number): number;
  6106. }
  6107. /**
  6108. * Base class used for every default easing function.
  6109. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6110. */
  6111. export class EasingFunction implements IEasingFunction {
  6112. /**
  6113. * Interpolation follows the mathematical formula associated with the easing function.
  6114. */
  6115. static readonly EASINGMODE_EASEIN: number;
  6116. /**
  6117. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  6118. */
  6119. static readonly EASINGMODE_EASEOUT: number;
  6120. /**
  6121. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  6122. */
  6123. static readonly EASINGMODE_EASEINOUT: number;
  6124. private _easingMode;
  6125. /**
  6126. * Sets the easing mode of the current function.
  6127. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  6128. */
  6129. setEasingMode(easingMode: number): void;
  6130. /**
  6131. * Gets the current easing mode.
  6132. * @returns the easing mode
  6133. */
  6134. getEasingMode(): number;
  6135. /**
  6136. * @hidden
  6137. */
  6138. easeInCore(gradient: number): number;
  6139. /**
  6140. * Given an input gradient between 0 and 1, this returns the corresponding value
  6141. * of the easing function.
  6142. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6143. * @returns the corresponding value on the curve defined by the easing function
  6144. */
  6145. ease(gradient: number): number;
  6146. }
  6147. /**
  6148. * Easing function with a circle shape (see link below).
  6149. * @see https://easings.net/#easeInCirc
  6150. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6151. */
  6152. export class CircleEase extends EasingFunction implements IEasingFunction {
  6153. /** @hidden */
  6154. easeInCore(gradient: number): number;
  6155. }
  6156. /**
  6157. * Easing function with a ease back shape (see link below).
  6158. * @see https://easings.net/#easeInBack
  6159. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6160. */
  6161. export class BackEase extends EasingFunction implements IEasingFunction {
  6162. /** Defines the amplitude of the function */
  6163. amplitude: number;
  6164. /**
  6165. * Instantiates a back ease easing
  6166. * @see https://easings.net/#easeInBack
  6167. * @param amplitude Defines the amplitude of the function
  6168. */
  6169. constructor(
  6170. /** Defines the amplitude of the function */
  6171. amplitude?: number);
  6172. /** @hidden */
  6173. easeInCore(gradient: number): number;
  6174. }
  6175. /**
  6176. * Easing function with a bouncing shape (see link below).
  6177. * @see https://easings.net/#easeInBounce
  6178. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6179. */
  6180. export class BounceEase extends EasingFunction implements IEasingFunction {
  6181. /** Defines the number of bounces */
  6182. bounces: number;
  6183. /** Defines the amplitude of the bounce */
  6184. bounciness: number;
  6185. /**
  6186. * Instantiates a bounce easing
  6187. * @see https://easings.net/#easeInBounce
  6188. * @param bounces Defines the number of bounces
  6189. * @param bounciness Defines the amplitude of the bounce
  6190. */
  6191. constructor(
  6192. /** Defines the number of bounces */
  6193. bounces?: number,
  6194. /** Defines the amplitude of the bounce */
  6195. bounciness?: number);
  6196. /** @hidden */
  6197. easeInCore(gradient: number): number;
  6198. }
  6199. /**
  6200. * Easing function with a power of 3 shape (see link below).
  6201. * @see https://easings.net/#easeInCubic
  6202. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6203. */
  6204. export class CubicEase extends EasingFunction implements IEasingFunction {
  6205. /** @hidden */
  6206. easeInCore(gradient: number): number;
  6207. }
  6208. /**
  6209. * Easing function with an elastic shape (see link below).
  6210. * @see https://easings.net/#easeInElastic
  6211. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6212. */
  6213. export class ElasticEase extends EasingFunction implements IEasingFunction {
  6214. /** Defines the number of oscillations*/
  6215. oscillations: number;
  6216. /** Defines the amplitude of the oscillations*/
  6217. springiness: number;
  6218. /**
  6219. * Instantiates an elastic easing function
  6220. * @see https://easings.net/#easeInElastic
  6221. * @param oscillations Defines the number of oscillations
  6222. * @param springiness Defines the amplitude of the oscillations
  6223. */
  6224. constructor(
  6225. /** Defines the number of oscillations*/
  6226. oscillations?: number,
  6227. /** Defines the amplitude of the oscillations*/
  6228. springiness?: number);
  6229. /** @hidden */
  6230. easeInCore(gradient: number): number;
  6231. }
  6232. /**
  6233. * Easing function with an exponential shape (see link below).
  6234. * @see https://easings.net/#easeInExpo
  6235. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6236. */
  6237. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  6238. /** Defines the exponent of the function */
  6239. exponent: number;
  6240. /**
  6241. * Instantiates an exponential easing function
  6242. * @see https://easings.net/#easeInExpo
  6243. * @param exponent Defines the exponent of the function
  6244. */
  6245. constructor(
  6246. /** Defines the exponent of the function */
  6247. exponent?: number);
  6248. /** @hidden */
  6249. easeInCore(gradient: number): number;
  6250. }
  6251. /**
  6252. * Easing function with a power shape (see link below).
  6253. * @see https://easings.net/#easeInQuad
  6254. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6255. */
  6256. export class PowerEase extends EasingFunction implements IEasingFunction {
  6257. /** Defines the power of the function */
  6258. power: number;
  6259. /**
  6260. * Instantiates an power base easing function
  6261. * @see https://easings.net/#easeInQuad
  6262. * @param power Defines the power of the function
  6263. */
  6264. constructor(
  6265. /** Defines the power of the function */
  6266. power?: number);
  6267. /** @hidden */
  6268. easeInCore(gradient: number): number;
  6269. }
  6270. /**
  6271. * Easing function with a power of 2 shape (see link below).
  6272. * @see https://easings.net/#easeInQuad
  6273. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6274. */
  6275. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  6276. /** @hidden */
  6277. easeInCore(gradient: number): number;
  6278. }
  6279. /**
  6280. * Easing function with a power of 4 shape (see link below).
  6281. * @see https://easings.net/#easeInQuart
  6282. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6283. */
  6284. export class QuarticEase extends EasingFunction implements IEasingFunction {
  6285. /** @hidden */
  6286. easeInCore(gradient: number): number;
  6287. }
  6288. /**
  6289. * Easing function with a power of 5 shape (see link below).
  6290. * @see https://easings.net/#easeInQuint
  6291. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6292. */
  6293. export class QuinticEase extends EasingFunction implements IEasingFunction {
  6294. /** @hidden */
  6295. easeInCore(gradient: number): number;
  6296. }
  6297. /**
  6298. * Easing function with a sin shape (see link below).
  6299. * @see https://easings.net/#easeInSine
  6300. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6301. */
  6302. export class SineEase extends EasingFunction implements IEasingFunction {
  6303. /** @hidden */
  6304. easeInCore(gradient: number): number;
  6305. }
  6306. /**
  6307. * Easing function with a bezier shape (see link below).
  6308. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6309. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6310. */
  6311. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  6312. /** Defines the x component of the start tangent in the bezier curve */
  6313. x1: number;
  6314. /** Defines the y component of the start tangent in the bezier curve */
  6315. y1: number;
  6316. /** Defines the x component of the end tangent in the bezier curve */
  6317. x2: number;
  6318. /** Defines the y component of the end tangent in the bezier curve */
  6319. y2: number;
  6320. /**
  6321. * Instantiates a bezier function
  6322. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6323. * @param x1 Defines the x component of the start tangent in the bezier curve
  6324. * @param y1 Defines the y component of the start tangent in the bezier curve
  6325. * @param x2 Defines the x component of the end tangent in the bezier curve
  6326. * @param y2 Defines the y component of the end tangent in the bezier curve
  6327. */
  6328. constructor(
  6329. /** Defines the x component of the start tangent in the bezier curve */
  6330. x1?: number,
  6331. /** Defines the y component of the start tangent in the bezier curve */
  6332. y1?: number,
  6333. /** Defines the x component of the end tangent in the bezier curve */
  6334. x2?: number,
  6335. /** Defines the y component of the end tangent in the bezier curve */
  6336. y2?: number);
  6337. /** @hidden */
  6338. easeInCore(gradient: number): number;
  6339. }
  6340. }
  6341. declare module "babylonjs/Animations/animationKey" {
  6342. /**
  6343. * Defines an interface which represents an animation key frame
  6344. */
  6345. export interface IAnimationKey {
  6346. /**
  6347. * Frame of the key frame
  6348. */
  6349. frame: number;
  6350. /**
  6351. * Value at the specifies key frame
  6352. */
  6353. value: any;
  6354. /**
  6355. * The input tangent for the cubic hermite spline
  6356. */
  6357. inTangent?: any;
  6358. /**
  6359. * The output tangent for the cubic hermite spline
  6360. */
  6361. outTangent?: any;
  6362. /**
  6363. * The animation interpolation type
  6364. */
  6365. interpolation?: AnimationKeyInterpolation;
  6366. }
  6367. /**
  6368. * Enum for the animation key frame interpolation type
  6369. */
  6370. export enum AnimationKeyInterpolation {
  6371. /**
  6372. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  6373. */
  6374. STEP = 1
  6375. }
  6376. }
  6377. declare module "babylonjs/Animations/animationRange" {
  6378. /**
  6379. * Represents the range of an animation
  6380. */
  6381. export class AnimationRange {
  6382. /**The name of the animation range**/
  6383. name: string;
  6384. /**The starting frame of the animation */
  6385. from: number;
  6386. /**The ending frame of the animation*/
  6387. to: number;
  6388. /**
  6389. * Initializes the range of an animation
  6390. * @param name The name of the animation range
  6391. * @param from The starting frame of the animation
  6392. * @param to The ending frame of the animation
  6393. */
  6394. constructor(
  6395. /**The name of the animation range**/
  6396. name: string,
  6397. /**The starting frame of the animation */
  6398. from: number,
  6399. /**The ending frame of the animation*/
  6400. to: number);
  6401. /**
  6402. * Makes a copy of the animation range
  6403. * @returns A copy of the animation range
  6404. */
  6405. clone(): AnimationRange;
  6406. }
  6407. }
  6408. declare module "babylonjs/Animations/animationEvent" {
  6409. /**
  6410. * Composed of a frame, and an action function
  6411. */
  6412. export class AnimationEvent {
  6413. /** The frame for which the event is triggered **/
  6414. frame: number;
  6415. /** The event to perform when triggered **/
  6416. action: (currentFrame: number) => void;
  6417. /** Specifies if the event should be triggered only once**/
  6418. onlyOnce?: boolean | undefined;
  6419. /**
  6420. * Specifies if the animation event is done
  6421. */
  6422. isDone: boolean;
  6423. /**
  6424. * Initializes the animation event
  6425. * @param frame The frame for which the event is triggered
  6426. * @param action The event to perform when triggered
  6427. * @param onlyOnce Specifies if the event should be triggered only once
  6428. */
  6429. constructor(
  6430. /** The frame for which the event is triggered **/
  6431. frame: number,
  6432. /** The event to perform when triggered **/
  6433. action: (currentFrame: number) => void,
  6434. /** Specifies if the event should be triggered only once**/
  6435. onlyOnce?: boolean | undefined);
  6436. /** @hidden */
  6437. _clone(): AnimationEvent;
  6438. }
  6439. }
  6440. declare module "babylonjs/Behaviors/behavior" {
  6441. import { Nullable } from "babylonjs/types";
  6442. /**
  6443. * Interface used to define a behavior
  6444. */
  6445. export interface Behavior<T> {
  6446. /** gets or sets behavior's name */
  6447. name: string;
  6448. /**
  6449. * Function called when the behavior needs to be initialized (after attaching it to a target)
  6450. */
  6451. init(): void;
  6452. /**
  6453. * Called when the behavior is attached to a target
  6454. * @param target defines the target where the behavior is attached to
  6455. */
  6456. attach(target: T): void;
  6457. /**
  6458. * Called when the behavior is detached from its target
  6459. */
  6460. detach(): void;
  6461. }
  6462. /**
  6463. * Interface implemented by classes supporting behaviors
  6464. */
  6465. export interface IBehaviorAware<T> {
  6466. /**
  6467. * Attach a behavior
  6468. * @param behavior defines the behavior to attach
  6469. * @returns the current host
  6470. */
  6471. addBehavior(behavior: Behavior<T>): T;
  6472. /**
  6473. * Remove a behavior from the current object
  6474. * @param behavior defines the behavior to detach
  6475. * @returns the current host
  6476. */
  6477. removeBehavior(behavior: Behavior<T>): T;
  6478. /**
  6479. * Gets a behavior using its name to search
  6480. * @param name defines the name to search
  6481. * @returns the behavior or null if not found
  6482. */
  6483. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  6484. }
  6485. }
  6486. declare module "babylonjs/Misc/smartArray" {
  6487. /**
  6488. * Defines an array and its length.
  6489. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  6490. */
  6491. export interface ISmartArrayLike<T> {
  6492. /**
  6493. * The data of the array.
  6494. */
  6495. data: Array<T>;
  6496. /**
  6497. * The active length of the array.
  6498. */
  6499. length: number;
  6500. }
  6501. /**
  6502. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6503. */
  6504. export class SmartArray<T> implements ISmartArrayLike<T> {
  6505. /**
  6506. * The full set of data from the array.
  6507. */
  6508. data: Array<T>;
  6509. /**
  6510. * The active length of the array.
  6511. */
  6512. length: number;
  6513. protected _id: number;
  6514. /**
  6515. * Instantiates a Smart Array.
  6516. * @param capacity defines the default capacity of the array.
  6517. */
  6518. constructor(capacity: number);
  6519. /**
  6520. * Pushes a value at the end of the active data.
  6521. * @param value defines the object to push in the array.
  6522. */
  6523. push(value: T): void;
  6524. /**
  6525. * Iterates over the active data and apply the lambda to them.
  6526. * @param func defines the action to apply on each value.
  6527. */
  6528. forEach(func: (content: T) => void): void;
  6529. /**
  6530. * Sorts the full sets of data.
  6531. * @param compareFn defines the comparison function to apply.
  6532. */
  6533. sort(compareFn: (a: T, b: T) => number): void;
  6534. /**
  6535. * Resets the active data to an empty array.
  6536. */
  6537. reset(): void;
  6538. /**
  6539. * Releases all the data from the array as well as the array.
  6540. */
  6541. dispose(): void;
  6542. /**
  6543. * Concats the active data with a given array.
  6544. * @param array defines the data to concatenate with.
  6545. */
  6546. concat(array: any): void;
  6547. /**
  6548. * Returns the position of a value in the active data.
  6549. * @param value defines the value to find the index for
  6550. * @returns the index if found in the active data otherwise -1
  6551. */
  6552. indexOf(value: T): number;
  6553. /**
  6554. * Returns whether an element is part of the active data.
  6555. * @param value defines the value to look for
  6556. * @returns true if found in the active data otherwise false
  6557. */
  6558. contains(value: T): boolean;
  6559. private static _GlobalId;
  6560. }
  6561. /**
  6562. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6563. * The data in this array can only be present once
  6564. */
  6565. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  6566. private _duplicateId;
  6567. /**
  6568. * Pushes a value at the end of the active data.
  6569. * THIS DOES NOT PREVENT DUPPLICATE DATA
  6570. * @param value defines the object to push in the array.
  6571. */
  6572. push(value: T): void;
  6573. /**
  6574. * Pushes a value at the end of the active data.
  6575. * If the data is already present, it won t be added again
  6576. * @param value defines the object to push in the array.
  6577. * @returns true if added false if it was already present
  6578. */
  6579. pushNoDuplicate(value: T): boolean;
  6580. /**
  6581. * Resets the active data to an empty array.
  6582. */
  6583. reset(): void;
  6584. /**
  6585. * Concats the active data with a given array.
  6586. * This ensures no dupplicate will be present in the result.
  6587. * @param array defines the data to concatenate with.
  6588. */
  6589. concatWithNoDuplicate(array: any): void;
  6590. }
  6591. }
  6592. declare module "babylonjs/Cameras/cameraInputsManager" {
  6593. import { Nullable } from "babylonjs/types";
  6594. import { Camera } from "babylonjs/Cameras/camera";
  6595. /**
  6596. * @ignore
  6597. * This is a list of all the different input types that are available in the application.
  6598. * Fo instance: ArcRotateCameraGamepadInput...
  6599. */
  6600. export var CameraInputTypes: {};
  6601. /**
  6602. * This is the contract to implement in order to create a new input class.
  6603. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6604. */
  6605. export interface ICameraInput<TCamera extends Camera> {
  6606. /**
  6607. * Defines the camera the input is attached to.
  6608. */
  6609. camera: Nullable<TCamera>;
  6610. /**
  6611. * Gets the class name of the current intput.
  6612. * @returns the class name
  6613. */
  6614. getClassName(): string;
  6615. /**
  6616. * Get the friendly name associated with the input class.
  6617. * @returns the input friendly name
  6618. */
  6619. getSimpleName(): string;
  6620. /**
  6621. * Attach the input controls to a specific dom element to get the input from.
  6622. * @param element Defines the element the controls should be listened from
  6623. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6624. */
  6625. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6626. /**
  6627. * Detach the current controls from the specified dom element.
  6628. * @param element Defines the element to stop listening the inputs from
  6629. */
  6630. detachControl(element: Nullable<HTMLElement>): void;
  6631. /**
  6632. * Update the current camera state depending on the inputs that have been used this frame.
  6633. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6634. */
  6635. checkInputs?: () => void;
  6636. }
  6637. /**
  6638. * Represents a map of input types to input instance or input index to input instance.
  6639. */
  6640. export interface CameraInputsMap<TCamera extends Camera> {
  6641. /**
  6642. * Accessor to the input by input type.
  6643. */
  6644. [name: string]: ICameraInput<TCamera>;
  6645. /**
  6646. * Accessor to the input by input index.
  6647. */
  6648. [idx: number]: ICameraInput<TCamera>;
  6649. }
  6650. /**
  6651. * This represents the input manager used within a camera.
  6652. * It helps dealing with all the different kind of input attached to a camera.
  6653. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6654. */
  6655. export class CameraInputsManager<TCamera extends Camera> {
  6656. /**
  6657. * Defines the list of inputs attahed to the camera.
  6658. */
  6659. attached: CameraInputsMap<TCamera>;
  6660. /**
  6661. * Defines the dom element the camera is collecting inputs from.
  6662. * This is null if the controls have not been attached.
  6663. */
  6664. attachedElement: Nullable<HTMLElement>;
  6665. /**
  6666. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6667. */
  6668. noPreventDefault: boolean;
  6669. /**
  6670. * Defined the camera the input manager belongs to.
  6671. */
  6672. camera: TCamera;
  6673. /**
  6674. * Update the current camera state depending on the inputs that have been used this frame.
  6675. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6676. */
  6677. checkInputs: () => void;
  6678. /**
  6679. * Instantiate a new Camera Input Manager.
  6680. * @param camera Defines the camera the input manager blongs to
  6681. */
  6682. constructor(camera: TCamera);
  6683. /**
  6684. * Add an input method to a camera
  6685. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6686. * @param input camera input method
  6687. */
  6688. add(input: ICameraInput<TCamera>): void;
  6689. /**
  6690. * Remove a specific input method from a camera
  6691. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6692. * @param inputToRemove camera input method
  6693. */
  6694. remove(inputToRemove: ICameraInput<TCamera>): void;
  6695. /**
  6696. * Remove a specific input type from a camera
  6697. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6698. * @param inputType the type of the input to remove
  6699. */
  6700. removeByType(inputType: string): void;
  6701. private _addCheckInputs;
  6702. /**
  6703. * Attach the input controls to the currently attached dom element to listen the events from.
  6704. * @param input Defines the input to attach
  6705. */
  6706. attachInput(input: ICameraInput<TCamera>): void;
  6707. /**
  6708. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6709. * @param element Defines the dom element to collect the events from
  6710. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6711. */
  6712. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6713. /**
  6714. * Detach the current manager inputs controls from a specific dom element.
  6715. * @param element Defines the dom element to collect the events from
  6716. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6717. */
  6718. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6719. /**
  6720. * Rebuild the dynamic inputCheck function from the current list of
  6721. * defined inputs in the manager.
  6722. */
  6723. rebuildInputCheck(): void;
  6724. /**
  6725. * Remove all attached input methods from a camera
  6726. */
  6727. clear(): void;
  6728. /**
  6729. * Serialize the current input manager attached to a camera.
  6730. * This ensures than once parsed,
  6731. * the input associated to the camera will be identical to the current ones
  6732. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6733. */
  6734. serialize(serializedCamera: any): void;
  6735. /**
  6736. * Parses an input manager serialized JSON to restore the previous list of inputs
  6737. * and states associated to a camera.
  6738. * @param parsedCamera Defines the JSON to parse
  6739. */
  6740. parse(parsedCamera: any): void;
  6741. }
  6742. }
  6743. declare module "babylonjs/Collisions/intersectionInfo" {
  6744. import { Nullable } from "babylonjs/types";
  6745. /**
  6746. * @hidden
  6747. */
  6748. export class IntersectionInfo {
  6749. bu: Nullable<number>;
  6750. bv: Nullable<number>;
  6751. distance: number;
  6752. faceId: number;
  6753. subMeshId: number;
  6754. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6755. }
  6756. }
  6757. declare module "babylonjs/Maths/math.plane" {
  6758. import { DeepImmutable } from "babylonjs/types";
  6759. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6760. /**
  6761. * Represens a plane by the equation ax + by + cz + d = 0
  6762. */
  6763. export class Plane {
  6764. private static _TmpMatrix;
  6765. /**
  6766. * Normal of the plane (a,b,c)
  6767. */
  6768. normal: Vector3;
  6769. /**
  6770. * d component of the plane
  6771. */
  6772. d: number;
  6773. /**
  6774. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6775. * @param a a component of the plane
  6776. * @param b b component of the plane
  6777. * @param c c component of the plane
  6778. * @param d d component of the plane
  6779. */
  6780. constructor(a: number, b: number, c: number, d: number);
  6781. /**
  6782. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6783. */
  6784. asArray(): number[];
  6785. /**
  6786. * @returns a new plane copied from the current Plane.
  6787. */
  6788. clone(): Plane;
  6789. /**
  6790. * @returns the string "Plane".
  6791. */
  6792. getClassName(): string;
  6793. /**
  6794. * @returns the Plane hash code.
  6795. */
  6796. getHashCode(): number;
  6797. /**
  6798. * Normalize the current Plane in place.
  6799. * @returns the updated Plane.
  6800. */
  6801. normalize(): Plane;
  6802. /**
  6803. * Applies a transformation the plane and returns the result
  6804. * @param transformation the transformation matrix to be applied to the plane
  6805. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6806. */
  6807. transform(transformation: DeepImmutable<Matrix>): Plane;
  6808. /**
  6809. * Calcualtte the dot product between the point and the plane normal
  6810. * @param point point to calculate the dot product with
  6811. * @returns the dot product (float) of the point coordinates and the plane normal.
  6812. */
  6813. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6814. /**
  6815. * Updates the current Plane from the plane defined by the three given points.
  6816. * @param point1 one of the points used to contruct the plane
  6817. * @param point2 one of the points used to contruct the plane
  6818. * @param point3 one of the points used to contruct the plane
  6819. * @returns the updated Plane.
  6820. */
  6821. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6822. /**
  6823. * Checks if the plane is facing a given direction
  6824. * @param direction the direction to check if the plane is facing
  6825. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6826. * @returns True is the vector "direction" is the same side than the plane normal.
  6827. */
  6828. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6829. /**
  6830. * Calculates the distance to a point
  6831. * @param point point to calculate distance to
  6832. * @returns the signed distance (float) from the given point to the Plane.
  6833. */
  6834. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6835. /**
  6836. * Creates a plane from an array
  6837. * @param array the array to create a plane from
  6838. * @returns a new Plane from the given array.
  6839. */
  6840. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6841. /**
  6842. * Creates a plane from three points
  6843. * @param point1 point used to create the plane
  6844. * @param point2 point used to create the plane
  6845. * @param point3 point used to create the plane
  6846. * @returns a new Plane defined by the three given points.
  6847. */
  6848. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6849. /**
  6850. * Creates a plane from an origin point and a normal
  6851. * @param origin origin of the plane to be constructed
  6852. * @param normal normal of the plane to be constructed
  6853. * @returns a new Plane the normal vector to this plane at the given origin point.
  6854. * Note : the vector "normal" is updated because normalized.
  6855. */
  6856. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6857. /**
  6858. * Calculates the distance from a plane and a point
  6859. * @param origin origin of the plane to be constructed
  6860. * @param normal normal of the plane to be constructed
  6861. * @param point point to calculate distance to
  6862. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6863. */
  6864. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6865. }
  6866. }
  6867. declare module "babylonjs/Culling/boundingSphere" {
  6868. import { DeepImmutable } from "babylonjs/types";
  6869. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6870. import { Plane } from "babylonjs/Maths/math.plane";
  6871. /**
  6872. * Class used to store bounding sphere information
  6873. */
  6874. export class BoundingSphere {
  6875. /**
  6876. * Gets the center of the bounding sphere in local space
  6877. */
  6878. readonly center: Vector3;
  6879. /**
  6880. * Radius of the bounding sphere in local space
  6881. */
  6882. radius: number;
  6883. /**
  6884. * Gets the center of the bounding sphere in world space
  6885. */
  6886. readonly centerWorld: Vector3;
  6887. /**
  6888. * Radius of the bounding sphere in world space
  6889. */
  6890. radiusWorld: number;
  6891. /**
  6892. * Gets the minimum vector in local space
  6893. */
  6894. readonly minimum: Vector3;
  6895. /**
  6896. * Gets the maximum vector in local space
  6897. */
  6898. readonly maximum: Vector3;
  6899. private _worldMatrix;
  6900. private static readonly TmpVector3;
  6901. /**
  6902. * Creates a new bounding sphere
  6903. * @param min defines the minimum vector (in local space)
  6904. * @param max defines the maximum vector (in local space)
  6905. * @param worldMatrix defines the new world matrix
  6906. */
  6907. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6908. /**
  6909. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6910. * @param min defines the new minimum vector (in local space)
  6911. * @param max defines the new maximum vector (in local space)
  6912. * @param worldMatrix defines the new world matrix
  6913. */
  6914. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6915. /**
  6916. * Scale the current bounding sphere by applying a scale factor
  6917. * @param factor defines the scale factor to apply
  6918. * @returns the current bounding box
  6919. */
  6920. scale(factor: number): BoundingSphere;
  6921. /**
  6922. * Gets the world matrix of the bounding box
  6923. * @returns a matrix
  6924. */
  6925. getWorldMatrix(): DeepImmutable<Matrix>;
  6926. /** @hidden */
  6927. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6928. /**
  6929. * Tests if the bounding sphere is intersecting the frustum planes
  6930. * @param frustumPlanes defines the frustum planes to test
  6931. * @returns true if there is an intersection
  6932. */
  6933. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6934. /**
  6935. * Tests if the bounding sphere center is in between the frustum planes.
  6936. * Used for optimistic fast inclusion.
  6937. * @param frustumPlanes defines the frustum planes to test
  6938. * @returns true if the sphere center is in between the frustum planes
  6939. */
  6940. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6941. /**
  6942. * Tests if a point is inside the bounding sphere
  6943. * @param point defines the point to test
  6944. * @returns true if the point is inside the bounding sphere
  6945. */
  6946. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6947. /**
  6948. * Checks if two sphere intersct
  6949. * @param sphere0 sphere 0
  6950. * @param sphere1 sphere 1
  6951. * @returns true if the speres intersect
  6952. */
  6953. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6954. }
  6955. }
  6956. declare module "babylonjs/Culling/boundingBox" {
  6957. import { DeepImmutable } from "babylonjs/types";
  6958. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6959. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6960. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6961. import { Plane } from "babylonjs/Maths/math.plane";
  6962. /**
  6963. * Class used to store bounding box information
  6964. */
  6965. export class BoundingBox implements ICullable {
  6966. /**
  6967. * Gets the 8 vectors representing the bounding box in local space
  6968. */
  6969. readonly vectors: Vector3[];
  6970. /**
  6971. * Gets the center of the bounding box in local space
  6972. */
  6973. readonly center: Vector3;
  6974. /**
  6975. * Gets the center of the bounding box in world space
  6976. */
  6977. readonly centerWorld: Vector3;
  6978. /**
  6979. * Gets the extend size in local space
  6980. */
  6981. readonly extendSize: Vector3;
  6982. /**
  6983. * Gets the extend size in world space
  6984. */
  6985. readonly extendSizeWorld: Vector3;
  6986. /**
  6987. * Gets the OBB (object bounding box) directions
  6988. */
  6989. readonly directions: Vector3[];
  6990. /**
  6991. * Gets the 8 vectors representing the bounding box in world space
  6992. */
  6993. readonly vectorsWorld: Vector3[];
  6994. /**
  6995. * Gets the minimum vector in world space
  6996. */
  6997. readonly minimumWorld: Vector3;
  6998. /**
  6999. * Gets the maximum vector in world space
  7000. */
  7001. readonly maximumWorld: Vector3;
  7002. /**
  7003. * Gets the minimum vector in local space
  7004. */
  7005. readonly minimum: Vector3;
  7006. /**
  7007. * Gets the maximum vector in local space
  7008. */
  7009. readonly maximum: Vector3;
  7010. private _worldMatrix;
  7011. private static readonly TmpVector3;
  7012. /**
  7013. * @hidden
  7014. */
  7015. _tag: number;
  7016. /**
  7017. * Creates a new bounding box
  7018. * @param min defines the minimum vector (in local space)
  7019. * @param max defines the maximum vector (in local space)
  7020. * @param worldMatrix defines the new world matrix
  7021. */
  7022. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7023. /**
  7024. * Recreates the entire bounding box from scratch as if we call the constructor in place
  7025. * @param min defines the new minimum vector (in local space)
  7026. * @param max defines the new maximum vector (in local space)
  7027. * @param worldMatrix defines the new world matrix
  7028. */
  7029. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7030. /**
  7031. * Scale the current bounding box by applying a scale factor
  7032. * @param factor defines the scale factor to apply
  7033. * @returns the current bounding box
  7034. */
  7035. scale(factor: number): BoundingBox;
  7036. /**
  7037. * Gets the world matrix of the bounding box
  7038. * @returns a matrix
  7039. */
  7040. getWorldMatrix(): DeepImmutable<Matrix>;
  7041. /** @hidden */
  7042. _update(world: DeepImmutable<Matrix>): void;
  7043. /**
  7044. * Tests if the bounding box is intersecting the frustum planes
  7045. * @param frustumPlanes defines the frustum planes to test
  7046. * @returns true if there is an intersection
  7047. */
  7048. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7049. /**
  7050. * Tests if the bounding box is entirely inside the frustum planes
  7051. * @param frustumPlanes defines the frustum planes to test
  7052. * @returns true if there is an inclusion
  7053. */
  7054. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7055. /**
  7056. * Tests if a point is inside the bounding box
  7057. * @param point defines the point to test
  7058. * @returns true if the point is inside the bounding box
  7059. */
  7060. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7061. /**
  7062. * Tests if the bounding box intersects with a bounding sphere
  7063. * @param sphere defines the sphere to test
  7064. * @returns true if there is an intersection
  7065. */
  7066. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  7067. /**
  7068. * Tests if the bounding box intersects with a box defined by a min and max vectors
  7069. * @param min defines the min vector to use
  7070. * @param max defines the max vector to use
  7071. * @returns true if there is an intersection
  7072. */
  7073. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  7074. /**
  7075. * Tests if two bounding boxes are intersections
  7076. * @param box0 defines the first box to test
  7077. * @param box1 defines the second box to test
  7078. * @returns true if there is an intersection
  7079. */
  7080. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  7081. /**
  7082. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  7083. * @param minPoint defines the minimum vector of the bounding box
  7084. * @param maxPoint defines the maximum vector of the bounding box
  7085. * @param sphereCenter defines the sphere center
  7086. * @param sphereRadius defines the sphere radius
  7087. * @returns true if there is an intersection
  7088. */
  7089. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  7090. /**
  7091. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  7092. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7093. * @param frustumPlanes defines the frustum planes to test
  7094. * @return true if there is an inclusion
  7095. */
  7096. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7097. /**
  7098. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  7099. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7100. * @param frustumPlanes defines the frustum planes to test
  7101. * @return true if there is an intersection
  7102. */
  7103. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7104. }
  7105. }
  7106. declare module "babylonjs/Collisions/collider" {
  7107. import { Nullable, IndicesArray } from "babylonjs/types";
  7108. import { Vector3 } from "babylonjs/Maths/math.vector";
  7109. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  7110. import { Plane } from "babylonjs/Maths/math.plane";
  7111. /** @hidden */
  7112. export class Collider {
  7113. /** Define if a collision was found */
  7114. collisionFound: boolean;
  7115. /**
  7116. * Define last intersection point in local space
  7117. */
  7118. intersectionPoint: Vector3;
  7119. /**
  7120. * Define last collided mesh
  7121. */
  7122. collidedMesh: Nullable<AbstractMesh>;
  7123. private _collisionPoint;
  7124. private _planeIntersectionPoint;
  7125. private _tempVector;
  7126. private _tempVector2;
  7127. private _tempVector3;
  7128. private _tempVector4;
  7129. private _edge;
  7130. private _baseToVertex;
  7131. private _destinationPoint;
  7132. private _slidePlaneNormal;
  7133. private _displacementVector;
  7134. /** @hidden */
  7135. _radius: Vector3;
  7136. /** @hidden */
  7137. _retry: number;
  7138. private _velocity;
  7139. private _basePoint;
  7140. private _epsilon;
  7141. /** @hidden */
  7142. _velocityWorldLength: number;
  7143. /** @hidden */
  7144. _basePointWorld: Vector3;
  7145. private _velocityWorld;
  7146. private _normalizedVelocity;
  7147. /** @hidden */
  7148. _initialVelocity: Vector3;
  7149. /** @hidden */
  7150. _initialPosition: Vector3;
  7151. private _nearestDistance;
  7152. private _collisionMask;
  7153. collisionMask: number;
  7154. /**
  7155. * Gets the plane normal used to compute the sliding response (in local space)
  7156. */
  7157. readonly slidePlaneNormal: Vector3;
  7158. /** @hidden */
  7159. _initialize(source: Vector3, dir: Vector3, e: number): void;
  7160. /** @hidden */
  7161. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  7162. /** @hidden */
  7163. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  7164. /** @hidden */
  7165. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7166. /** @hidden */
  7167. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7168. /** @hidden */
  7169. _getResponse(pos: Vector3, vel: Vector3): void;
  7170. }
  7171. }
  7172. declare module "babylonjs/Culling/boundingInfo" {
  7173. import { DeepImmutable } from "babylonjs/types";
  7174. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7175. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  7176. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  7177. import { Plane } from "babylonjs/Maths/math.plane";
  7178. import { Collider } from "babylonjs/Collisions/collider";
  7179. /**
  7180. * Interface for cullable objects
  7181. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  7182. */
  7183. export interface ICullable {
  7184. /**
  7185. * Checks if the object or part of the object is in the frustum
  7186. * @param frustumPlanes Camera near/planes
  7187. * @returns true if the object is in frustum otherwise false
  7188. */
  7189. isInFrustum(frustumPlanes: Plane[]): boolean;
  7190. /**
  7191. * Checks if a cullable object (mesh...) is in the camera frustum
  7192. * Unlike isInFrustum this cheks the full bounding box
  7193. * @param frustumPlanes Camera near/planes
  7194. * @returns true if the object is in frustum otherwise false
  7195. */
  7196. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  7197. }
  7198. /**
  7199. * Info for a bounding data of a mesh
  7200. */
  7201. export class BoundingInfo implements ICullable {
  7202. /**
  7203. * Bounding box for the mesh
  7204. */
  7205. readonly boundingBox: BoundingBox;
  7206. /**
  7207. * Bounding sphere for the mesh
  7208. */
  7209. readonly boundingSphere: BoundingSphere;
  7210. private _isLocked;
  7211. private static readonly TmpVector3;
  7212. /**
  7213. * Constructs bounding info
  7214. * @param minimum min vector of the bounding box/sphere
  7215. * @param maximum max vector of the bounding box/sphere
  7216. * @param worldMatrix defines the new world matrix
  7217. */
  7218. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7219. /**
  7220. * Recreates the entire bounding info from scratch as if we call the constructor in place
  7221. * @param min defines the new minimum vector (in local space)
  7222. * @param max defines the new maximum vector (in local space)
  7223. * @param worldMatrix defines the new world matrix
  7224. */
  7225. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7226. /**
  7227. * min vector of the bounding box/sphere
  7228. */
  7229. readonly minimum: Vector3;
  7230. /**
  7231. * max vector of the bounding box/sphere
  7232. */
  7233. readonly maximum: Vector3;
  7234. /**
  7235. * If the info is locked and won't be updated to avoid perf overhead
  7236. */
  7237. isLocked: boolean;
  7238. /**
  7239. * Updates the bounding sphere and box
  7240. * @param world world matrix to be used to update
  7241. */
  7242. update(world: DeepImmutable<Matrix>): void;
  7243. /**
  7244. * Recreate the bounding info to be centered around a specific point given a specific extend.
  7245. * @param center New center of the bounding info
  7246. * @param extend New extend of the bounding info
  7247. * @returns the current bounding info
  7248. */
  7249. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  7250. /**
  7251. * Scale the current bounding info by applying a scale factor
  7252. * @param factor defines the scale factor to apply
  7253. * @returns the current bounding info
  7254. */
  7255. scale(factor: number): BoundingInfo;
  7256. /**
  7257. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  7258. * @param frustumPlanes defines the frustum to test
  7259. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  7260. * @returns true if the bounding info is in the frustum planes
  7261. */
  7262. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  7263. /**
  7264. * Gets the world distance between the min and max points of the bounding box
  7265. */
  7266. readonly diagonalLength: number;
  7267. /**
  7268. * Checks if a cullable object (mesh...) is in the camera frustum
  7269. * Unlike isInFrustum this cheks the full bounding box
  7270. * @param frustumPlanes Camera near/planes
  7271. * @returns true if the object is in frustum otherwise false
  7272. */
  7273. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7274. /** @hidden */
  7275. _checkCollision(collider: Collider): boolean;
  7276. /**
  7277. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7278. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7279. * @param point the point to check intersection with
  7280. * @returns if the point intersects
  7281. */
  7282. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7283. /**
  7284. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7285. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7286. * @param boundingInfo the bounding info to check intersection with
  7287. * @param precise if the intersection should be done using OBB
  7288. * @returns if the bounding info intersects
  7289. */
  7290. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7291. }
  7292. }
  7293. declare module "babylonjs/Maths/math.functions" {
  7294. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7295. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7296. /**
  7297. * Extracts minimum and maximum values from a list of indexed positions
  7298. * @param positions defines the positions to use
  7299. * @param indices defines the indices to the positions
  7300. * @param indexStart defines the start index
  7301. * @param indexCount defines the end index
  7302. * @param bias defines bias value to add to the result
  7303. * @return minimum and maximum values
  7304. */
  7305. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7306. minimum: Vector3;
  7307. maximum: Vector3;
  7308. };
  7309. /**
  7310. * Extracts minimum and maximum values from a list of positions
  7311. * @param positions defines the positions to use
  7312. * @param start defines the start index in the positions array
  7313. * @param count defines the number of positions to handle
  7314. * @param bias defines bias value to add to the result
  7315. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7316. * @return minimum and maximum values
  7317. */
  7318. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7319. minimum: Vector3;
  7320. maximum: Vector3;
  7321. };
  7322. }
  7323. declare module "babylonjs/Misc/iInspectable" {
  7324. /**
  7325. * Enum that determines the text-wrapping mode to use.
  7326. */
  7327. export enum InspectableType {
  7328. /**
  7329. * Checkbox for booleans
  7330. */
  7331. Checkbox = 0,
  7332. /**
  7333. * Sliders for numbers
  7334. */
  7335. Slider = 1,
  7336. /**
  7337. * Vector3
  7338. */
  7339. Vector3 = 2,
  7340. /**
  7341. * Quaternions
  7342. */
  7343. Quaternion = 3,
  7344. /**
  7345. * Color3
  7346. */
  7347. Color3 = 4,
  7348. /**
  7349. * String
  7350. */
  7351. String = 5
  7352. }
  7353. /**
  7354. * Interface used to define custom inspectable properties.
  7355. * This interface is used by the inspector to display custom property grids
  7356. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7357. */
  7358. export interface IInspectable {
  7359. /**
  7360. * Gets the label to display
  7361. */
  7362. label: string;
  7363. /**
  7364. * Gets the name of the property to edit
  7365. */
  7366. propertyName: string;
  7367. /**
  7368. * Gets the type of the editor to use
  7369. */
  7370. type: InspectableType;
  7371. /**
  7372. * Gets the minimum value of the property when using in "slider" mode
  7373. */
  7374. min?: number;
  7375. /**
  7376. * Gets the maximum value of the property when using in "slider" mode
  7377. */
  7378. max?: number;
  7379. /**
  7380. * Gets the setp to use when using in "slider" mode
  7381. */
  7382. step?: number;
  7383. }
  7384. }
  7385. declare module "babylonjs/Misc/timingTools" {
  7386. /**
  7387. * Class used to provide helper for timing
  7388. */
  7389. export class TimingTools {
  7390. /**
  7391. * Polyfill for setImmediate
  7392. * @param action defines the action to execute after the current execution block
  7393. */
  7394. static SetImmediate(action: () => void): void;
  7395. }
  7396. }
  7397. declare module "babylonjs/Misc/instantiationTools" {
  7398. /**
  7399. * Class used to enable instatition of objects by class name
  7400. */
  7401. export class InstantiationTools {
  7402. /**
  7403. * Use this object to register external classes like custom textures or material
  7404. * to allow the laoders to instantiate them
  7405. */
  7406. static RegisteredExternalClasses: {
  7407. [key: string]: Object;
  7408. };
  7409. /**
  7410. * Tries to instantiate a new object from a given class name
  7411. * @param className defines the class name to instantiate
  7412. * @returns the new object or null if the system was not able to do the instantiation
  7413. */
  7414. static Instantiate(className: string): any;
  7415. }
  7416. }
  7417. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  7418. import { Nullable } from "babylonjs/types";
  7419. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7420. /**
  7421. * This represents the required contract to create a new type of texture loader.
  7422. */
  7423. export interface IInternalTextureLoader {
  7424. /**
  7425. * Defines wether the loader supports cascade loading the different faces.
  7426. */
  7427. supportCascades: boolean;
  7428. /**
  7429. * This returns if the loader support the current file information.
  7430. * @param extension defines the file extension of the file being loaded
  7431. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7432. * @param fallback defines the fallback internal texture if any
  7433. * @param isBase64 defines whether the texture is encoded as a base64
  7434. * @param isBuffer defines whether the texture data are stored as a buffer
  7435. * @returns true if the loader can load the specified file
  7436. */
  7437. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  7438. /**
  7439. * Transform the url before loading if required.
  7440. * @param rootUrl the url of the texture
  7441. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7442. * @returns the transformed texture
  7443. */
  7444. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  7445. /**
  7446. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  7447. * @param rootUrl the url of the texture
  7448. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7449. * @returns the fallback texture
  7450. */
  7451. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  7452. /**
  7453. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  7454. * @param data contains the texture data
  7455. * @param texture defines the BabylonJS internal texture
  7456. * @param createPolynomials will be true if polynomials have been requested
  7457. * @param onLoad defines the callback to trigger once the texture is ready
  7458. * @param onError defines the callback to trigger in case of error
  7459. */
  7460. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  7461. /**
  7462. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  7463. * @param data contains the texture data
  7464. * @param texture defines the BabylonJS internal texture
  7465. * @param callback defines the method to call once ready to upload
  7466. */
  7467. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  7468. }
  7469. }
  7470. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7471. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7472. import { Nullable } from "babylonjs/types";
  7473. import { Scene } from "babylonjs/scene";
  7474. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7475. module "babylonjs/Engines/engine" {
  7476. interface Engine {
  7477. /**
  7478. * Creates a depth stencil cube texture.
  7479. * This is only available in WebGL 2.
  7480. * @param size The size of face edge in the cube texture.
  7481. * @param options The options defining the cube texture.
  7482. * @returns The cube texture
  7483. */
  7484. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7485. /**
  7486. * Creates a cube texture
  7487. * @param rootUrl defines the url where the files to load is located
  7488. * @param scene defines the current scene
  7489. * @param files defines the list of files to load (1 per face)
  7490. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7491. * @param onLoad defines an optional callback raised when the texture is loaded
  7492. * @param onError defines an optional callback raised if there is an issue to load the texture
  7493. * @param format defines the format of the data
  7494. * @param forcedExtension defines the extension to use to pick the right loader
  7495. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7496. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7497. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7498. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7499. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7500. * @returns the cube texture as an InternalTexture
  7501. */
  7502. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, excludeLoaders: Array<IInternalTextureLoader>): InternalTexture;
  7503. /**
  7504. * Creates a cube texture
  7505. * @param rootUrl defines the url where the files to load is located
  7506. * @param scene defines the current scene
  7507. * @param files defines the list of files to load (1 per face)
  7508. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7509. * @param onLoad defines an optional callback raised when the texture is loaded
  7510. * @param onError defines an optional callback raised if there is an issue to load the texture
  7511. * @param format defines the format of the data
  7512. * @param forcedExtension defines the extension to use to pick the right loader
  7513. * @returns the cube texture as an InternalTexture
  7514. */
  7515. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
  7516. /**
  7517. * Creates a cube texture
  7518. * @param rootUrl defines the url where the files to load is located
  7519. * @param scene defines the current scene
  7520. * @param files defines the list of files to load (1 per face)
  7521. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7522. * @param onLoad defines an optional callback raised when the texture is loaded
  7523. * @param onError defines an optional callback raised if there is an issue to load the texture
  7524. * @param format defines the format of the data
  7525. * @param forcedExtension defines the extension to use to pick the right loader
  7526. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7527. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7528. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7529. * @returns the cube texture as an InternalTexture
  7530. */
  7531. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
  7532. /** @hidden */
  7533. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7534. /** @hidden */
  7535. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7536. /** @hidden */
  7537. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7538. /** @hidden */
  7539. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7540. }
  7541. }
  7542. }
  7543. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7544. import { Nullable } from "babylonjs/types";
  7545. import { Scene } from "babylonjs/scene";
  7546. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7547. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7548. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7549. /**
  7550. * Class for creating a cube texture
  7551. */
  7552. export class CubeTexture extends BaseTexture {
  7553. private _delayedOnLoad;
  7554. /**
  7555. * The url of the texture
  7556. */
  7557. url: string;
  7558. /**
  7559. * Gets or sets the center of the bounding box associated with the cube texture.
  7560. * It must define where the camera used to render the texture was set
  7561. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7562. */
  7563. boundingBoxPosition: Vector3;
  7564. private _boundingBoxSize;
  7565. /**
  7566. * Gets or sets the size of the bounding box associated with the cube texture
  7567. * When defined, the cubemap will switch to local mode
  7568. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7569. * @example https://www.babylonjs-playground.com/#RNASML
  7570. */
  7571. /**
  7572. * Returns the bounding box size
  7573. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7574. */
  7575. boundingBoxSize: Vector3;
  7576. protected _rotationY: number;
  7577. /**
  7578. * Sets texture matrix rotation angle around Y axis in radians.
  7579. */
  7580. /**
  7581. * Gets texture matrix rotation angle around Y axis radians.
  7582. */
  7583. rotationY: number;
  7584. /**
  7585. * Are mip maps generated for this texture or not.
  7586. */
  7587. readonly noMipmap: boolean;
  7588. private _noMipmap;
  7589. private _files;
  7590. private _extensions;
  7591. private _textureMatrix;
  7592. private _format;
  7593. private _createPolynomials;
  7594. /** @hidden */
  7595. _prefiltered: boolean;
  7596. /**
  7597. * Creates a cube texture from an array of image urls
  7598. * @param files defines an array of image urls
  7599. * @param scene defines the hosting scene
  7600. * @param noMipmap specifies if mip maps are not used
  7601. * @returns a cube texture
  7602. */
  7603. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7604. /**
  7605. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7606. * @param url defines the url of the prefiltered texture
  7607. * @param scene defines the scene the texture is attached to
  7608. * @param forcedExtension defines the extension of the file if different from the url
  7609. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7610. * @return the prefiltered texture
  7611. */
  7612. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7613. /**
  7614. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7615. * as prefiltered data.
  7616. * @param rootUrl defines the url of the texture or the root name of the six images
  7617. * @param scene defines the scene the texture is attached to
  7618. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7619. * @param noMipmap defines if mipmaps should be created or not
  7620. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7621. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7622. * @param onError defines a callback triggered in case of error during load
  7623. * @param format defines the internal format to use for the texture once loaded
  7624. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7625. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7626. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7627. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7628. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7629. * @return the cube texture
  7630. */
  7631. constructor(rootUrl: string, scene: Scene, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
  7632. /**
  7633. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7634. */
  7635. readonly isPrefiltered: boolean;
  7636. /**
  7637. * Get the current class name of the texture useful for serialization or dynamic coding.
  7638. * @returns "CubeTexture"
  7639. */
  7640. getClassName(): string;
  7641. /**
  7642. * Update the url (and optional buffer) of this texture if url was null during construction.
  7643. * @param url the url of the texture
  7644. * @param forcedExtension defines the extension to use
  7645. * @param onLoad callback called when the texture is loaded (defaults to null)
  7646. */
  7647. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7648. /**
  7649. * Delays loading of the cube texture
  7650. * @param forcedExtension defines the extension to use
  7651. */
  7652. delayLoad(forcedExtension?: string): void;
  7653. /**
  7654. * Returns the reflection texture matrix
  7655. * @returns the reflection texture matrix
  7656. */
  7657. getReflectionTextureMatrix(): Matrix;
  7658. /**
  7659. * Sets the reflection texture matrix
  7660. * @param value Reflection texture matrix
  7661. */
  7662. setReflectionTextureMatrix(value: Matrix): void;
  7663. /**
  7664. * Parses text to create a cube texture
  7665. * @param parsedTexture define the serialized text to read from
  7666. * @param scene defines the hosting scene
  7667. * @param rootUrl defines the root url of the cube texture
  7668. * @returns a cube texture
  7669. */
  7670. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7671. /**
  7672. * Makes a clone, or deep copy, of the cube texture
  7673. * @returns a new cube texture
  7674. */
  7675. clone(): CubeTexture;
  7676. }
  7677. }
  7678. declare module "babylonjs/Materials/materialDefines" {
  7679. /**
  7680. * Manages the defines for the Material
  7681. */
  7682. export class MaterialDefines {
  7683. /** @hidden */
  7684. protected _keys: string[];
  7685. private _isDirty;
  7686. /** @hidden */
  7687. _renderId: number;
  7688. /** @hidden */
  7689. _areLightsDirty: boolean;
  7690. /** @hidden */
  7691. _areAttributesDirty: boolean;
  7692. /** @hidden */
  7693. _areTexturesDirty: boolean;
  7694. /** @hidden */
  7695. _areFresnelDirty: boolean;
  7696. /** @hidden */
  7697. _areMiscDirty: boolean;
  7698. /** @hidden */
  7699. _areImageProcessingDirty: boolean;
  7700. /** @hidden */
  7701. _normals: boolean;
  7702. /** @hidden */
  7703. _uvs: boolean;
  7704. /** @hidden */
  7705. _needNormals: boolean;
  7706. /** @hidden */
  7707. _needUVs: boolean;
  7708. [id: string]: any;
  7709. /**
  7710. * Specifies if the material needs to be re-calculated
  7711. */
  7712. readonly isDirty: boolean;
  7713. /**
  7714. * Marks the material to indicate that it has been re-calculated
  7715. */
  7716. markAsProcessed(): void;
  7717. /**
  7718. * Marks the material to indicate that it needs to be re-calculated
  7719. */
  7720. markAsUnprocessed(): void;
  7721. /**
  7722. * Marks the material to indicate all of its defines need to be re-calculated
  7723. */
  7724. markAllAsDirty(): void;
  7725. /**
  7726. * Marks the material to indicate that image processing needs to be re-calculated
  7727. */
  7728. markAsImageProcessingDirty(): void;
  7729. /**
  7730. * Marks the material to indicate the lights need to be re-calculated
  7731. */
  7732. markAsLightDirty(): void;
  7733. /**
  7734. * Marks the attribute state as changed
  7735. */
  7736. markAsAttributesDirty(): void;
  7737. /**
  7738. * Marks the texture state as changed
  7739. */
  7740. markAsTexturesDirty(): void;
  7741. /**
  7742. * Marks the fresnel state as changed
  7743. */
  7744. markAsFresnelDirty(): void;
  7745. /**
  7746. * Marks the misc state as changed
  7747. */
  7748. markAsMiscDirty(): void;
  7749. /**
  7750. * Rebuilds the material defines
  7751. */
  7752. rebuild(): void;
  7753. /**
  7754. * Specifies if two material defines are equal
  7755. * @param other - A material define instance to compare to
  7756. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7757. */
  7758. isEqual(other: MaterialDefines): boolean;
  7759. /**
  7760. * Clones this instance's defines to another instance
  7761. * @param other - material defines to clone values to
  7762. */
  7763. cloneTo(other: MaterialDefines): void;
  7764. /**
  7765. * Resets the material define values
  7766. */
  7767. reset(): void;
  7768. /**
  7769. * Converts the material define values to a string
  7770. * @returns - String of material define information
  7771. */
  7772. toString(): string;
  7773. }
  7774. }
  7775. declare module "babylonjs/Materials/colorCurves" {
  7776. import { Effect } from "babylonjs/Materials/effect";
  7777. /**
  7778. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7779. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7780. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  7781. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7782. */
  7783. export class ColorCurves {
  7784. private _dirty;
  7785. private _tempColor;
  7786. private _globalCurve;
  7787. private _highlightsCurve;
  7788. private _midtonesCurve;
  7789. private _shadowsCurve;
  7790. private _positiveCurve;
  7791. private _negativeCurve;
  7792. private _globalHue;
  7793. private _globalDensity;
  7794. private _globalSaturation;
  7795. private _globalExposure;
  7796. /**
  7797. * Gets the global Hue value.
  7798. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7799. */
  7800. /**
  7801. * Sets the global Hue value.
  7802. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7803. */
  7804. globalHue: number;
  7805. /**
  7806. * Gets the global Density value.
  7807. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7808. * Values less than zero provide a filter of opposite hue.
  7809. */
  7810. /**
  7811. * Sets the global Density value.
  7812. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7813. * Values less than zero provide a filter of opposite hue.
  7814. */
  7815. globalDensity: number;
  7816. /**
  7817. * Gets the global Saturation value.
  7818. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7819. */
  7820. /**
  7821. * Sets the global Saturation value.
  7822. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7823. */
  7824. globalSaturation: number;
  7825. /**
  7826. * Gets the global Exposure value.
  7827. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7828. */
  7829. /**
  7830. * Sets the global Exposure value.
  7831. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7832. */
  7833. globalExposure: number;
  7834. private _highlightsHue;
  7835. private _highlightsDensity;
  7836. private _highlightsSaturation;
  7837. private _highlightsExposure;
  7838. /**
  7839. * Gets the highlights Hue value.
  7840. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7841. */
  7842. /**
  7843. * Sets the highlights Hue value.
  7844. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7845. */
  7846. highlightsHue: number;
  7847. /**
  7848. * Gets the highlights Density value.
  7849. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7850. * Values less than zero provide a filter of opposite hue.
  7851. */
  7852. /**
  7853. * Sets the highlights Density value.
  7854. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7855. * Values less than zero provide a filter of opposite hue.
  7856. */
  7857. highlightsDensity: number;
  7858. /**
  7859. * Gets the highlights Saturation value.
  7860. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7861. */
  7862. /**
  7863. * Sets the highlights Saturation value.
  7864. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7865. */
  7866. highlightsSaturation: number;
  7867. /**
  7868. * Gets the highlights Exposure value.
  7869. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7870. */
  7871. /**
  7872. * Sets the highlights Exposure value.
  7873. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7874. */
  7875. highlightsExposure: number;
  7876. private _midtonesHue;
  7877. private _midtonesDensity;
  7878. private _midtonesSaturation;
  7879. private _midtonesExposure;
  7880. /**
  7881. * Gets the midtones Hue value.
  7882. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7883. */
  7884. /**
  7885. * Sets the midtones Hue value.
  7886. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7887. */
  7888. midtonesHue: number;
  7889. /**
  7890. * Gets the midtones Density value.
  7891. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7892. * Values less than zero provide a filter of opposite hue.
  7893. */
  7894. /**
  7895. * Sets the midtones Density value.
  7896. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7897. * Values less than zero provide a filter of opposite hue.
  7898. */
  7899. midtonesDensity: number;
  7900. /**
  7901. * Gets the midtones Saturation value.
  7902. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7903. */
  7904. /**
  7905. * Sets the midtones Saturation value.
  7906. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7907. */
  7908. midtonesSaturation: number;
  7909. /**
  7910. * Gets the midtones Exposure value.
  7911. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7912. */
  7913. /**
  7914. * Sets the midtones Exposure value.
  7915. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7916. */
  7917. midtonesExposure: number;
  7918. private _shadowsHue;
  7919. private _shadowsDensity;
  7920. private _shadowsSaturation;
  7921. private _shadowsExposure;
  7922. /**
  7923. * Gets the shadows Hue value.
  7924. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7925. */
  7926. /**
  7927. * Sets the shadows Hue value.
  7928. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7929. */
  7930. shadowsHue: number;
  7931. /**
  7932. * Gets the shadows Density value.
  7933. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7934. * Values less than zero provide a filter of opposite hue.
  7935. */
  7936. /**
  7937. * Sets the shadows Density value.
  7938. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7939. * Values less than zero provide a filter of opposite hue.
  7940. */
  7941. shadowsDensity: number;
  7942. /**
  7943. * Gets the shadows Saturation value.
  7944. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7945. */
  7946. /**
  7947. * Sets the shadows Saturation value.
  7948. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7949. */
  7950. shadowsSaturation: number;
  7951. /**
  7952. * Gets the shadows Exposure value.
  7953. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7954. */
  7955. /**
  7956. * Sets the shadows Exposure value.
  7957. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7958. */
  7959. shadowsExposure: number;
  7960. /**
  7961. * Returns the class name
  7962. * @returns The class name
  7963. */
  7964. getClassName(): string;
  7965. /**
  7966. * Binds the color curves to the shader.
  7967. * @param colorCurves The color curve to bind
  7968. * @param effect The effect to bind to
  7969. * @param positiveUniform The positive uniform shader parameter
  7970. * @param neutralUniform The neutral uniform shader parameter
  7971. * @param negativeUniform The negative uniform shader parameter
  7972. */
  7973. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  7974. /**
  7975. * Prepare the list of uniforms associated with the ColorCurves effects.
  7976. * @param uniformsList The list of uniforms used in the effect
  7977. */
  7978. static PrepareUniforms(uniformsList: string[]): void;
  7979. /**
  7980. * Returns color grading data based on a hue, density, saturation and exposure value.
  7981. * @param filterHue The hue of the color filter.
  7982. * @param filterDensity The density of the color filter.
  7983. * @param saturation The saturation.
  7984. * @param exposure The exposure.
  7985. * @param result The result data container.
  7986. */
  7987. private getColorGradingDataToRef;
  7988. /**
  7989. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  7990. * @param value The input slider value in range [-100,100].
  7991. * @returns Adjusted value.
  7992. */
  7993. private static applyColorGradingSliderNonlinear;
  7994. /**
  7995. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  7996. * @param hue The hue (H) input.
  7997. * @param saturation The saturation (S) input.
  7998. * @param brightness The brightness (B) input.
  7999. * @result An RGBA color represented as Vector4.
  8000. */
  8001. private static fromHSBToRef;
  8002. /**
  8003. * Returns a value clamped between min and max
  8004. * @param value The value to clamp
  8005. * @param min The minimum of value
  8006. * @param max The maximum of value
  8007. * @returns The clamped value.
  8008. */
  8009. private static clamp;
  8010. /**
  8011. * Clones the current color curve instance.
  8012. * @return The cloned curves
  8013. */
  8014. clone(): ColorCurves;
  8015. /**
  8016. * Serializes the current color curve instance to a json representation.
  8017. * @return a JSON representation
  8018. */
  8019. serialize(): any;
  8020. /**
  8021. * Parses the color curve from a json representation.
  8022. * @param source the JSON source to parse
  8023. * @return The parsed curves
  8024. */
  8025. static Parse(source: any): ColorCurves;
  8026. }
  8027. }
  8028. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8029. import { Observable } from "babylonjs/Misc/observable";
  8030. import { Nullable } from "babylonjs/types";
  8031. import { Color4 } from "babylonjs/Maths/math.color";
  8032. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8033. import { Effect } from "babylonjs/Materials/effect";
  8034. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8035. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8036. /**
  8037. * Interface to follow in your material defines to integrate easily the
  8038. * Image proccessing functions.
  8039. * @hidden
  8040. */
  8041. export interface IImageProcessingConfigurationDefines {
  8042. IMAGEPROCESSING: boolean;
  8043. VIGNETTE: boolean;
  8044. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8045. VIGNETTEBLENDMODEOPAQUE: boolean;
  8046. TONEMAPPING: boolean;
  8047. TONEMAPPING_ACES: boolean;
  8048. CONTRAST: boolean;
  8049. EXPOSURE: boolean;
  8050. COLORCURVES: boolean;
  8051. COLORGRADING: boolean;
  8052. COLORGRADING3D: boolean;
  8053. SAMPLER3DGREENDEPTH: boolean;
  8054. SAMPLER3DBGRMAP: boolean;
  8055. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8056. }
  8057. /**
  8058. * @hidden
  8059. */
  8060. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8061. IMAGEPROCESSING: boolean;
  8062. VIGNETTE: boolean;
  8063. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8064. VIGNETTEBLENDMODEOPAQUE: boolean;
  8065. TONEMAPPING: boolean;
  8066. TONEMAPPING_ACES: boolean;
  8067. CONTRAST: boolean;
  8068. COLORCURVES: boolean;
  8069. COLORGRADING: boolean;
  8070. COLORGRADING3D: boolean;
  8071. SAMPLER3DGREENDEPTH: boolean;
  8072. SAMPLER3DBGRMAP: boolean;
  8073. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8074. EXPOSURE: boolean;
  8075. constructor();
  8076. }
  8077. /**
  8078. * This groups together the common properties used for image processing either in direct forward pass
  8079. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8080. * or not.
  8081. */
  8082. export class ImageProcessingConfiguration {
  8083. /**
  8084. * Default tone mapping applied in BabylonJS.
  8085. */
  8086. static readonly TONEMAPPING_STANDARD: number;
  8087. /**
  8088. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8089. * to other engines rendering to increase portability.
  8090. */
  8091. static readonly TONEMAPPING_ACES: number;
  8092. /**
  8093. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8094. */
  8095. colorCurves: Nullable<ColorCurves>;
  8096. private _colorCurvesEnabled;
  8097. /**
  8098. * Gets wether the color curves effect is enabled.
  8099. */
  8100. /**
  8101. * Sets wether the color curves effect is enabled.
  8102. */
  8103. colorCurvesEnabled: boolean;
  8104. private _colorGradingTexture;
  8105. /**
  8106. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8107. */
  8108. /**
  8109. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8110. */
  8111. colorGradingTexture: Nullable<BaseTexture>;
  8112. private _colorGradingEnabled;
  8113. /**
  8114. * Gets wether the color grading effect is enabled.
  8115. */
  8116. /**
  8117. * Sets wether the color grading effect is enabled.
  8118. */
  8119. colorGradingEnabled: boolean;
  8120. private _colorGradingWithGreenDepth;
  8121. /**
  8122. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8123. */
  8124. /**
  8125. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8126. */
  8127. colorGradingWithGreenDepth: boolean;
  8128. private _colorGradingBGR;
  8129. /**
  8130. * Gets wether the color grading texture contains BGR values.
  8131. */
  8132. /**
  8133. * Sets wether the color grading texture contains BGR values.
  8134. */
  8135. colorGradingBGR: boolean;
  8136. /** @hidden */
  8137. _exposure: number;
  8138. /**
  8139. * Gets the Exposure used in the effect.
  8140. */
  8141. /**
  8142. * Sets the Exposure used in the effect.
  8143. */
  8144. exposure: number;
  8145. private _toneMappingEnabled;
  8146. /**
  8147. * Gets wether the tone mapping effect is enabled.
  8148. */
  8149. /**
  8150. * Sets wether the tone mapping effect is enabled.
  8151. */
  8152. toneMappingEnabled: boolean;
  8153. private _toneMappingType;
  8154. /**
  8155. * Gets the type of tone mapping effect.
  8156. */
  8157. /**
  8158. * Sets the type of tone mapping effect used in BabylonJS.
  8159. */
  8160. toneMappingType: number;
  8161. protected _contrast: number;
  8162. /**
  8163. * Gets the contrast used in the effect.
  8164. */
  8165. /**
  8166. * Sets the contrast used in the effect.
  8167. */
  8168. contrast: number;
  8169. /**
  8170. * Vignette stretch size.
  8171. */
  8172. vignetteStretch: number;
  8173. /**
  8174. * Vignette centre X Offset.
  8175. */
  8176. vignetteCentreX: number;
  8177. /**
  8178. * Vignette centre Y Offset.
  8179. */
  8180. vignetteCentreY: number;
  8181. /**
  8182. * Vignette weight or intensity of the vignette effect.
  8183. */
  8184. vignetteWeight: number;
  8185. /**
  8186. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8187. * if vignetteEnabled is set to true.
  8188. */
  8189. vignetteColor: Color4;
  8190. /**
  8191. * Camera field of view used by the Vignette effect.
  8192. */
  8193. vignetteCameraFov: number;
  8194. private _vignetteBlendMode;
  8195. /**
  8196. * Gets the vignette blend mode allowing different kind of effect.
  8197. */
  8198. /**
  8199. * Sets the vignette blend mode allowing different kind of effect.
  8200. */
  8201. vignetteBlendMode: number;
  8202. private _vignetteEnabled;
  8203. /**
  8204. * Gets wether the vignette effect is enabled.
  8205. */
  8206. /**
  8207. * Sets wether the vignette effect is enabled.
  8208. */
  8209. vignetteEnabled: boolean;
  8210. private _applyByPostProcess;
  8211. /**
  8212. * Gets wether the image processing is applied through a post process or not.
  8213. */
  8214. /**
  8215. * Sets wether the image processing is applied through a post process or not.
  8216. */
  8217. applyByPostProcess: boolean;
  8218. private _isEnabled;
  8219. /**
  8220. * Gets wether the image processing is enabled or not.
  8221. */
  8222. /**
  8223. * Sets wether the image processing is enabled or not.
  8224. */
  8225. isEnabled: boolean;
  8226. /**
  8227. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8228. */
  8229. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8230. /**
  8231. * Method called each time the image processing information changes requires to recompile the effect.
  8232. */
  8233. protected _updateParameters(): void;
  8234. /**
  8235. * Gets the current class name.
  8236. * @return "ImageProcessingConfiguration"
  8237. */
  8238. getClassName(): string;
  8239. /**
  8240. * Prepare the list of uniforms associated with the Image Processing effects.
  8241. * @param uniforms The list of uniforms used in the effect
  8242. * @param defines the list of defines currently in use
  8243. */
  8244. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8245. /**
  8246. * Prepare the list of samplers associated with the Image Processing effects.
  8247. * @param samplersList The list of uniforms used in the effect
  8248. * @param defines the list of defines currently in use
  8249. */
  8250. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8251. /**
  8252. * Prepare the list of defines associated to the shader.
  8253. * @param defines the list of defines to complete
  8254. * @param forPostProcess Define if we are currently in post process mode or not
  8255. */
  8256. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8257. /**
  8258. * Returns true if all the image processing information are ready.
  8259. * @returns True if ready, otherwise, false
  8260. */
  8261. isReady(): boolean;
  8262. /**
  8263. * Binds the image processing to the shader.
  8264. * @param effect The effect to bind to
  8265. * @param aspectRatio Define the current aspect ratio of the effect
  8266. */
  8267. bind(effect: Effect, aspectRatio?: number): void;
  8268. /**
  8269. * Clones the current image processing instance.
  8270. * @return The cloned image processing
  8271. */
  8272. clone(): ImageProcessingConfiguration;
  8273. /**
  8274. * Serializes the current image processing instance to a json representation.
  8275. * @return a JSON representation
  8276. */
  8277. serialize(): any;
  8278. /**
  8279. * Parses the image processing from a json representation.
  8280. * @param source the JSON source to parse
  8281. * @return The parsed image processing
  8282. */
  8283. static Parse(source: any): ImageProcessingConfiguration;
  8284. private static _VIGNETTEMODE_MULTIPLY;
  8285. private static _VIGNETTEMODE_OPAQUE;
  8286. /**
  8287. * Used to apply the vignette as a mix with the pixel color.
  8288. */
  8289. static readonly VIGNETTEMODE_MULTIPLY: number;
  8290. /**
  8291. * Used to apply the vignette as a replacement of the pixel color.
  8292. */
  8293. static readonly VIGNETTEMODE_OPAQUE: number;
  8294. }
  8295. }
  8296. declare module "babylonjs/Shaders/postprocess.vertex" {
  8297. /** @hidden */
  8298. export var postprocessVertexShader: {
  8299. name: string;
  8300. shader: string;
  8301. };
  8302. }
  8303. declare module "babylonjs/Maths/math.axis" {
  8304. import { Vector3 } from "babylonjs/Maths/math.vector";
  8305. /** Defines supported spaces */
  8306. export enum Space {
  8307. /** Local (object) space */
  8308. LOCAL = 0,
  8309. /** World space */
  8310. WORLD = 1,
  8311. /** Bone space */
  8312. BONE = 2
  8313. }
  8314. /** Defines the 3 main axes */
  8315. export class Axis {
  8316. /** X axis */
  8317. static X: Vector3;
  8318. /** Y axis */
  8319. static Y: Vector3;
  8320. /** Z axis */
  8321. static Z: Vector3;
  8322. }
  8323. }
  8324. declare module "babylonjs/Cameras/targetCamera" {
  8325. import { Nullable } from "babylonjs/types";
  8326. import { Camera } from "babylonjs/Cameras/camera";
  8327. import { Scene } from "babylonjs/scene";
  8328. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8329. /**
  8330. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8331. * This is the base of the follow, arc rotate cameras and Free camera
  8332. * @see http://doc.babylonjs.com/features/cameras
  8333. */
  8334. export class TargetCamera extends Camera {
  8335. private static _RigCamTransformMatrix;
  8336. private static _TargetTransformMatrix;
  8337. private static _TargetFocalPoint;
  8338. /**
  8339. * Define the current direction the camera is moving to
  8340. */
  8341. cameraDirection: Vector3;
  8342. /**
  8343. * Define the current rotation the camera is rotating to
  8344. */
  8345. cameraRotation: Vector2;
  8346. /**
  8347. * When set, the up vector of the camera will be updated by the rotation of the camera
  8348. */
  8349. updateUpVectorFromRotation: boolean;
  8350. private _tmpQuaternion;
  8351. /**
  8352. * Define the current rotation of the camera
  8353. */
  8354. rotation: Vector3;
  8355. /**
  8356. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8357. */
  8358. rotationQuaternion: Quaternion;
  8359. /**
  8360. * Define the current speed of the camera
  8361. */
  8362. speed: number;
  8363. /**
  8364. * Add cconstraint to the camera to prevent it to move freely in all directions and
  8365. * around all axis.
  8366. */
  8367. noRotationConstraint: boolean;
  8368. /**
  8369. * Define the current target of the camera as an object or a position.
  8370. */
  8371. lockedTarget: any;
  8372. /** @hidden */
  8373. _currentTarget: Vector3;
  8374. /** @hidden */
  8375. _initialFocalDistance: number;
  8376. /** @hidden */
  8377. _viewMatrix: Matrix;
  8378. /** @hidden */
  8379. _camMatrix: Matrix;
  8380. /** @hidden */
  8381. _cameraTransformMatrix: Matrix;
  8382. /** @hidden */
  8383. _cameraRotationMatrix: Matrix;
  8384. /** @hidden */
  8385. _referencePoint: Vector3;
  8386. /** @hidden */
  8387. _transformedReferencePoint: Vector3;
  8388. protected _globalCurrentTarget: Vector3;
  8389. protected _globalCurrentUpVector: Vector3;
  8390. /** @hidden */
  8391. _reset: () => void;
  8392. private _defaultUp;
  8393. /**
  8394. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  8395. * This is the base of the follow, arc rotate cameras and Free camera
  8396. * @see http://doc.babylonjs.com/features/cameras
  8397. * @param name Defines the name of the camera in the scene
  8398. * @param position Defines the start position of the camera in the scene
  8399. * @param scene Defines the scene the camera belongs to
  8400. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8401. */
  8402. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8403. /**
  8404. * Gets the position in front of the camera at a given distance.
  8405. * @param distance The distance from the camera we want the position to be
  8406. * @returns the position
  8407. */
  8408. getFrontPosition(distance: number): Vector3;
  8409. /** @hidden */
  8410. _getLockedTargetPosition(): Nullable<Vector3>;
  8411. private _storedPosition;
  8412. private _storedRotation;
  8413. private _storedRotationQuaternion;
  8414. /**
  8415. * Store current camera state of the camera (fov, position, rotation, etc..)
  8416. * @returns the camera
  8417. */
  8418. storeState(): Camera;
  8419. /**
  8420. * Restored camera state. You must call storeState() first
  8421. * @returns whether it was successful or not
  8422. * @hidden
  8423. */
  8424. _restoreStateValues(): boolean;
  8425. /** @hidden */
  8426. _initCache(): void;
  8427. /** @hidden */
  8428. _updateCache(ignoreParentClass?: boolean): void;
  8429. /** @hidden */
  8430. _isSynchronizedViewMatrix(): boolean;
  8431. /** @hidden */
  8432. _computeLocalCameraSpeed(): number;
  8433. /**
  8434. * Defines the target the camera should look at.
  8435. * @param target Defines the new target as a Vector or a mesh
  8436. */
  8437. setTarget(target: Vector3): void;
  8438. /**
  8439. * Return the current target position of the camera. This value is expressed in local space.
  8440. * @returns the target position
  8441. */
  8442. getTarget(): Vector3;
  8443. /** @hidden */
  8444. _decideIfNeedsToMove(): boolean;
  8445. /** @hidden */
  8446. _updatePosition(): void;
  8447. /** @hidden */
  8448. _checkInputs(): void;
  8449. protected _updateCameraRotationMatrix(): void;
  8450. /**
  8451. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  8452. * @returns the current camera
  8453. */
  8454. private _rotateUpVectorWithCameraRotationMatrix;
  8455. private _cachedRotationZ;
  8456. private _cachedQuaternionRotationZ;
  8457. /** @hidden */
  8458. _getViewMatrix(): Matrix;
  8459. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8460. /**
  8461. * @hidden
  8462. */
  8463. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8464. /**
  8465. * @hidden
  8466. */
  8467. _updateRigCameras(): void;
  8468. private _getRigCamPositionAndTarget;
  8469. /**
  8470. * Gets the current object class name.
  8471. * @return the class name
  8472. */
  8473. getClassName(): string;
  8474. }
  8475. }
  8476. declare module "babylonjs/Events/keyboardEvents" {
  8477. /**
  8478. * Gather the list of keyboard event types as constants.
  8479. */
  8480. export class KeyboardEventTypes {
  8481. /**
  8482. * The keydown event is fired when a key becomes active (pressed).
  8483. */
  8484. static readonly KEYDOWN: number;
  8485. /**
  8486. * The keyup event is fired when a key has been released.
  8487. */
  8488. static readonly KEYUP: number;
  8489. }
  8490. /**
  8491. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8492. */
  8493. export class KeyboardInfo {
  8494. /**
  8495. * Defines the type of event (KeyboardEventTypes)
  8496. */
  8497. type: number;
  8498. /**
  8499. * Defines the related dom event
  8500. */
  8501. event: KeyboardEvent;
  8502. /**
  8503. * Instantiates a new keyboard info.
  8504. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8505. * @param type Defines the type of event (KeyboardEventTypes)
  8506. * @param event Defines the related dom event
  8507. */
  8508. constructor(
  8509. /**
  8510. * Defines the type of event (KeyboardEventTypes)
  8511. */
  8512. type: number,
  8513. /**
  8514. * Defines the related dom event
  8515. */
  8516. event: KeyboardEvent);
  8517. }
  8518. /**
  8519. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8520. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8521. */
  8522. export class KeyboardInfoPre extends KeyboardInfo {
  8523. /**
  8524. * Defines the type of event (KeyboardEventTypes)
  8525. */
  8526. type: number;
  8527. /**
  8528. * Defines the related dom event
  8529. */
  8530. event: KeyboardEvent;
  8531. /**
  8532. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8533. */
  8534. skipOnPointerObservable: boolean;
  8535. /**
  8536. * Instantiates a new keyboard pre info.
  8537. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8538. * @param type Defines the type of event (KeyboardEventTypes)
  8539. * @param event Defines the related dom event
  8540. */
  8541. constructor(
  8542. /**
  8543. * Defines the type of event (KeyboardEventTypes)
  8544. */
  8545. type: number,
  8546. /**
  8547. * Defines the related dom event
  8548. */
  8549. event: KeyboardEvent);
  8550. }
  8551. }
  8552. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8553. import { Nullable } from "babylonjs/types";
  8554. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8555. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8556. /**
  8557. * Manage the keyboard inputs to control the movement of a free camera.
  8558. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8559. */
  8560. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8561. /**
  8562. * Defines the camera the input is attached to.
  8563. */
  8564. camera: FreeCamera;
  8565. /**
  8566. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8567. */
  8568. keysUp: number[];
  8569. /**
  8570. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8571. */
  8572. keysDown: number[];
  8573. /**
  8574. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8575. */
  8576. keysLeft: number[];
  8577. /**
  8578. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8579. */
  8580. keysRight: number[];
  8581. private _keys;
  8582. private _onCanvasBlurObserver;
  8583. private _onKeyboardObserver;
  8584. private _engine;
  8585. private _scene;
  8586. /**
  8587. * Attach the input controls to a specific dom element to get the input from.
  8588. * @param element Defines the element the controls should be listened from
  8589. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8590. */
  8591. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8592. /**
  8593. * Detach the current controls from the specified dom element.
  8594. * @param element Defines the element to stop listening the inputs from
  8595. */
  8596. detachControl(element: Nullable<HTMLElement>): void;
  8597. /**
  8598. * Update the current camera state depending on the inputs that have been used this frame.
  8599. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8600. */
  8601. checkInputs(): void;
  8602. /**
  8603. * Gets the class name of the current intput.
  8604. * @returns the class name
  8605. */
  8606. getClassName(): string;
  8607. /** @hidden */
  8608. _onLostFocus(): void;
  8609. /**
  8610. * Get the friendly name associated with the input class.
  8611. * @returns the input friendly name
  8612. */
  8613. getSimpleName(): string;
  8614. }
  8615. }
  8616. declare module "babylonjs/Lights/shadowLight" {
  8617. import { Camera } from "babylonjs/Cameras/camera";
  8618. import { Scene } from "babylonjs/scene";
  8619. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8620. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8621. import { Light } from "babylonjs/Lights/light";
  8622. /**
  8623. * Interface describing all the common properties and methods a shadow light needs to implement.
  8624. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8625. * as well as binding the different shadow properties to the effects.
  8626. */
  8627. export interface IShadowLight extends Light {
  8628. /**
  8629. * The light id in the scene (used in scene.findLighById for instance)
  8630. */
  8631. id: string;
  8632. /**
  8633. * The position the shdow will be casted from.
  8634. */
  8635. position: Vector3;
  8636. /**
  8637. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8638. */
  8639. direction: Vector3;
  8640. /**
  8641. * The transformed position. Position of the light in world space taking parenting in account.
  8642. */
  8643. transformedPosition: Vector3;
  8644. /**
  8645. * The transformed direction. Direction of the light in world space taking parenting in account.
  8646. */
  8647. transformedDirection: Vector3;
  8648. /**
  8649. * The friendly name of the light in the scene.
  8650. */
  8651. name: string;
  8652. /**
  8653. * Defines the shadow projection clipping minimum z value.
  8654. */
  8655. shadowMinZ: number;
  8656. /**
  8657. * Defines the shadow projection clipping maximum z value.
  8658. */
  8659. shadowMaxZ: number;
  8660. /**
  8661. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8662. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8663. */
  8664. computeTransformedInformation(): boolean;
  8665. /**
  8666. * Gets the scene the light belongs to.
  8667. * @returns The scene
  8668. */
  8669. getScene(): Scene;
  8670. /**
  8671. * Callback defining a custom Projection Matrix Builder.
  8672. * This can be used to override the default projection matrix computation.
  8673. */
  8674. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8675. /**
  8676. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8677. * @param matrix The materix to updated with the projection information
  8678. * @param viewMatrix The transform matrix of the light
  8679. * @param renderList The list of mesh to render in the map
  8680. * @returns The current light
  8681. */
  8682. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8683. /**
  8684. * Gets the current depth scale used in ESM.
  8685. * @returns The scale
  8686. */
  8687. getDepthScale(): number;
  8688. /**
  8689. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8690. * @returns true if a cube texture needs to be use
  8691. */
  8692. needCube(): boolean;
  8693. /**
  8694. * Detects if the projection matrix requires to be recomputed this frame.
  8695. * @returns true if it requires to be recomputed otherwise, false.
  8696. */
  8697. needProjectionMatrixCompute(): boolean;
  8698. /**
  8699. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8700. */
  8701. forceProjectionMatrixCompute(): void;
  8702. /**
  8703. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8704. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8705. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8706. */
  8707. getShadowDirection(faceIndex?: number): Vector3;
  8708. /**
  8709. * Gets the minZ used for shadow according to both the scene and the light.
  8710. * @param activeCamera The camera we are returning the min for
  8711. * @returns the depth min z
  8712. */
  8713. getDepthMinZ(activeCamera: Camera): number;
  8714. /**
  8715. * Gets the maxZ used for shadow according to both the scene and the light.
  8716. * @param activeCamera The camera we are returning the max for
  8717. * @returns the depth max z
  8718. */
  8719. getDepthMaxZ(activeCamera: Camera): number;
  8720. }
  8721. /**
  8722. * Base implementation IShadowLight
  8723. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8724. */
  8725. export abstract class ShadowLight extends Light implements IShadowLight {
  8726. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8727. protected _position: Vector3;
  8728. protected _setPosition(value: Vector3): void;
  8729. /**
  8730. * Sets the position the shadow will be casted from. Also use as the light position for both
  8731. * point and spot lights.
  8732. */
  8733. /**
  8734. * Sets the position the shadow will be casted from. Also use as the light position for both
  8735. * point and spot lights.
  8736. */
  8737. position: Vector3;
  8738. protected _direction: Vector3;
  8739. protected _setDirection(value: Vector3): void;
  8740. /**
  8741. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8742. * Also use as the light direction on spot and directional lights.
  8743. */
  8744. /**
  8745. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8746. * Also use as the light direction on spot and directional lights.
  8747. */
  8748. direction: Vector3;
  8749. private _shadowMinZ;
  8750. /**
  8751. * Gets the shadow projection clipping minimum z value.
  8752. */
  8753. /**
  8754. * Sets the shadow projection clipping minimum z value.
  8755. */
  8756. shadowMinZ: number;
  8757. private _shadowMaxZ;
  8758. /**
  8759. * Sets the shadow projection clipping maximum z value.
  8760. */
  8761. /**
  8762. * Gets the shadow projection clipping maximum z value.
  8763. */
  8764. shadowMaxZ: number;
  8765. /**
  8766. * Callback defining a custom Projection Matrix Builder.
  8767. * This can be used to override the default projection matrix computation.
  8768. */
  8769. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8770. /**
  8771. * The transformed position. Position of the light in world space taking parenting in account.
  8772. */
  8773. transformedPosition: Vector3;
  8774. /**
  8775. * The transformed direction. Direction of the light in world space taking parenting in account.
  8776. */
  8777. transformedDirection: Vector3;
  8778. private _needProjectionMatrixCompute;
  8779. /**
  8780. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8781. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8782. */
  8783. computeTransformedInformation(): boolean;
  8784. /**
  8785. * Return the depth scale used for the shadow map.
  8786. * @returns the depth scale.
  8787. */
  8788. getDepthScale(): number;
  8789. /**
  8790. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8791. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8792. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8793. */
  8794. getShadowDirection(faceIndex?: number): Vector3;
  8795. /**
  8796. * Returns the ShadowLight absolute position in the World.
  8797. * @returns the position vector in world space
  8798. */
  8799. getAbsolutePosition(): Vector3;
  8800. /**
  8801. * Sets the ShadowLight direction toward the passed target.
  8802. * @param target The point to target in local space
  8803. * @returns the updated ShadowLight direction
  8804. */
  8805. setDirectionToTarget(target: Vector3): Vector3;
  8806. /**
  8807. * Returns the light rotation in euler definition.
  8808. * @returns the x y z rotation in local space.
  8809. */
  8810. getRotation(): Vector3;
  8811. /**
  8812. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8813. * @returns true if a cube texture needs to be use
  8814. */
  8815. needCube(): boolean;
  8816. /**
  8817. * Detects if the projection matrix requires to be recomputed this frame.
  8818. * @returns true if it requires to be recomputed otherwise, false.
  8819. */
  8820. needProjectionMatrixCompute(): boolean;
  8821. /**
  8822. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8823. */
  8824. forceProjectionMatrixCompute(): void;
  8825. /** @hidden */
  8826. _initCache(): void;
  8827. /** @hidden */
  8828. _isSynchronized(): boolean;
  8829. /**
  8830. * Computes the world matrix of the node
  8831. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  8832. * @returns the world matrix
  8833. */
  8834. computeWorldMatrix(force?: boolean): Matrix;
  8835. /**
  8836. * Gets the minZ used for shadow according to both the scene and the light.
  8837. * @param activeCamera The camera we are returning the min for
  8838. * @returns the depth min z
  8839. */
  8840. getDepthMinZ(activeCamera: Camera): number;
  8841. /**
  8842. * Gets the maxZ used for shadow according to both the scene and the light.
  8843. * @param activeCamera The camera we are returning the max for
  8844. * @returns the depth max z
  8845. */
  8846. getDepthMaxZ(activeCamera: Camera): number;
  8847. /**
  8848. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8849. * @param matrix The materix to updated with the projection information
  8850. * @param viewMatrix The transform matrix of the light
  8851. * @param renderList The list of mesh to render in the map
  8852. * @returns The current light
  8853. */
  8854. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8855. }
  8856. }
  8857. declare module "babylonjs/Materials/materialHelper" {
  8858. import { Nullable } from "babylonjs/types";
  8859. import { Scene } from "babylonjs/scene";
  8860. import { Engine } from "babylonjs/Engines/engine";
  8861. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8862. import { Light } from "babylonjs/Lights/light";
  8863. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  8864. import { Effect, EffectFallbacks, EffectCreationOptions } from "babylonjs/Materials/effect";
  8865. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8866. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8867. /**
  8868. * "Static Class" containing the most commonly used helper while dealing with material for
  8869. * rendering purpose.
  8870. *
  8871. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  8872. *
  8873. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  8874. */
  8875. export class MaterialHelper {
  8876. /**
  8877. * Bind the current view position to an effect.
  8878. * @param effect The effect to be bound
  8879. * @param scene The scene the eyes position is used from
  8880. */
  8881. static BindEyePosition(effect: Effect, scene: Scene): void;
  8882. /**
  8883. * Helps preparing the defines values about the UVs in used in the effect.
  8884. * UVs are shared as much as we can accross channels in the shaders.
  8885. * @param texture The texture we are preparing the UVs for
  8886. * @param defines The defines to update
  8887. * @param key The channel key "diffuse", "specular"... used in the shader
  8888. */
  8889. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  8890. /**
  8891. * Binds a texture matrix value to its corrsponding uniform
  8892. * @param texture The texture to bind the matrix for
  8893. * @param uniformBuffer The uniform buffer receivin the data
  8894. * @param key The channel key "diffuse", "specular"... used in the shader
  8895. */
  8896. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  8897. /**
  8898. * Gets the current status of the fog (should it be enabled?)
  8899. * @param mesh defines the mesh to evaluate for fog support
  8900. * @param scene defines the hosting scene
  8901. * @returns true if fog must be enabled
  8902. */
  8903. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  8904. /**
  8905. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  8906. * @param mesh defines the current mesh
  8907. * @param scene defines the current scene
  8908. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  8909. * @param pointsCloud defines if point cloud rendering has to be turned on
  8910. * @param fogEnabled defines if fog has to be turned on
  8911. * @param alphaTest defines if alpha testing has to be turned on
  8912. * @param defines defines the current list of defines
  8913. */
  8914. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  8915. /**
  8916. * Helper used to prepare the list of defines associated with frame values for shader compilation
  8917. * @param scene defines the current scene
  8918. * @param engine defines the current engine
  8919. * @param defines specifies the list of active defines
  8920. * @param useInstances defines if instances have to be turned on
  8921. * @param useClipPlane defines if clip plane have to be turned on
  8922. */
  8923. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  8924. /**
  8925. * Prepares the defines for bones
  8926. * @param mesh The mesh containing the geometry data we will draw
  8927. * @param defines The defines to update
  8928. */
  8929. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  8930. /**
  8931. * Prepares the defines for morph targets
  8932. * @param mesh The mesh containing the geometry data we will draw
  8933. * @param defines The defines to update
  8934. */
  8935. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  8936. /**
  8937. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  8938. * @param mesh The mesh containing the geometry data we will draw
  8939. * @param defines The defines to update
  8940. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  8941. * @param useBones Precise whether bones should be used or not (override mesh info)
  8942. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  8943. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  8944. * @returns false if defines are considered not dirty and have not been checked
  8945. */
  8946. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  8947. /**
  8948. * Prepares the defines related to multiview
  8949. * @param scene The scene we are intending to draw
  8950. * @param defines The defines to update
  8951. */
  8952. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  8953. /**
  8954. * Prepares the defines related to the light information passed in parameter
  8955. * @param scene The scene we are intending to draw
  8956. * @param mesh The mesh the effect is compiling for
  8957. * @param light The light the effect is compiling for
  8958. * @param lightIndex The index of the light
  8959. * @param defines The defines to update
  8960. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8961. * @param state Defines the current state regarding what is needed (normals, etc...)
  8962. */
  8963. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  8964. needNormals: boolean;
  8965. needRebuild: boolean;
  8966. shadowEnabled: boolean;
  8967. specularEnabled: boolean;
  8968. lightmapMode: boolean;
  8969. }): void;
  8970. /**
  8971. * Prepares the defines related to the light information passed in parameter
  8972. * @param scene The scene we are intending to draw
  8973. * @param mesh The mesh the effect is compiling for
  8974. * @param defines The defines to update
  8975. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8976. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  8977. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  8978. * @returns true if normals will be required for the rest of the effect
  8979. */
  8980. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  8981. /**
  8982. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  8983. * @param lightIndex defines the light index
  8984. * @param uniformsList The uniform list
  8985. * @param samplersList The sampler list
  8986. * @param projectedLightTexture defines if projected texture must be used
  8987. * @param uniformBuffersList defines an optional list of uniform buffers
  8988. */
  8989. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  8990. /**
  8991. * Prepares the uniforms and samplers list to be used in the effect
  8992. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  8993. * @param samplersList The sampler list
  8994. * @param defines The defines helping in the list generation
  8995. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  8996. */
  8997. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  8998. /**
  8999. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9000. * @param defines The defines to update while falling back
  9001. * @param fallbacks The authorized effect fallbacks
  9002. * @param maxSimultaneousLights The maximum number of lights allowed
  9003. * @param rank the current rank of the Effect
  9004. * @returns The newly affected rank
  9005. */
  9006. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9007. private static _TmpMorphInfluencers;
  9008. /**
  9009. * Prepares the list of attributes required for morph targets according to the effect defines.
  9010. * @param attribs The current list of supported attribs
  9011. * @param mesh The mesh to prepare the morph targets attributes for
  9012. * @param influencers The number of influencers
  9013. */
  9014. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9015. /**
  9016. * Prepares the list of attributes required for morph targets according to the effect defines.
  9017. * @param attribs The current list of supported attribs
  9018. * @param mesh The mesh to prepare the morph targets attributes for
  9019. * @param defines The current Defines of the effect
  9020. */
  9021. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9022. /**
  9023. * Prepares the list of attributes required for bones according to the effect defines.
  9024. * @param attribs The current list of supported attribs
  9025. * @param mesh The mesh to prepare the bones attributes for
  9026. * @param defines The current Defines of the effect
  9027. * @param fallbacks The current efffect fallback strategy
  9028. */
  9029. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9030. /**
  9031. * Check and prepare the list of attributes required for instances according to the effect defines.
  9032. * @param attribs The current list of supported attribs
  9033. * @param defines The current MaterialDefines of the effect
  9034. */
  9035. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9036. /**
  9037. * Add the list of attributes required for instances to the attribs array.
  9038. * @param attribs The current list of supported attribs
  9039. */
  9040. static PushAttributesForInstances(attribs: string[]): void;
  9041. /**
  9042. * Binds the light shadow information to the effect for the given mesh.
  9043. * @param light The light containing the generator
  9044. * @param scene The scene the lights belongs to
  9045. * @param mesh The mesh we are binding the information to render
  9046. * @param lightIndex The light index in the effect used to render the mesh
  9047. * @param effect The effect we are binding the data to
  9048. */
  9049. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  9050. /**
  9051. * Binds the light information to the effect.
  9052. * @param light The light containing the generator
  9053. * @param effect The effect we are binding the data to
  9054. * @param lightIndex The light index in the effect used to render
  9055. */
  9056. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9057. /**
  9058. * Binds the lights information from the scene to the effect for the given mesh.
  9059. * @param light Light to bind
  9060. * @param lightIndex Light index
  9061. * @param scene The scene where the light belongs to
  9062. * @param mesh The mesh we are binding the information to render
  9063. * @param effect The effect we are binding the data to
  9064. * @param useSpecular Defines if specular is supported
  9065. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9066. */
  9067. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean): void;
  9068. /**
  9069. * Binds the lights information from the scene to the effect for the given mesh.
  9070. * @param scene The scene the lights belongs to
  9071. * @param mesh The mesh we are binding the information to render
  9072. * @param effect The effect we are binding the data to
  9073. * @param defines The generated defines for the effect
  9074. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9075. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9076. */
  9077. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean): void;
  9078. private static _tempFogColor;
  9079. /**
  9080. * Binds the fog information from the scene to the effect for the given mesh.
  9081. * @param scene The scene the lights belongs to
  9082. * @param mesh The mesh we are binding the information to render
  9083. * @param effect The effect we are binding the data to
  9084. * @param linearSpace Defines if the fog effect is applied in linear space
  9085. */
  9086. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9087. /**
  9088. * Binds the bones information from the mesh to the effect.
  9089. * @param mesh The mesh we are binding the information to render
  9090. * @param effect The effect we are binding the data to
  9091. */
  9092. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9093. /**
  9094. * Binds the morph targets information from the mesh to the effect.
  9095. * @param abstractMesh The mesh we are binding the information to render
  9096. * @param effect The effect we are binding the data to
  9097. */
  9098. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9099. /**
  9100. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9101. * @param defines The generated defines used in the effect
  9102. * @param effect The effect we are binding the data to
  9103. * @param scene The scene we are willing to render with logarithmic scale for
  9104. */
  9105. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9106. /**
  9107. * Binds the clip plane information from the scene to the effect.
  9108. * @param scene The scene the clip plane information are extracted from
  9109. * @param effect The effect we are binding the data to
  9110. */
  9111. static BindClipPlane(effect: Effect, scene: Scene): void;
  9112. }
  9113. }
  9114. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9115. /** @hidden */
  9116. export var packingFunctions: {
  9117. name: string;
  9118. shader: string;
  9119. };
  9120. }
  9121. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9122. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9123. /** @hidden */
  9124. export var shadowMapPixelShader: {
  9125. name: string;
  9126. shader: string;
  9127. };
  9128. }
  9129. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9130. /** @hidden */
  9131. export var bonesDeclaration: {
  9132. name: string;
  9133. shader: string;
  9134. };
  9135. }
  9136. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9137. /** @hidden */
  9138. export var morphTargetsVertexGlobalDeclaration: {
  9139. name: string;
  9140. shader: string;
  9141. };
  9142. }
  9143. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9144. /** @hidden */
  9145. export var morphTargetsVertexDeclaration: {
  9146. name: string;
  9147. shader: string;
  9148. };
  9149. }
  9150. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9151. /** @hidden */
  9152. export var instancesDeclaration: {
  9153. name: string;
  9154. shader: string;
  9155. };
  9156. }
  9157. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9158. /** @hidden */
  9159. export var helperFunctions: {
  9160. name: string;
  9161. shader: string;
  9162. };
  9163. }
  9164. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9165. /** @hidden */
  9166. export var morphTargetsVertex: {
  9167. name: string;
  9168. shader: string;
  9169. };
  9170. }
  9171. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9172. /** @hidden */
  9173. export var instancesVertex: {
  9174. name: string;
  9175. shader: string;
  9176. };
  9177. }
  9178. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9179. /** @hidden */
  9180. export var bonesVertex: {
  9181. name: string;
  9182. shader: string;
  9183. };
  9184. }
  9185. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9186. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9187. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9188. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9189. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9190. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9191. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9192. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9193. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9194. /** @hidden */
  9195. export var shadowMapVertexShader: {
  9196. name: string;
  9197. shader: string;
  9198. };
  9199. }
  9200. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9201. /** @hidden */
  9202. export var depthBoxBlurPixelShader: {
  9203. name: string;
  9204. shader: string;
  9205. };
  9206. }
  9207. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9208. import { Nullable } from "babylonjs/types";
  9209. import { Scene } from "babylonjs/scene";
  9210. import { Matrix } from "babylonjs/Maths/math.vector";
  9211. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9212. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9213. import { Mesh } from "babylonjs/Meshes/mesh";
  9214. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9215. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9216. import { Effect } from "babylonjs/Materials/effect";
  9217. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9218. import "babylonjs/Shaders/shadowMap.fragment";
  9219. import "babylonjs/Shaders/shadowMap.vertex";
  9220. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9221. import { Observable } from "babylonjs/Misc/observable";
  9222. /**
  9223. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9224. */
  9225. export interface ICustomShaderOptions {
  9226. /**
  9227. * Gets or sets the custom shader name to use
  9228. */
  9229. shaderName: string;
  9230. /**
  9231. * The list of attribute names used in the shader
  9232. */
  9233. attributes?: string[];
  9234. /**
  9235. * The list of unifrom names used in the shader
  9236. */
  9237. uniforms?: string[];
  9238. /**
  9239. * The list of sampler names used in the shader
  9240. */
  9241. samplers?: string[];
  9242. /**
  9243. * The list of defines used in the shader
  9244. */
  9245. defines?: string[];
  9246. }
  9247. /**
  9248. * Interface to implement to create a shadow generator compatible with BJS.
  9249. */
  9250. export interface IShadowGenerator {
  9251. /**
  9252. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9253. * @returns The render target texture if present otherwise, null
  9254. */
  9255. getShadowMap(): Nullable<RenderTargetTexture>;
  9256. /**
  9257. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9258. * @returns The render target texture if the shadow map is present otherwise, null
  9259. */
  9260. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9261. /**
  9262. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9263. * @param subMesh The submesh we want to render in the shadow map
  9264. * @param useInstances Defines wether will draw in the map using instances
  9265. * @returns true if ready otherwise, false
  9266. */
  9267. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9268. /**
  9269. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9270. * @param defines Defines of the material we want to update
  9271. * @param lightIndex Index of the light in the enabled light list of the material
  9272. */
  9273. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9274. /**
  9275. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9276. * defined in the generator but impacting the effect).
  9277. * It implies the unifroms available on the materials are the standard BJS ones.
  9278. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9279. * @param effect The effect we are binfing the information for
  9280. */
  9281. bindShadowLight(lightIndex: string, effect: Effect): void;
  9282. /**
  9283. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9284. * (eq to shadow prjection matrix * light transform matrix)
  9285. * @returns The transform matrix used to create the shadow map
  9286. */
  9287. getTransformMatrix(): Matrix;
  9288. /**
  9289. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9290. * Cube and 2D textures for instance.
  9291. */
  9292. recreateShadowMap(): void;
  9293. /**
  9294. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9295. * @param onCompiled Callback triggered at the and of the effects compilation
  9296. * @param options Sets of optional options forcing the compilation with different modes
  9297. */
  9298. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9299. useInstances: boolean;
  9300. }>): void;
  9301. /**
  9302. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9303. * @param options Sets of optional options forcing the compilation with different modes
  9304. * @returns A promise that resolves when the compilation completes
  9305. */
  9306. forceCompilationAsync(options?: Partial<{
  9307. useInstances: boolean;
  9308. }>): Promise<void>;
  9309. /**
  9310. * Serializes the shadow generator setup to a json object.
  9311. * @returns The serialized JSON object
  9312. */
  9313. serialize(): any;
  9314. /**
  9315. * Disposes the Shadow map and related Textures and effects.
  9316. */
  9317. dispose(): void;
  9318. }
  9319. /**
  9320. * Default implementation IShadowGenerator.
  9321. * This is the main object responsible of generating shadows in the framework.
  9322. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9323. */
  9324. export class ShadowGenerator implements IShadowGenerator {
  9325. /**
  9326. * Shadow generator mode None: no filtering applied.
  9327. */
  9328. static readonly FILTER_NONE: number;
  9329. /**
  9330. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9331. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9332. */
  9333. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9334. /**
  9335. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9336. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9337. */
  9338. static readonly FILTER_POISSONSAMPLING: number;
  9339. /**
  9340. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9341. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9342. */
  9343. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9344. /**
  9345. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9346. * edge artifacts on steep falloff.
  9347. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9348. */
  9349. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9350. /**
  9351. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9352. * edge artifacts on steep falloff.
  9353. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9354. */
  9355. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9356. /**
  9357. * Shadow generator mode PCF: Percentage Closer Filtering
  9358. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9359. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9360. */
  9361. static readonly FILTER_PCF: number;
  9362. /**
  9363. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9364. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9365. * Contact Hardening
  9366. */
  9367. static readonly FILTER_PCSS: number;
  9368. /**
  9369. * Reserved for PCF and PCSS
  9370. * Highest Quality.
  9371. *
  9372. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9373. *
  9374. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9375. */
  9376. static readonly QUALITY_HIGH: number;
  9377. /**
  9378. * Reserved for PCF and PCSS
  9379. * Good tradeoff for quality/perf cross devices
  9380. *
  9381. * Execute PCF on a 3*3 kernel.
  9382. *
  9383. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9384. */
  9385. static readonly QUALITY_MEDIUM: number;
  9386. /**
  9387. * Reserved for PCF and PCSS
  9388. * The lowest quality but the fastest.
  9389. *
  9390. * Execute PCF on a 1*1 kernel.
  9391. *
  9392. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9393. */
  9394. static readonly QUALITY_LOW: number;
  9395. /** Gets or sets the custom shader name to use */
  9396. customShaderOptions: ICustomShaderOptions;
  9397. /**
  9398. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9399. */
  9400. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9401. /**
  9402. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9403. */
  9404. onAfterShadowMapRenderObservable: Observable<Effect>;
  9405. /**
  9406. * Observable triggered before a mesh is rendered in the shadow map.
  9407. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9408. */
  9409. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9410. /**
  9411. * Observable triggered after a mesh is rendered in the shadow map.
  9412. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9413. */
  9414. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9415. private _bias;
  9416. /**
  9417. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9418. */
  9419. /**
  9420. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9421. */
  9422. bias: number;
  9423. private _normalBias;
  9424. /**
  9425. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9426. */
  9427. /**
  9428. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9429. */
  9430. normalBias: number;
  9431. private _blurBoxOffset;
  9432. /**
  9433. * Gets the blur box offset: offset applied during the blur pass.
  9434. * Only useful if useKernelBlur = false
  9435. */
  9436. /**
  9437. * Sets the blur box offset: offset applied during the blur pass.
  9438. * Only useful if useKernelBlur = false
  9439. */
  9440. blurBoxOffset: number;
  9441. private _blurScale;
  9442. /**
  9443. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9444. * 2 means half of the size.
  9445. */
  9446. /**
  9447. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9448. * 2 means half of the size.
  9449. */
  9450. blurScale: number;
  9451. private _blurKernel;
  9452. /**
  9453. * Gets the blur kernel: kernel size of the blur pass.
  9454. * Only useful if useKernelBlur = true
  9455. */
  9456. /**
  9457. * Sets the blur kernel: kernel size of the blur pass.
  9458. * Only useful if useKernelBlur = true
  9459. */
  9460. blurKernel: number;
  9461. private _useKernelBlur;
  9462. /**
  9463. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9464. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9465. */
  9466. /**
  9467. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9468. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9469. */
  9470. useKernelBlur: boolean;
  9471. private _depthScale;
  9472. /**
  9473. * Gets the depth scale used in ESM mode.
  9474. */
  9475. /**
  9476. * Sets the depth scale used in ESM mode.
  9477. * This can override the scale stored on the light.
  9478. */
  9479. depthScale: number;
  9480. private _filter;
  9481. /**
  9482. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9483. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9484. */
  9485. /**
  9486. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9487. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9488. */
  9489. filter: number;
  9490. /**
  9491. * Gets if the current filter is set to Poisson Sampling.
  9492. */
  9493. /**
  9494. * Sets the current filter to Poisson Sampling.
  9495. */
  9496. usePoissonSampling: boolean;
  9497. /**
  9498. * Gets if the current filter is set to ESM.
  9499. */
  9500. /**
  9501. * Sets the current filter is to ESM.
  9502. */
  9503. useExponentialShadowMap: boolean;
  9504. /**
  9505. * Gets if the current filter is set to filtered ESM.
  9506. */
  9507. /**
  9508. * Gets if the current filter is set to filtered ESM.
  9509. */
  9510. useBlurExponentialShadowMap: boolean;
  9511. /**
  9512. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9513. * exponential to prevent steep falloff artifacts).
  9514. */
  9515. /**
  9516. * Sets the current filter to "close ESM" (using the inverse of the
  9517. * exponential to prevent steep falloff artifacts).
  9518. */
  9519. useCloseExponentialShadowMap: boolean;
  9520. /**
  9521. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9522. * exponential to prevent steep falloff artifacts).
  9523. */
  9524. /**
  9525. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9526. * exponential to prevent steep falloff artifacts).
  9527. */
  9528. useBlurCloseExponentialShadowMap: boolean;
  9529. /**
  9530. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9531. */
  9532. /**
  9533. * Sets the current filter to "PCF" (percentage closer filtering).
  9534. */
  9535. usePercentageCloserFiltering: boolean;
  9536. private _filteringQuality;
  9537. /**
  9538. * Gets the PCF or PCSS Quality.
  9539. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9540. */
  9541. /**
  9542. * Sets the PCF or PCSS Quality.
  9543. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9544. */
  9545. filteringQuality: number;
  9546. /**
  9547. * Gets if the current filter is set to "PCSS" (contact hardening).
  9548. */
  9549. /**
  9550. * Sets the current filter to "PCSS" (contact hardening).
  9551. */
  9552. useContactHardeningShadow: boolean;
  9553. private _contactHardeningLightSizeUVRatio;
  9554. /**
  9555. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9556. * Using a ratio helps keeping shape stability independently of the map size.
  9557. *
  9558. * It does not account for the light projection as it was having too much
  9559. * instability during the light setup or during light position changes.
  9560. *
  9561. * Only valid if useContactHardeningShadow is true.
  9562. */
  9563. /**
  9564. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9565. * Using a ratio helps keeping shape stability independently of the map size.
  9566. *
  9567. * It does not account for the light projection as it was having too much
  9568. * instability during the light setup or during light position changes.
  9569. *
  9570. * Only valid if useContactHardeningShadow is true.
  9571. */
  9572. contactHardeningLightSizeUVRatio: number;
  9573. private _darkness;
  9574. /** Gets or sets the actual darkness of a shadow */
  9575. darkness: number;
  9576. /**
  9577. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9578. * 0 means strongest and 1 would means no shadow.
  9579. * @returns the darkness.
  9580. */
  9581. getDarkness(): number;
  9582. /**
  9583. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9584. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9585. * @returns the shadow generator allowing fluent coding.
  9586. */
  9587. setDarkness(darkness: number): ShadowGenerator;
  9588. private _transparencyShadow;
  9589. /** Gets or sets the ability to have transparent shadow */
  9590. transparencyShadow: boolean;
  9591. /**
  9592. * Sets the ability to have transparent shadow (boolean).
  9593. * @param transparent True if transparent else False
  9594. * @returns the shadow generator allowing fluent coding
  9595. */
  9596. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9597. private _shadowMap;
  9598. private _shadowMap2;
  9599. /**
  9600. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9601. * @returns The render target texture if present otherwise, null
  9602. */
  9603. getShadowMap(): Nullable<RenderTargetTexture>;
  9604. /**
  9605. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9606. * @returns The render target texture if the shadow map is present otherwise, null
  9607. */
  9608. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9609. /**
  9610. * Gets the class name of that object
  9611. * @returns "ShadowGenerator"
  9612. */
  9613. getClassName(): string;
  9614. /**
  9615. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9616. * @param mesh Mesh to add
  9617. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9618. * @returns the Shadow Generator itself
  9619. */
  9620. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9621. /**
  9622. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9623. * @param mesh Mesh to remove
  9624. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9625. * @returns the Shadow Generator itself
  9626. */
  9627. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9628. /**
  9629. * Controls the extent to which the shadows fade out at the edge of the frustum
  9630. * Used only by directionals and spots
  9631. */
  9632. frustumEdgeFalloff: number;
  9633. private _light;
  9634. /**
  9635. * Returns the associated light object.
  9636. * @returns the light generating the shadow
  9637. */
  9638. getLight(): IShadowLight;
  9639. /**
  9640. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9641. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9642. * It might on the other hand introduce peter panning.
  9643. */
  9644. forceBackFacesOnly: boolean;
  9645. private _scene;
  9646. private _lightDirection;
  9647. private _effect;
  9648. private _viewMatrix;
  9649. private _projectionMatrix;
  9650. private _transformMatrix;
  9651. private _cachedPosition;
  9652. private _cachedDirection;
  9653. private _cachedDefines;
  9654. private _currentRenderID;
  9655. private _boxBlurPostprocess;
  9656. private _kernelBlurXPostprocess;
  9657. private _kernelBlurYPostprocess;
  9658. private _blurPostProcesses;
  9659. private _mapSize;
  9660. private _currentFaceIndex;
  9661. private _currentFaceIndexCache;
  9662. private _textureType;
  9663. private _defaultTextureMatrix;
  9664. /** @hidden */
  9665. static _SceneComponentInitialization: (scene: Scene) => void;
  9666. /**
  9667. * Creates a ShadowGenerator object.
  9668. * A ShadowGenerator is the required tool to use the shadows.
  9669. * Each light casting shadows needs to use its own ShadowGenerator.
  9670. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9671. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9672. * @param light The light object generating the shadows.
  9673. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  9674. */
  9675. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9676. private _initializeGenerator;
  9677. private _initializeShadowMap;
  9678. private _initializeBlurRTTAndPostProcesses;
  9679. private _renderForShadowMap;
  9680. private _renderSubMeshForShadowMap;
  9681. private _applyFilterValues;
  9682. /**
  9683. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9684. * @param onCompiled Callback triggered at the and of the effects compilation
  9685. * @param options Sets of optional options forcing the compilation with different modes
  9686. */
  9687. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9688. useInstances: boolean;
  9689. }>): void;
  9690. /**
  9691. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9692. * @param options Sets of optional options forcing the compilation with different modes
  9693. * @returns A promise that resolves when the compilation completes
  9694. */
  9695. forceCompilationAsync(options?: Partial<{
  9696. useInstances: boolean;
  9697. }>): Promise<void>;
  9698. /**
  9699. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9700. * @param subMesh The submesh we want to render in the shadow map
  9701. * @param useInstances Defines wether will draw in the map using instances
  9702. * @returns true if ready otherwise, false
  9703. */
  9704. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9705. /**
  9706. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9707. * @param defines Defines of the material we want to update
  9708. * @param lightIndex Index of the light in the enabled light list of the material
  9709. */
  9710. prepareDefines(defines: any, lightIndex: number): void;
  9711. /**
  9712. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9713. * defined in the generator but impacting the effect).
  9714. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9715. * @param effect The effect we are binfing the information for
  9716. */
  9717. bindShadowLight(lightIndex: string, effect: Effect): void;
  9718. /**
  9719. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9720. * (eq to shadow prjection matrix * light transform matrix)
  9721. * @returns The transform matrix used to create the shadow map
  9722. */
  9723. getTransformMatrix(): Matrix;
  9724. /**
  9725. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9726. * Cube and 2D textures for instance.
  9727. */
  9728. recreateShadowMap(): void;
  9729. private _disposeBlurPostProcesses;
  9730. private _disposeRTTandPostProcesses;
  9731. /**
  9732. * Disposes the ShadowGenerator.
  9733. * Returns nothing.
  9734. */
  9735. dispose(): void;
  9736. /**
  9737. * Serializes the shadow generator setup to a json object.
  9738. * @returns The serialized JSON object
  9739. */
  9740. serialize(): any;
  9741. /**
  9742. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9743. * @param parsedShadowGenerator The JSON object to parse
  9744. * @param scene The scene to create the shadow map for
  9745. * @returns The parsed shadow generator
  9746. */
  9747. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9748. }
  9749. }
  9750. declare module "babylonjs/Lights/light" {
  9751. import { Nullable } from "babylonjs/types";
  9752. import { Scene } from "babylonjs/scene";
  9753. import { Vector3 } from "babylonjs/Maths/math.vector";
  9754. import { Color3 } from "babylonjs/Maths/math.color";
  9755. import { Node } from "babylonjs/node";
  9756. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9757. import { Effect } from "babylonjs/Materials/effect";
  9758. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9759. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9760. /**
  9761. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9762. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9763. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  9764. */
  9765. export abstract class Light extends Node {
  9766. /**
  9767. * Falloff Default: light is falling off following the material specification:
  9768. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9769. */
  9770. static readonly FALLOFF_DEFAULT: number;
  9771. /**
  9772. * Falloff Physical: light is falling off following the inverse squared distance law.
  9773. */
  9774. static readonly FALLOFF_PHYSICAL: number;
  9775. /**
  9776. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  9777. * to enhance interoperability with other engines.
  9778. */
  9779. static readonly FALLOFF_GLTF: number;
  9780. /**
  9781. * Falloff Standard: light is falling off like in the standard material
  9782. * to enhance interoperability with other materials.
  9783. */
  9784. static readonly FALLOFF_STANDARD: number;
  9785. /**
  9786. * If every light affecting the material is in this lightmapMode,
  9787. * material.lightmapTexture adds or multiplies
  9788. * (depends on material.useLightmapAsShadowmap)
  9789. * after every other light calculations.
  9790. */
  9791. static readonly LIGHTMAP_DEFAULT: number;
  9792. /**
  9793. * material.lightmapTexture as only diffuse lighting from this light
  9794. * adds only specular lighting from this light
  9795. * adds dynamic shadows
  9796. */
  9797. static readonly LIGHTMAP_SPECULAR: number;
  9798. /**
  9799. * material.lightmapTexture as only lighting
  9800. * no light calculation from this light
  9801. * only adds dynamic shadows from this light
  9802. */
  9803. static readonly LIGHTMAP_SHADOWSONLY: number;
  9804. /**
  9805. * Each light type uses the default quantity according to its type:
  9806. * point/spot lights use luminous intensity
  9807. * directional lights use illuminance
  9808. */
  9809. static readonly INTENSITYMODE_AUTOMATIC: number;
  9810. /**
  9811. * lumen (lm)
  9812. */
  9813. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  9814. /**
  9815. * candela (lm/sr)
  9816. */
  9817. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  9818. /**
  9819. * lux (lm/m^2)
  9820. */
  9821. static readonly INTENSITYMODE_ILLUMINANCE: number;
  9822. /**
  9823. * nit (cd/m^2)
  9824. */
  9825. static readonly INTENSITYMODE_LUMINANCE: number;
  9826. /**
  9827. * Light type const id of the point light.
  9828. */
  9829. static readonly LIGHTTYPEID_POINTLIGHT: number;
  9830. /**
  9831. * Light type const id of the directional light.
  9832. */
  9833. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  9834. /**
  9835. * Light type const id of the spot light.
  9836. */
  9837. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  9838. /**
  9839. * Light type const id of the hemispheric light.
  9840. */
  9841. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  9842. /**
  9843. * Diffuse gives the basic color to an object.
  9844. */
  9845. diffuse: Color3;
  9846. /**
  9847. * Specular produces a highlight color on an object.
  9848. * Note: This is note affecting PBR materials.
  9849. */
  9850. specular: Color3;
  9851. /**
  9852. * Defines the falloff type for this light. This lets overrriding how punctual light are
  9853. * falling off base on range or angle.
  9854. * This can be set to any values in Light.FALLOFF_x.
  9855. *
  9856. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  9857. * other types of materials.
  9858. */
  9859. falloffType: number;
  9860. /**
  9861. * Strength of the light.
  9862. * Note: By default it is define in the framework own unit.
  9863. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  9864. */
  9865. intensity: number;
  9866. private _range;
  9867. protected _inverseSquaredRange: number;
  9868. /**
  9869. * Defines how far from the source the light is impacting in scene units.
  9870. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9871. */
  9872. /**
  9873. * Defines how far from the source the light is impacting in scene units.
  9874. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9875. */
  9876. range: number;
  9877. /**
  9878. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  9879. * of light.
  9880. */
  9881. private _photometricScale;
  9882. private _intensityMode;
  9883. /**
  9884. * Gets the photometric scale used to interpret the intensity.
  9885. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9886. */
  9887. /**
  9888. * Sets the photometric scale used to interpret the intensity.
  9889. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9890. */
  9891. intensityMode: number;
  9892. private _radius;
  9893. /**
  9894. * Gets the light radius used by PBR Materials to simulate soft area lights.
  9895. */
  9896. /**
  9897. * sets the light radius used by PBR Materials to simulate soft area lights.
  9898. */
  9899. radius: number;
  9900. private _renderPriority;
  9901. /**
  9902. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  9903. * exceeding the number allowed of the materials.
  9904. */
  9905. renderPriority: number;
  9906. private _shadowEnabled;
  9907. /**
  9908. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9909. * the current shadow generator.
  9910. */
  9911. /**
  9912. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9913. * the current shadow generator.
  9914. */
  9915. shadowEnabled: boolean;
  9916. private _includedOnlyMeshes;
  9917. /**
  9918. * Gets the only meshes impacted by this light.
  9919. */
  9920. /**
  9921. * Sets the only meshes impacted by this light.
  9922. */
  9923. includedOnlyMeshes: AbstractMesh[];
  9924. private _excludedMeshes;
  9925. /**
  9926. * Gets the meshes not impacted by this light.
  9927. */
  9928. /**
  9929. * Sets the meshes not impacted by this light.
  9930. */
  9931. excludedMeshes: AbstractMesh[];
  9932. private _excludeWithLayerMask;
  9933. /**
  9934. * Gets the layer id use to find what meshes are not impacted by the light.
  9935. * Inactive if 0
  9936. */
  9937. /**
  9938. * Sets the layer id use to find what meshes are not impacted by the light.
  9939. * Inactive if 0
  9940. */
  9941. excludeWithLayerMask: number;
  9942. private _includeOnlyWithLayerMask;
  9943. /**
  9944. * Gets the layer id use to find what meshes are impacted by the light.
  9945. * Inactive if 0
  9946. */
  9947. /**
  9948. * Sets the layer id use to find what meshes are impacted by the light.
  9949. * Inactive if 0
  9950. */
  9951. includeOnlyWithLayerMask: number;
  9952. private _lightmapMode;
  9953. /**
  9954. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9955. */
  9956. /**
  9957. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9958. */
  9959. lightmapMode: number;
  9960. /**
  9961. * Shadow generator associted to the light.
  9962. * @hidden Internal use only.
  9963. */
  9964. _shadowGenerator: Nullable<IShadowGenerator>;
  9965. /**
  9966. * @hidden Internal use only.
  9967. */
  9968. _excludedMeshesIds: string[];
  9969. /**
  9970. * @hidden Internal use only.
  9971. */
  9972. _includedOnlyMeshesIds: string[];
  9973. /**
  9974. * The current light unifom buffer.
  9975. * @hidden Internal use only.
  9976. */
  9977. _uniformBuffer: UniformBuffer;
  9978. /**
  9979. * Creates a Light object in the scene.
  9980. * Documentation : https://doc.babylonjs.com/babylon101/lights
  9981. * @param name The firendly name of the light
  9982. * @param scene The scene the light belongs too
  9983. */
  9984. constructor(name: string, scene: Scene);
  9985. protected abstract _buildUniformLayout(): void;
  9986. /**
  9987. * Sets the passed Effect "effect" with the Light information.
  9988. * @param effect The effect to update
  9989. * @param lightIndex The index of the light in the effect to update
  9990. * @returns The light
  9991. */
  9992. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  9993. /**
  9994. * Returns the string "Light".
  9995. * @returns the class name
  9996. */
  9997. getClassName(): string;
  9998. /** @hidden */
  9999. readonly _isLight: boolean;
  10000. /**
  10001. * Converts the light information to a readable string for debug purpose.
  10002. * @param fullDetails Supports for multiple levels of logging within scene loading
  10003. * @returns the human readable light info
  10004. */
  10005. toString(fullDetails?: boolean): string;
  10006. /** @hidden */
  10007. protected _syncParentEnabledState(): void;
  10008. /**
  10009. * Set the enabled state of this node.
  10010. * @param value - the new enabled state
  10011. */
  10012. setEnabled(value: boolean): void;
  10013. /**
  10014. * Returns the Light associated shadow generator if any.
  10015. * @return the associated shadow generator.
  10016. */
  10017. getShadowGenerator(): Nullable<IShadowGenerator>;
  10018. /**
  10019. * Returns a Vector3, the absolute light position in the World.
  10020. * @returns the world space position of the light
  10021. */
  10022. getAbsolutePosition(): Vector3;
  10023. /**
  10024. * Specifies if the light will affect the passed mesh.
  10025. * @param mesh The mesh to test against the light
  10026. * @return true the mesh is affected otherwise, false.
  10027. */
  10028. canAffectMesh(mesh: AbstractMesh): boolean;
  10029. /**
  10030. * Sort function to order lights for rendering.
  10031. * @param a First Light object to compare to second.
  10032. * @param b Second Light object to compare first.
  10033. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10034. */
  10035. static CompareLightsPriority(a: Light, b: Light): number;
  10036. /**
  10037. * Releases resources associated with this node.
  10038. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10039. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10040. */
  10041. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10042. /**
  10043. * Returns the light type ID (integer).
  10044. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10045. */
  10046. getTypeID(): number;
  10047. /**
  10048. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10049. * @returns the scaled intensity in intensity mode unit
  10050. */
  10051. getScaledIntensity(): number;
  10052. /**
  10053. * Returns a new Light object, named "name", from the current one.
  10054. * @param name The name of the cloned light
  10055. * @returns the new created light
  10056. */
  10057. clone(name: string): Nullable<Light>;
  10058. /**
  10059. * Serializes the current light into a Serialization object.
  10060. * @returns the serialized object.
  10061. */
  10062. serialize(): any;
  10063. /**
  10064. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10065. * This new light is named "name" and added to the passed scene.
  10066. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10067. * @param name The friendly name of the light
  10068. * @param scene The scene the new light will belong to
  10069. * @returns the constructor function
  10070. */
  10071. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10072. /**
  10073. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10074. * @param parsedLight The JSON representation of the light
  10075. * @param scene The scene to create the parsed light in
  10076. * @returns the created light after parsing
  10077. */
  10078. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10079. private _hookArrayForExcluded;
  10080. private _hookArrayForIncludedOnly;
  10081. private _resyncMeshes;
  10082. /**
  10083. * Forces the meshes to update their light related information in their rendering used effects
  10084. * @hidden Internal Use Only
  10085. */
  10086. _markMeshesAsLightDirty(): void;
  10087. /**
  10088. * Recomputes the cached photometric scale if needed.
  10089. */
  10090. private _computePhotometricScale;
  10091. /**
  10092. * Returns the Photometric Scale according to the light type and intensity mode.
  10093. */
  10094. private _getPhotometricScale;
  10095. /**
  10096. * Reorder the light in the scene according to their defined priority.
  10097. * @hidden Internal Use Only
  10098. */
  10099. _reorderLightsInScene(): void;
  10100. /**
  10101. * Prepares the list of defines specific to the light type.
  10102. * @param defines the list of defines
  10103. * @param lightIndex defines the index of the light for the effect
  10104. */
  10105. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10106. }
  10107. }
  10108. declare module "babylonjs/Actions/action" {
  10109. import { Observable } from "babylonjs/Misc/observable";
  10110. import { Condition } from "babylonjs/Actions/condition";
  10111. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10112. import { ActionManager } from "babylonjs/Actions/actionManager";
  10113. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10114. /**
  10115. * Interface used to define Action
  10116. */
  10117. export interface IAction {
  10118. /**
  10119. * Trigger for the action
  10120. */
  10121. trigger: number;
  10122. /** Options of the trigger */
  10123. triggerOptions: any;
  10124. /**
  10125. * Gets the trigger parameters
  10126. * @returns the trigger parameters
  10127. */
  10128. getTriggerParameter(): any;
  10129. /**
  10130. * Internal only - executes current action event
  10131. * @hidden
  10132. */
  10133. _executeCurrent(evt?: ActionEvent): void;
  10134. /**
  10135. * Serialize placeholder for child classes
  10136. * @param parent of child
  10137. * @returns the serialized object
  10138. */
  10139. serialize(parent: any): any;
  10140. /**
  10141. * Internal only
  10142. * @hidden
  10143. */
  10144. _prepare(): void;
  10145. /**
  10146. * Internal only - manager for action
  10147. * @hidden
  10148. */
  10149. _actionManager: AbstractActionManager;
  10150. /**
  10151. * Adds action to chain of actions, may be a DoNothingAction
  10152. * @param action defines the next action to execute
  10153. * @returns The action passed in
  10154. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10155. */
  10156. then(action: IAction): IAction;
  10157. }
  10158. /**
  10159. * The action to be carried out following a trigger
  10160. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10161. */
  10162. export class Action implements IAction {
  10163. /** the trigger, with or without parameters, for the action */
  10164. triggerOptions: any;
  10165. /**
  10166. * Trigger for the action
  10167. */
  10168. trigger: number;
  10169. /**
  10170. * Internal only - manager for action
  10171. * @hidden
  10172. */
  10173. _actionManager: ActionManager;
  10174. private _nextActiveAction;
  10175. private _child;
  10176. private _condition?;
  10177. private _triggerParameter;
  10178. /**
  10179. * An event triggered prior to action being executed.
  10180. */
  10181. onBeforeExecuteObservable: Observable<Action>;
  10182. /**
  10183. * Creates a new Action
  10184. * @param triggerOptions the trigger, with or without parameters, for the action
  10185. * @param condition an optional determinant of action
  10186. */
  10187. constructor(
  10188. /** the trigger, with or without parameters, for the action */
  10189. triggerOptions: any, condition?: Condition);
  10190. /**
  10191. * Internal only
  10192. * @hidden
  10193. */
  10194. _prepare(): void;
  10195. /**
  10196. * Gets the trigger parameters
  10197. * @returns the trigger parameters
  10198. */
  10199. getTriggerParameter(): any;
  10200. /**
  10201. * Internal only - executes current action event
  10202. * @hidden
  10203. */
  10204. _executeCurrent(evt?: ActionEvent): void;
  10205. /**
  10206. * Execute placeholder for child classes
  10207. * @param evt optional action event
  10208. */
  10209. execute(evt?: ActionEvent): void;
  10210. /**
  10211. * Skips to next active action
  10212. */
  10213. skipToNextActiveAction(): void;
  10214. /**
  10215. * Adds action to chain of actions, may be a DoNothingAction
  10216. * @param action defines the next action to execute
  10217. * @returns The action passed in
  10218. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10219. */
  10220. then(action: Action): Action;
  10221. /**
  10222. * Internal only
  10223. * @hidden
  10224. */
  10225. _getProperty(propertyPath: string): string;
  10226. /**
  10227. * Internal only
  10228. * @hidden
  10229. */
  10230. _getEffectiveTarget(target: any, propertyPath: string): any;
  10231. /**
  10232. * Serialize placeholder for child classes
  10233. * @param parent of child
  10234. * @returns the serialized object
  10235. */
  10236. serialize(parent: any): any;
  10237. /**
  10238. * Internal only called by serialize
  10239. * @hidden
  10240. */
  10241. protected _serialize(serializedAction: any, parent?: any): any;
  10242. /**
  10243. * Internal only
  10244. * @hidden
  10245. */
  10246. static _SerializeValueAsString: (value: any) => string;
  10247. /**
  10248. * Internal only
  10249. * @hidden
  10250. */
  10251. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10252. name: string;
  10253. targetType: string;
  10254. value: string;
  10255. };
  10256. }
  10257. }
  10258. declare module "babylonjs/Actions/condition" {
  10259. import { ActionManager } from "babylonjs/Actions/actionManager";
  10260. /**
  10261. * A Condition applied to an Action
  10262. */
  10263. export class Condition {
  10264. /**
  10265. * Internal only - manager for action
  10266. * @hidden
  10267. */
  10268. _actionManager: ActionManager;
  10269. /**
  10270. * Internal only
  10271. * @hidden
  10272. */
  10273. _evaluationId: number;
  10274. /**
  10275. * Internal only
  10276. * @hidden
  10277. */
  10278. _currentResult: boolean;
  10279. /**
  10280. * Creates a new Condition
  10281. * @param actionManager the manager of the action the condition is applied to
  10282. */
  10283. constructor(actionManager: ActionManager);
  10284. /**
  10285. * Check if the current condition is valid
  10286. * @returns a boolean
  10287. */
  10288. isValid(): boolean;
  10289. /**
  10290. * Internal only
  10291. * @hidden
  10292. */
  10293. _getProperty(propertyPath: string): string;
  10294. /**
  10295. * Internal only
  10296. * @hidden
  10297. */
  10298. _getEffectiveTarget(target: any, propertyPath: string): any;
  10299. /**
  10300. * Serialize placeholder for child classes
  10301. * @returns the serialized object
  10302. */
  10303. serialize(): any;
  10304. /**
  10305. * Internal only
  10306. * @hidden
  10307. */
  10308. protected _serialize(serializedCondition: any): any;
  10309. }
  10310. /**
  10311. * Defines specific conditional operators as extensions of Condition
  10312. */
  10313. export class ValueCondition extends Condition {
  10314. /** path to specify the property of the target the conditional operator uses */
  10315. propertyPath: string;
  10316. /** the value compared by the conditional operator against the current value of the property */
  10317. value: any;
  10318. /** the conditional operator, default ValueCondition.IsEqual */
  10319. operator: number;
  10320. /**
  10321. * Internal only
  10322. * @hidden
  10323. */
  10324. private static _IsEqual;
  10325. /**
  10326. * Internal only
  10327. * @hidden
  10328. */
  10329. private static _IsDifferent;
  10330. /**
  10331. * Internal only
  10332. * @hidden
  10333. */
  10334. private static _IsGreater;
  10335. /**
  10336. * Internal only
  10337. * @hidden
  10338. */
  10339. private static _IsLesser;
  10340. /**
  10341. * returns the number for IsEqual
  10342. */
  10343. static readonly IsEqual: number;
  10344. /**
  10345. * Returns the number for IsDifferent
  10346. */
  10347. static readonly IsDifferent: number;
  10348. /**
  10349. * Returns the number for IsGreater
  10350. */
  10351. static readonly IsGreater: number;
  10352. /**
  10353. * Returns the number for IsLesser
  10354. */
  10355. static readonly IsLesser: number;
  10356. /**
  10357. * Internal only The action manager for the condition
  10358. * @hidden
  10359. */
  10360. _actionManager: ActionManager;
  10361. /**
  10362. * Internal only
  10363. * @hidden
  10364. */
  10365. private _target;
  10366. /**
  10367. * Internal only
  10368. * @hidden
  10369. */
  10370. private _effectiveTarget;
  10371. /**
  10372. * Internal only
  10373. * @hidden
  10374. */
  10375. private _property;
  10376. /**
  10377. * Creates a new ValueCondition
  10378. * @param actionManager manager for the action the condition applies to
  10379. * @param target for the action
  10380. * @param propertyPath path to specify the property of the target the conditional operator uses
  10381. * @param value the value compared by the conditional operator against the current value of the property
  10382. * @param operator the conditional operator, default ValueCondition.IsEqual
  10383. */
  10384. constructor(actionManager: ActionManager, target: any,
  10385. /** path to specify the property of the target the conditional operator uses */
  10386. propertyPath: string,
  10387. /** the value compared by the conditional operator against the current value of the property */
  10388. value: any,
  10389. /** the conditional operator, default ValueCondition.IsEqual */
  10390. operator?: number);
  10391. /**
  10392. * Compares the given value with the property value for the specified conditional operator
  10393. * @returns the result of the comparison
  10394. */
  10395. isValid(): boolean;
  10396. /**
  10397. * Serialize the ValueCondition into a JSON compatible object
  10398. * @returns serialization object
  10399. */
  10400. serialize(): any;
  10401. /**
  10402. * Gets the name of the conditional operator for the ValueCondition
  10403. * @param operator the conditional operator
  10404. * @returns the name
  10405. */
  10406. static GetOperatorName(operator: number): string;
  10407. }
  10408. /**
  10409. * Defines a predicate condition as an extension of Condition
  10410. */
  10411. export class PredicateCondition extends Condition {
  10412. /** defines the predicate function used to validate the condition */
  10413. predicate: () => boolean;
  10414. /**
  10415. * Internal only - manager for action
  10416. * @hidden
  10417. */
  10418. _actionManager: ActionManager;
  10419. /**
  10420. * Creates a new PredicateCondition
  10421. * @param actionManager manager for the action the condition applies to
  10422. * @param predicate defines the predicate function used to validate the condition
  10423. */
  10424. constructor(actionManager: ActionManager,
  10425. /** defines the predicate function used to validate the condition */
  10426. predicate: () => boolean);
  10427. /**
  10428. * @returns the validity of the predicate condition
  10429. */
  10430. isValid(): boolean;
  10431. }
  10432. /**
  10433. * Defines a state condition as an extension of Condition
  10434. */
  10435. export class StateCondition extends Condition {
  10436. /** Value to compare with target state */
  10437. value: string;
  10438. /**
  10439. * Internal only - manager for action
  10440. * @hidden
  10441. */
  10442. _actionManager: ActionManager;
  10443. /**
  10444. * Internal only
  10445. * @hidden
  10446. */
  10447. private _target;
  10448. /**
  10449. * Creates a new StateCondition
  10450. * @param actionManager manager for the action the condition applies to
  10451. * @param target of the condition
  10452. * @param value to compare with target state
  10453. */
  10454. constructor(actionManager: ActionManager, target: any,
  10455. /** Value to compare with target state */
  10456. value: string);
  10457. /**
  10458. * Gets a boolean indicating if the current condition is met
  10459. * @returns the validity of the state
  10460. */
  10461. isValid(): boolean;
  10462. /**
  10463. * Serialize the StateCondition into a JSON compatible object
  10464. * @returns serialization object
  10465. */
  10466. serialize(): any;
  10467. }
  10468. }
  10469. declare module "babylonjs/Actions/directActions" {
  10470. import { Action } from "babylonjs/Actions/action";
  10471. import { Condition } from "babylonjs/Actions/condition";
  10472. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10473. /**
  10474. * This defines an action responsible to toggle a boolean once triggered.
  10475. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10476. */
  10477. export class SwitchBooleanAction extends Action {
  10478. /**
  10479. * The path to the boolean property in the target object
  10480. */
  10481. propertyPath: string;
  10482. private _target;
  10483. private _effectiveTarget;
  10484. private _property;
  10485. /**
  10486. * Instantiate the action
  10487. * @param triggerOptions defines the trigger options
  10488. * @param target defines the object containing the boolean
  10489. * @param propertyPath defines the path to the boolean property in the target object
  10490. * @param condition defines the trigger related conditions
  10491. */
  10492. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10493. /** @hidden */
  10494. _prepare(): void;
  10495. /**
  10496. * Execute the action toggle the boolean value.
  10497. */
  10498. execute(): void;
  10499. /**
  10500. * Serializes the actions and its related information.
  10501. * @param parent defines the object to serialize in
  10502. * @returns the serialized object
  10503. */
  10504. serialize(parent: any): any;
  10505. }
  10506. /**
  10507. * This defines an action responsible to set a the state field of the target
  10508. * to a desired value once triggered.
  10509. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10510. */
  10511. export class SetStateAction extends Action {
  10512. /**
  10513. * The value to store in the state field.
  10514. */
  10515. value: string;
  10516. private _target;
  10517. /**
  10518. * Instantiate the action
  10519. * @param triggerOptions defines the trigger options
  10520. * @param target defines the object containing the state property
  10521. * @param value defines the value to store in the state field
  10522. * @param condition defines the trigger related conditions
  10523. */
  10524. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10525. /**
  10526. * Execute the action and store the value on the target state property.
  10527. */
  10528. execute(): void;
  10529. /**
  10530. * Serializes the actions and its related information.
  10531. * @param parent defines the object to serialize in
  10532. * @returns the serialized object
  10533. */
  10534. serialize(parent: any): any;
  10535. }
  10536. /**
  10537. * This defines an action responsible to set a property of the target
  10538. * to a desired value once triggered.
  10539. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10540. */
  10541. export class SetValueAction extends Action {
  10542. /**
  10543. * The path of the property to set in the target.
  10544. */
  10545. propertyPath: string;
  10546. /**
  10547. * The value to set in the property
  10548. */
  10549. value: any;
  10550. private _target;
  10551. private _effectiveTarget;
  10552. private _property;
  10553. /**
  10554. * Instantiate the action
  10555. * @param triggerOptions defines the trigger options
  10556. * @param target defines the object containing the property
  10557. * @param propertyPath defines the path of the property to set in the target
  10558. * @param value defines the value to set in the property
  10559. * @param condition defines the trigger related conditions
  10560. */
  10561. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10562. /** @hidden */
  10563. _prepare(): void;
  10564. /**
  10565. * Execute the action and set the targetted property to the desired value.
  10566. */
  10567. execute(): void;
  10568. /**
  10569. * Serializes the actions and its related information.
  10570. * @param parent defines the object to serialize in
  10571. * @returns the serialized object
  10572. */
  10573. serialize(parent: any): any;
  10574. }
  10575. /**
  10576. * This defines an action responsible to increment the target value
  10577. * to a desired value once triggered.
  10578. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10579. */
  10580. export class IncrementValueAction extends Action {
  10581. /**
  10582. * The path of the property to increment in the target.
  10583. */
  10584. propertyPath: string;
  10585. /**
  10586. * The value we should increment the property by.
  10587. */
  10588. value: any;
  10589. private _target;
  10590. private _effectiveTarget;
  10591. private _property;
  10592. /**
  10593. * Instantiate the action
  10594. * @param triggerOptions defines the trigger options
  10595. * @param target defines the object containing the property
  10596. * @param propertyPath defines the path of the property to increment in the target
  10597. * @param value defines the value value we should increment the property by
  10598. * @param condition defines the trigger related conditions
  10599. */
  10600. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10601. /** @hidden */
  10602. _prepare(): void;
  10603. /**
  10604. * Execute the action and increment the target of the value amount.
  10605. */
  10606. execute(): void;
  10607. /**
  10608. * Serializes the actions and its related information.
  10609. * @param parent defines the object to serialize in
  10610. * @returns the serialized object
  10611. */
  10612. serialize(parent: any): any;
  10613. }
  10614. /**
  10615. * This defines an action responsible to start an animation once triggered.
  10616. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10617. */
  10618. export class PlayAnimationAction extends Action {
  10619. /**
  10620. * Where the animation should start (animation frame)
  10621. */
  10622. from: number;
  10623. /**
  10624. * Where the animation should stop (animation frame)
  10625. */
  10626. to: number;
  10627. /**
  10628. * Define if the animation should loop or stop after the first play.
  10629. */
  10630. loop?: boolean;
  10631. private _target;
  10632. /**
  10633. * Instantiate the action
  10634. * @param triggerOptions defines the trigger options
  10635. * @param target defines the target animation or animation name
  10636. * @param from defines from where the animation should start (animation frame)
  10637. * @param end defines where the animation should stop (animation frame)
  10638. * @param loop defines if the animation should loop or stop after the first play
  10639. * @param condition defines the trigger related conditions
  10640. */
  10641. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10642. /** @hidden */
  10643. _prepare(): void;
  10644. /**
  10645. * Execute the action and play the animation.
  10646. */
  10647. execute(): void;
  10648. /**
  10649. * Serializes the actions and its related information.
  10650. * @param parent defines the object to serialize in
  10651. * @returns the serialized object
  10652. */
  10653. serialize(parent: any): any;
  10654. }
  10655. /**
  10656. * This defines an action responsible to stop an animation once triggered.
  10657. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10658. */
  10659. export class StopAnimationAction extends Action {
  10660. private _target;
  10661. /**
  10662. * Instantiate the action
  10663. * @param triggerOptions defines the trigger options
  10664. * @param target defines the target animation or animation name
  10665. * @param condition defines the trigger related conditions
  10666. */
  10667. constructor(triggerOptions: any, target: any, condition?: Condition);
  10668. /** @hidden */
  10669. _prepare(): void;
  10670. /**
  10671. * Execute the action and stop the animation.
  10672. */
  10673. execute(): void;
  10674. /**
  10675. * Serializes the actions and its related information.
  10676. * @param parent defines the object to serialize in
  10677. * @returns the serialized object
  10678. */
  10679. serialize(parent: any): any;
  10680. }
  10681. /**
  10682. * This defines an action responsible that does nothing once triggered.
  10683. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10684. */
  10685. export class DoNothingAction extends Action {
  10686. /**
  10687. * Instantiate the action
  10688. * @param triggerOptions defines the trigger options
  10689. * @param condition defines the trigger related conditions
  10690. */
  10691. constructor(triggerOptions?: any, condition?: Condition);
  10692. /**
  10693. * Execute the action and do nothing.
  10694. */
  10695. execute(): void;
  10696. /**
  10697. * Serializes the actions and its related information.
  10698. * @param parent defines the object to serialize in
  10699. * @returns the serialized object
  10700. */
  10701. serialize(parent: any): any;
  10702. }
  10703. /**
  10704. * This defines an action responsible to trigger several actions once triggered.
  10705. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10706. */
  10707. export class CombineAction extends Action {
  10708. /**
  10709. * The list of aggregated animations to run.
  10710. */
  10711. children: Action[];
  10712. /**
  10713. * Instantiate the action
  10714. * @param triggerOptions defines the trigger options
  10715. * @param children defines the list of aggregated animations to run
  10716. * @param condition defines the trigger related conditions
  10717. */
  10718. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10719. /** @hidden */
  10720. _prepare(): void;
  10721. /**
  10722. * Execute the action and executes all the aggregated actions.
  10723. */
  10724. execute(evt: ActionEvent): void;
  10725. /**
  10726. * Serializes the actions and its related information.
  10727. * @param parent defines the object to serialize in
  10728. * @returns the serialized object
  10729. */
  10730. serialize(parent: any): any;
  10731. }
  10732. /**
  10733. * This defines an action responsible to run code (external event) once triggered.
  10734. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10735. */
  10736. export class ExecuteCodeAction extends Action {
  10737. /**
  10738. * The callback function to run.
  10739. */
  10740. func: (evt: ActionEvent) => void;
  10741. /**
  10742. * Instantiate the action
  10743. * @param triggerOptions defines the trigger options
  10744. * @param func defines the callback function to run
  10745. * @param condition defines the trigger related conditions
  10746. */
  10747. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10748. /**
  10749. * Execute the action and run the attached code.
  10750. */
  10751. execute(evt: ActionEvent): void;
  10752. }
  10753. /**
  10754. * This defines an action responsible to set the parent property of the target once triggered.
  10755. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10756. */
  10757. export class SetParentAction extends Action {
  10758. private _parent;
  10759. private _target;
  10760. /**
  10761. * Instantiate the action
  10762. * @param triggerOptions defines the trigger options
  10763. * @param target defines the target containing the parent property
  10764. * @param parent defines from where the animation should start (animation frame)
  10765. * @param condition defines the trigger related conditions
  10766. */
  10767. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  10768. /** @hidden */
  10769. _prepare(): void;
  10770. /**
  10771. * Execute the action and set the parent property.
  10772. */
  10773. execute(): void;
  10774. /**
  10775. * Serializes the actions and its related information.
  10776. * @param parent defines the object to serialize in
  10777. * @returns the serialized object
  10778. */
  10779. serialize(parent: any): any;
  10780. }
  10781. }
  10782. declare module "babylonjs/Actions/actionManager" {
  10783. import { Nullable } from "babylonjs/types";
  10784. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10785. import { Scene } from "babylonjs/scene";
  10786. import { IAction } from "babylonjs/Actions/action";
  10787. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  10788. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10789. /**
  10790. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  10791. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  10792. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10793. */
  10794. export class ActionManager extends AbstractActionManager {
  10795. /**
  10796. * Nothing
  10797. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10798. */
  10799. static readonly NothingTrigger: number;
  10800. /**
  10801. * On pick
  10802. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10803. */
  10804. static readonly OnPickTrigger: number;
  10805. /**
  10806. * On left pick
  10807. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10808. */
  10809. static readonly OnLeftPickTrigger: number;
  10810. /**
  10811. * On right pick
  10812. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10813. */
  10814. static readonly OnRightPickTrigger: number;
  10815. /**
  10816. * On center pick
  10817. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10818. */
  10819. static readonly OnCenterPickTrigger: number;
  10820. /**
  10821. * On pick down
  10822. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10823. */
  10824. static readonly OnPickDownTrigger: number;
  10825. /**
  10826. * On double pick
  10827. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10828. */
  10829. static readonly OnDoublePickTrigger: number;
  10830. /**
  10831. * On pick up
  10832. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10833. */
  10834. static readonly OnPickUpTrigger: number;
  10835. /**
  10836. * On pick out.
  10837. * This trigger will only be raised if you also declared a OnPickDown
  10838. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10839. */
  10840. static readonly OnPickOutTrigger: number;
  10841. /**
  10842. * On long press
  10843. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10844. */
  10845. static readonly OnLongPressTrigger: number;
  10846. /**
  10847. * On pointer over
  10848. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10849. */
  10850. static readonly OnPointerOverTrigger: number;
  10851. /**
  10852. * On pointer out
  10853. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10854. */
  10855. static readonly OnPointerOutTrigger: number;
  10856. /**
  10857. * On every frame
  10858. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10859. */
  10860. static readonly OnEveryFrameTrigger: number;
  10861. /**
  10862. * On intersection enter
  10863. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10864. */
  10865. static readonly OnIntersectionEnterTrigger: number;
  10866. /**
  10867. * On intersection exit
  10868. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10869. */
  10870. static readonly OnIntersectionExitTrigger: number;
  10871. /**
  10872. * On key down
  10873. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10874. */
  10875. static readonly OnKeyDownTrigger: number;
  10876. /**
  10877. * On key up
  10878. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10879. */
  10880. static readonly OnKeyUpTrigger: number;
  10881. private _scene;
  10882. /**
  10883. * Creates a new action manager
  10884. * @param scene defines the hosting scene
  10885. */
  10886. constructor(scene: Scene);
  10887. /**
  10888. * Releases all associated resources
  10889. */
  10890. dispose(): void;
  10891. /**
  10892. * Gets hosting scene
  10893. * @returns the hosting scene
  10894. */
  10895. getScene(): Scene;
  10896. /**
  10897. * Does this action manager handles actions of any of the given triggers
  10898. * @param triggers defines the triggers to be tested
  10899. * @return a boolean indicating whether one (or more) of the triggers is handled
  10900. */
  10901. hasSpecificTriggers(triggers: number[]): boolean;
  10902. /**
  10903. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  10904. * speed.
  10905. * @param triggerA defines the trigger to be tested
  10906. * @param triggerB defines the trigger to be tested
  10907. * @return a boolean indicating whether one (or more) of the triggers is handled
  10908. */
  10909. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  10910. /**
  10911. * Does this action manager handles actions of a given trigger
  10912. * @param trigger defines the trigger to be tested
  10913. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  10914. * @return whether the trigger is handled
  10915. */
  10916. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  10917. /**
  10918. * Does this action manager has pointer triggers
  10919. */
  10920. readonly hasPointerTriggers: boolean;
  10921. /**
  10922. * Does this action manager has pick triggers
  10923. */
  10924. readonly hasPickTriggers: boolean;
  10925. /**
  10926. * Registers an action to this action manager
  10927. * @param action defines the action to be registered
  10928. * @return the action amended (prepared) after registration
  10929. */
  10930. registerAction(action: IAction): Nullable<IAction>;
  10931. /**
  10932. * Unregisters an action to this action manager
  10933. * @param action defines the action to be unregistered
  10934. * @return a boolean indicating whether the action has been unregistered
  10935. */
  10936. unregisterAction(action: IAction): Boolean;
  10937. /**
  10938. * Process a specific trigger
  10939. * @param trigger defines the trigger to process
  10940. * @param evt defines the event details to be processed
  10941. */
  10942. processTrigger(trigger: number, evt?: IActionEvent): void;
  10943. /** @hidden */
  10944. _getEffectiveTarget(target: any, propertyPath: string): any;
  10945. /** @hidden */
  10946. _getProperty(propertyPath: string): string;
  10947. /**
  10948. * Serialize this manager to a JSON object
  10949. * @param name defines the property name to store this manager
  10950. * @returns a JSON representation of this manager
  10951. */
  10952. serialize(name: string): any;
  10953. /**
  10954. * Creates a new ActionManager from a JSON data
  10955. * @param parsedActions defines the JSON data to read from
  10956. * @param object defines the hosting mesh
  10957. * @param scene defines the hosting scene
  10958. */
  10959. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  10960. /**
  10961. * Get a trigger name by index
  10962. * @param trigger defines the trigger index
  10963. * @returns a trigger name
  10964. */
  10965. static GetTriggerName(trigger: number): string;
  10966. }
  10967. }
  10968. declare module "babylonjs/Culling/ray" {
  10969. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  10970. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  10971. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10972. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  10973. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  10974. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  10975. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  10976. import { Plane } from "babylonjs/Maths/math.plane";
  10977. /**
  10978. * Class representing a ray with position and direction
  10979. */
  10980. export class Ray {
  10981. /** origin point */
  10982. origin: Vector3;
  10983. /** direction */
  10984. direction: Vector3;
  10985. /** length of the ray */
  10986. length: number;
  10987. private static readonly TmpVector3;
  10988. private _tmpRay;
  10989. /**
  10990. * Creates a new ray
  10991. * @param origin origin point
  10992. * @param direction direction
  10993. * @param length length of the ray
  10994. */
  10995. constructor(
  10996. /** origin point */
  10997. origin: Vector3,
  10998. /** direction */
  10999. direction: Vector3,
  11000. /** length of the ray */
  11001. length?: number);
  11002. /**
  11003. * Checks if the ray intersects a box
  11004. * @param minimum bound of the box
  11005. * @param maximum bound of the box
  11006. * @param intersectionTreshold extra extend to be added to the box in all direction
  11007. * @returns if the box was hit
  11008. */
  11009. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11010. /**
  11011. * Checks if the ray intersects a box
  11012. * @param box the bounding box to check
  11013. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11014. * @returns if the box was hit
  11015. */
  11016. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11017. /**
  11018. * If the ray hits a sphere
  11019. * @param sphere the bounding sphere to check
  11020. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11021. * @returns true if it hits the sphere
  11022. */
  11023. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11024. /**
  11025. * If the ray hits a triange
  11026. * @param vertex0 triangle vertex
  11027. * @param vertex1 triangle vertex
  11028. * @param vertex2 triangle vertex
  11029. * @returns intersection information if hit
  11030. */
  11031. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11032. /**
  11033. * Checks if ray intersects a plane
  11034. * @param plane the plane to check
  11035. * @returns the distance away it was hit
  11036. */
  11037. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11038. /**
  11039. * Calculate the intercept of a ray on a given axis
  11040. * @param axis to check 'x' | 'y' | 'z'
  11041. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11042. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11043. */
  11044. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11045. /**
  11046. * Checks if ray intersects a mesh
  11047. * @param mesh the mesh to check
  11048. * @param fastCheck if only the bounding box should checked
  11049. * @returns picking info of the intersecton
  11050. */
  11051. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11052. /**
  11053. * Checks if ray intersects a mesh
  11054. * @param meshes the meshes to check
  11055. * @param fastCheck if only the bounding box should checked
  11056. * @param results array to store result in
  11057. * @returns Array of picking infos
  11058. */
  11059. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11060. private _comparePickingInfo;
  11061. private static smallnum;
  11062. private static rayl;
  11063. /**
  11064. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11065. * @param sega the first point of the segment to test the intersection against
  11066. * @param segb the second point of the segment to test the intersection against
  11067. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11068. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11069. */
  11070. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11071. /**
  11072. * Update the ray from viewport position
  11073. * @param x position
  11074. * @param y y position
  11075. * @param viewportWidth viewport width
  11076. * @param viewportHeight viewport height
  11077. * @param world world matrix
  11078. * @param view view matrix
  11079. * @param projection projection matrix
  11080. * @returns this ray updated
  11081. */
  11082. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11083. /**
  11084. * Creates a ray with origin and direction of 0,0,0
  11085. * @returns the new ray
  11086. */
  11087. static Zero(): Ray;
  11088. /**
  11089. * Creates a new ray from screen space and viewport
  11090. * @param x position
  11091. * @param y y position
  11092. * @param viewportWidth viewport width
  11093. * @param viewportHeight viewport height
  11094. * @param world world matrix
  11095. * @param view view matrix
  11096. * @param projection projection matrix
  11097. * @returns new ray
  11098. */
  11099. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11100. /**
  11101. * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
  11102. * transformed to the given world matrix.
  11103. * @param origin The origin point
  11104. * @param end The end point
  11105. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11106. * @returns the new ray
  11107. */
  11108. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11109. /**
  11110. * Transforms a ray by a matrix
  11111. * @param ray ray to transform
  11112. * @param matrix matrix to apply
  11113. * @returns the resulting new ray
  11114. */
  11115. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11116. /**
  11117. * Transforms a ray by a matrix
  11118. * @param ray ray to transform
  11119. * @param matrix matrix to apply
  11120. * @param result ray to store result in
  11121. */
  11122. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11123. /**
  11124. * Unproject a ray from screen space to object space
  11125. * @param sourceX defines the screen space x coordinate to use
  11126. * @param sourceY defines the screen space y coordinate to use
  11127. * @param viewportWidth defines the current width of the viewport
  11128. * @param viewportHeight defines the current height of the viewport
  11129. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11130. * @param view defines the view matrix to use
  11131. * @param projection defines the projection matrix to use
  11132. */
  11133. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11134. }
  11135. /**
  11136. * Type used to define predicate used to select faces when a mesh intersection is detected
  11137. */
  11138. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11139. module "babylonjs/scene" {
  11140. interface Scene {
  11141. /** @hidden */
  11142. _tempPickingRay: Nullable<Ray>;
  11143. /** @hidden */
  11144. _cachedRayForTransform: Ray;
  11145. /** @hidden */
  11146. _pickWithRayInverseMatrix: Matrix;
  11147. /** @hidden */
  11148. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11149. /** @hidden */
  11150. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11151. }
  11152. }
  11153. }
  11154. declare module "babylonjs/sceneComponent" {
  11155. import { Scene } from "babylonjs/scene";
  11156. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11157. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11158. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11159. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11160. import { Nullable } from "babylonjs/types";
  11161. import { Camera } from "babylonjs/Cameras/camera";
  11162. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11163. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11164. import { AbstractScene } from "babylonjs/abstractScene";
  11165. /**
  11166. * Groups all the scene component constants in one place to ease maintenance.
  11167. * @hidden
  11168. */
  11169. export class SceneComponentConstants {
  11170. static readonly NAME_EFFECTLAYER: string;
  11171. static readonly NAME_LAYER: string;
  11172. static readonly NAME_LENSFLARESYSTEM: string;
  11173. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11174. static readonly NAME_PARTICLESYSTEM: string;
  11175. static readonly NAME_GAMEPAD: string;
  11176. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11177. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11178. static readonly NAME_DEPTHRENDERER: string;
  11179. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11180. static readonly NAME_SPRITE: string;
  11181. static readonly NAME_OUTLINERENDERER: string;
  11182. static readonly NAME_PROCEDURALTEXTURE: string;
  11183. static readonly NAME_SHADOWGENERATOR: string;
  11184. static readonly NAME_OCTREE: string;
  11185. static readonly NAME_PHYSICSENGINE: string;
  11186. static readonly NAME_AUDIO: string;
  11187. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11188. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11189. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11190. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11191. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11192. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11193. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11194. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11195. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11196. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11197. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11198. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11199. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11200. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11201. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11202. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11203. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11204. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11205. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11206. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11207. static readonly STEP_AFTERRENDER_AUDIO: number;
  11208. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11209. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11210. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11211. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11212. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11213. static readonly STEP_POINTERMOVE_SPRITE: number;
  11214. static readonly STEP_POINTERDOWN_SPRITE: number;
  11215. static readonly STEP_POINTERUP_SPRITE: number;
  11216. }
  11217. /**
  11218. * This represents a scene component.
  11219. *
  11220. * This is used to decouple the dependency the scene is having on the different workloads like
  11221. * layers, post processes...
  11222. */
  11223. export interface ISceneComponent {
  11224. /**
  11225. * The name of the component. Each component must have a unique name.
  11226. */
  11227. name: string;
  11228. /**
  11229. * The scene the component belongs to.
  11230. */
  11231. scene: Scene;
  11232. /**
  11233. * Register the component to one instance of a scene.
  11234. */
  11235. register(): void;
  11236. /**
  11237. * Rebuilds the elements related to this component in case of
  11238. * context lost for instance.
  11239. */
  11240. rebuild(): void;
  11241. /**
  11242. * Disposes the component and the associated ressources.
  11243. */
  11244. dispose(): void;
  11245. }
  11246. /**
  11247. * This represents a SERIALIZABLE scene component.
  11248. *
  11249. * This extends Scene Component to add Serialization methods on top.
  11250. */
  11251. export interface ISceneSerializableComponent extends ISceneComponent {
  11252. /**
  11253. * Adds all the elements from the container to the scene
  11254. * @param container the container holding the elements
  11255. */
  11256. addFromContainer(container: AbstractScene): void;
  11257. /**
  11258. * Removes all the elements in the container from the scene
  11259. * @param container contains the elements to remove
  11260. * @param dispose if the removed element should be disposed (default: false)
  11261. */
  11262. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11263. /**
  11264. * Serializes the component data to the specified json object
  11265. * @param serializationObject The object to serialize to
  11266. */
  11267. serialize(serializationObject: any): void;
  11268. }
  11269. /**
  11270. * Strong typing of a Mesh related stage step action
  11271. */
  11272. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11273. /**
  11274. * Strong typing of a Evaluate Sub Mesh related stage step action
  11275. */
  11276. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11277. /**
  11278. * Strong typing of a Active Mesh related stage step action
  11279. */
  11280. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11281. /**
  11282. * Strong typing of a Camera related stage step action
  11283. */
  11284. export type CameraStageAction = (camera: Camera) => void;
  11285. /**
  11286. * Strong typing of a Camera Frame buffer related stage step action
  11287. */
  11288. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11289. /**
  11290. * Strong typing of a Render Target related stage step action
  11291. */
  11292. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11293. /**
  11294. * Strong typing of a RenderingGroup related stage step action
  11295. */
  11296. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11297. /**
  11298. * Strong typing of a Mesh Render related stage step action
  11299. */
  11300. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11301. /**
  11302. * Strong typing of a simple stage step action
  11303. */
  11304. export type SimpleStageAction = () => void;
  11305. /**
  11306. * Strong typing of a render target action.
  11307. */
  11308. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11309. /**
  11310. * Strong typing of a pointer move action.
  11311. */
  11312. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  11313. /**
  11314. * Strong typing of a pointer up/down action.
  11315. */
  11316. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11317. /**
  11318. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  11319. * @hidden
  11320. */
  11321. export class Stage<T extends Function> extends Array<{
  11322. index: number;
  11323. component: ISceneComponent;
  11324. action: T;
  11325. }> {
  11326. /**
  11327. * Hide ctor from the rest of the world.
  11328. * @param items The items to add.
  11329. */
  11330. private constructor();
  11331. /**
  11332. * Creates a new Stage.
  11333. * @returns A new instance of a Stage
  11334. */
  11335. static Create<T extends Function>(): Stage<T>;
  11336. /**
  11337. * Registers a step in an ordered way in the targeted stage.
  11338. * @param index Defines the position to register the step in
  11339. * @param component Defines the component attached to the step
  11340. * @param action Defines the action to launch during the step
  11341. */
  11342. registerStep(index: number, component: ISceneComponent, action: T): void;
  11343. /**
  11344. * Clears all the steps from the stage.
  11345. */
  11346. clear(): void;
  11347. }
  11348. }
  11349. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11350. import { Nullable } from "babylonjs/types";
  11351. import { Observable } from "babylonjs/Misc/observable";
  11352. import { Scene } from "babylonjs/scene";
  11353. import { Sprite } from "babylonjs/Sprites/sprite";
  11354. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11355. import { Ray } from "babylonjs/Culling/ray";
  11356. import { Camera } from "babylonjs/Cameras/camera";
  11357. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11358. import { ISceneComponent } from "babylonjs/sceneComponent";
  11359. module "babylonjs/scene" {
  11360. interface Scene {
  11361. /** @hidden */
  11362. _pointerOverSprite: Nullable<Sprite>;
  11363. /** @hidden */
  11364. _pickedDownSprite: Nullable<Sprite>;
  11365. /** @hidden */
  11366. _tempSpritePickingRay: Nullable<Ray>;
  11367. /**
  11368. * All of the sprite managers added to this scene
  11369. * @see http://doc.babylonjs.com/babylon101/sprites
  11370. */
  11371. spriteManagers: Array<ISpriteManager>;
  11372. /**
  11373. * An event triggered when sprites rendering is about to start
  11374. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11375. */
  11376. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11377. /**
  11378. * An event triggered when sprites rendering is done
  11379. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11380. */
  11381. onAfterSpritesRenderingObservable: Observable<Scene>;
  11382. /** @hidden */
  11383. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11384. /** Launch a ray to try to pick a sprite in the scene
  11385. * @param x position on screen
  11386. * @param y position on screen
  11387. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11388. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11389. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11390. * @returns a PickingInfo
  11391. */
  11392. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11393. /** Use the given ray to pick a sprite in the scene
  11394. * @param ray The ray (in world space) to use to pick meshes
  11395. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11396. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11397. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11398. * @returns a PickingInfo
  11399. */
  11400. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11401. /**
  11402. * Force the sprite under the pointer
  11403. * @param sprite defines the sprite to use
  11404. */
  11405. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11406. /**
  11407. * Gets the sprite under the pointer
  11408. * @returns a Sprite or null if no sprite is under the pointer
  11409. */
  11410. getPointerOverSprite(): Nullable<Sprite>;
  11411. }
  11412. }
  11413. /**
  11414. * Defines the sprite scene component responsible to manage sprites
  11415. * in a given scene.
  11416. */
  11417. export class SpriteSceneComponent implements ISceneComponent {
  11418. /**
  11419. * The component name helpfull to identify the component in the list of scene components.
  11420. */
  11421. readonly name: string;
  11422. /**
  11423. * The scene the component belongs to.
  11424. */
  11425. scene: Scene;
  11426. /** @hidden */
  11427. private _spritePredicate;
  11428. /**
  11429. * Creates a new instance of the component for the given scene
  11430. * @param scene Defines the scene to register the component in
  11431. */
  11432. constructor(scene: Scene);
  11433. /**
  11434. * Registers the component in a given scene
  11435. */
  11436. register(): void;
  11437. /**
  11438. * Rebuilds the elements related to this component in case of
  11439. * context lost for instance.
  11440. */
  11441. rebuild(): void;
  11442. /**
  11443. * Disposes the component and the associated ressources.
  11444. */
  11445. dispose(): void;
  11446. private _pickSpriteButKeepRay;
  11447. private _pointerMove;
  11448. private _pointerDown;
  11449. private _pointerUp;
  11450. }
  11451. }
  11452. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11453. /** @hidden */
  11454. export var fogFragmentDeclaration: {
  11455. name: string;
  11456. shader: string;
  11457. };
  11458. }
  11459. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11460. /** @hidden */
  11461. export var fogFragment: {
  11462. name: string;
  11463. shader: string;
  11464. };
  11465. }
  11466. declare module "babylonjs/Shaders/sprites.fragment" {
  11467. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11468. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11469. /** @hidden */
  11470. export var spritesPixelShader: {
  11471. name: string;
  11472. shader: string;
  11473. };
  11474. }
  11475. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11476. /** @hidden */
  11477. export var fogVertexDeclaration: {
  11478. name: string;
  11479. shader: string;
  11480. };
  11481. }
  11482. declare module "babylonjs/Shaders/sprites.vertex" {
  11483. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11484. /** @hidden */
  11485. export var spritesVertexShader: {
  11486. name: string;
  11487. shader: string;
  11488. };
  11489. }
  11490. declare module "babylonjs/Sprites/spriteManager" {
  11491. import { IDisposable, Scene } from "babylonjs/scene";
  11492. import { Nullable } from "babylonjs/types";
  11493. import { Observable } from "babylonjs/Misc/observable";
  11494. import { Sprite } from "babylonjs/Sprites/sprite";
  11495. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11496. import { Camera } from "babylonjs/Cameras/camera";
  11497. import { Texture } from "babylonjs/Materials/Textures/texture";
  11498. import "babylonjs/Shaders/sprites.fragment";
  11499. import "babylonjs/Shaders/sprites.vertex";
  11500. import { Ray } from "babylonjs/Culling/ray";
  11501. /**
  11502. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11503. */
  11504. export interface ISpriteManager extends IDisposable {
  11505. /**
  11506. * Restricts the camera to viewing objects with the same layerMask.
  11507. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11508. */
  11509. layerMask: number;
  11510. /**
  11511. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11512. */
  11513. isPickable: boolean;
  11514. /**
  11515. * Specifies the rendering group id for this mesh (0 by default)
  11516. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11517. */
  11518. renderingGroupId: number;
  11519. /**
  11520. * Defines the list of sprites managed by the manager.
  11521. */
  11522. sprites: Array<Sprite>;
  11523. /**
  11524. * Tests the intersection of a sprite with a specific ray.
  11525. * @param ray The ray we are sending to test the collision
  11526. * @param camera The camera space we are sending rays in
  11527. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11528. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11529. * @returns picking info or null.
  11530. */
  11531. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11532. /**
  11533. * Renders the list of sprites on screen.
  11534. */
  11535. render(): void;
  11536. }
  11537. /**
  11538. * Class used to manage multiple sprites on the same spritesheet
  11539. * @see http://doc.babylonjs.com/babylon101/sprites
  11540. */
  11541. export class SpriteManager implements ISpriteManager {
  11542. /** defines the manager's name */
  11543. name: string;
  11544. /** Gets the list of sprites */
  11545. sprites: Sprite[];
  11546. /** Gets or sets the rendering group id (0 by default) */
  11547. renderingGroupId: number;
  11548. /** Gets or sets camera layer mask */
  11549. layerMask: number;
  11550. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11551. fogEnabled: boolean;
  11552. /** Gets or sets a boolean indicating if the sprites are pickable */
  11553. isPickable: boolean;
  11554. /** Defines the default width of a cell in the spritesheet */
  11555. cellWidth: number;
  11556. /** Defines the default height of a cell in the spritesheet */
  11557. cellHeight: number;
  11558. /**
  11559. * An event triggered when the manager is disposed.
  11560. */
  11561. onDisposeObservable: Observable<SpriteManager>;
  11562. private _onDisposeObserver;
  11563. /**
  11564. * Callback called when the manager is disposed
  11565. */
  11566. onDispose: () => void;
  11567. private _capacity;
  11568. private _spriteTexture;
  11569. private _epsilon;
  11570. private _scene;
  11571. private _vertexData;
  11572. private _buffer;
  11573. private _vertexBuffers;
  11574. private _indexBuffer;
  11575. private _effectBase;
  11576. private _effectFog;
  11577. /**
  11578. * Gets or sets the spritesheet texture
  11579. */
  11580. texture: Texture;
  11581. /**
  11582. * Creates a new sprite manager
  11583. * @param name defines the manager's name
  11584. * @param imgUrl defines the sprite sheet url
  11585. * @param capacity defines the maximum allowed number of sprites
  11586. * @param cellSize defines the size of a sprite cell
  11587. * @param scene defines the hosting scene
  11588. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11589. * @param samplingMode defines the smapling mode to use with spritesheet
  11590. */
  11591. constructor(
  11592. /** defines the manager's name */
  11593. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
  11594. private _appendSpriteVertex;
  11595. /**
  11596. * Intersects the sprites with a ray
  11597. * @param ray defines the ray to intersect with
  11598. * @param camera defines the current active camera
  11599. * @param predicate defines a predicate used to select candidate sprites
  11600. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11601. * @returns null if no hit or a PickingInfo
  11602. */
  11603. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11604. /**
  11605. * Render all child sprites
  11606. */
  11607. render(): void;
  11608. /**
  11609. * Release associated resources
  11610. */
  11611. dispose(): void;
  11612. }
  11613. }
  11614. declare module "babylonjs/Sprites/sprite" {
  11615. import { Vector3 } from "babylonjs/Maths/math.vector";
  11616. import { Nullable } from "babylonjs/types";
  11617. import { ActionManager } from "babylonjs/Actions/actionManager";
  11618. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11619. import { Color4 } from "babylonjs/Maths/math.color";
  11620. /**
  11621. * Class used to represent a sprite
  11622. * @see http://doc.babylonjs.com/babylon101/sprites
  11623. */
  11624. export class Sprite {
  11625. /** defines the name */
  11626. name: string;
  11627. /** Gets or sets the current world position */
  11628. position: Vector3;
  11629. /** Gets or sets the main color */
  11630. color: Color4;
  11631. /** Gets or sets the width */
  11632. width: number;
  11633. /** Gets or sets the height */
  11634. height: number;
  11635. /** Gets or sets rotation angle */
  11636. angle: number;
  11637. /** Gets or sets the cell index in the sprite sheet */
  11638. cellIndex: number;
  11639. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11640. invertU: number;
  11641. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11642. invertV: number;
  11643. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11644. disposeWhenFinishedAnimating: boolean;
  11645. /** Gets the list of attached animations */
  11646. animations: Animation[];
  11647. /** Gets or sets a boolean indicating if the sprite can be picked */
  11648. isPickable: boolean;
  11649. /**
  11650. * Gets or sets the associated action manager
  11651. */
  11652. actionManager: Nullable<ActionManager>;
  11653. private _animationStarted;
  11654. private _loopAnimation;
  11655. private _fromIndex;
  11656. private _toIndex;
  11657. private _delay;
  11658. private _direction;
  11659. private _manager;
  11660. private _time;
  11661. private _onAnimationEnd;
  11662. /**
  11663. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11664. */
  11665. isVisible: boolean;
  11666. /**
  11667. * Gets or sets the sprite size
  11668. */
  11669. size: number;
  11670. /**
  11671. * Creates a new Sprite
  11672. * @param name defines the name
  11673. * @param manager defines the manager
  11674. */
  11675. constructor(
  11676. /** defines the name */
  11677. name: string, manager: ISpriteManager);
  11678. /**
  11679. * Starts an animation
  11680. * @param from defines the initial key
  11681. * @param to defines the end key
  11682. * @param loop defines if the animation must loop
  11683. * @param delay defines the start delay (in ms)
  11684. * @param onAnimationEnd defines a callback to call when animation ends
  11685. */
  11686. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11687. /** Stops current animation (if any) */
  11688. stopAnimation(): void;
  11689. /** @hidden */
  11690. _animate(deltaTime: number): void;
  11691. /** Release associated resources */
  11692. dispose(): void;
  11693. }
  11694. }
  11695. declare module "babylonjs/Collisions/pickingInfo" {
  11696. import { Nullable } from "babylonjs/types";
  11697. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11698. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11699. import { Sprite } from "babylonjs/Sprites/sprite";
  11700. import { Ray } from "babylonjs/Culling/ray";
  11701. /**
  11702. * Information about the result of picking within a scene
  11703. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11704. */
  11705. export class PickingInfo {
  11706. /** @hidden */
  11707. _pickingUnavailable: boolean;
  11708. /**
  11709. * If the pick collided with an object
  11710. */
  11711. hit: boolean;
  11712. /**
  11713. * Distance away where the pick collided
  11714. */
  11715. distance: number;
  11716. /**
  11717. * The location of pick collision
  11718. */
  11719. pickedPoint: Nullable<Vector3>;
  11720. /**
  11721. * The mesh corresponding the the pick collision
  11722. */
  11723. pickedMesh: Nullable<AbstractMesh>;
  11724. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  11725. bu: number;
  11726. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  11727. bv: number;
  11728. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  11729. faceId: number;
  11730. /** Id of the the submesh that was picked */
  11731. subMeshId: number;
  11732. /** If a sprite was picked, this will be the sprite the pick collided with */
  11733. pickedSprite: Nullable<Sprite>;
  11734. /**
  11735. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  11736. */
  11737. originMesh: Nullable<AbstractMesh>;
  11738. /**
  11739. * The ray that was used to perform the picking.
  11740. */
  11741. ray: Nullable<Ray>;
  11742. /**
  11743. * Gets the normal correspodning to the face the pick collided with
  11744. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  11745. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  11746. * @returns The normal correspodning to the face the pick collided with
  11747. */
  11748. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  11749. /**
  11750. * Gets the texture coordinates of where the pick occured
  11751. * @returns the vector containing the coordnates of the texture
  11752. */
  11753. getTextureCoordinates(): Nullable<Vector2>;
  11754. }
  11755. }
  11756. declare module "babylonjs/Events/pointerEvents" {
  11757. import { Nullable } from "babylonjs/types";
  11758. import { Vector2 } from "babylonjs/Maths/math.vector";
  11759. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11760. import { Ray } from "babylonjs/Culling/ray";
  11761. /**
  11762. * Gather the list of pointer event types as constants.
  11763. */
  11764. export class PointerEventTypes {
  11765. /**
  11766. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  11767. */
  11768. static readonly POINTERDOWN: number;
  11769. /**
  11770. * The pointerup event is fired when a pointer is no longer active.
  11771. */
  11772. static readonly POINTERUP: number;
  11773. /**
  11774. * The pointermove event is fired when a pointer changes coordinates.
  11775. */
  11776. static readonly POINTERMOVE: number;
  11777. /**
  11778. * The pointerwheel event is fired when a mouse wheel has been rotated.
  11779. */
  11780. static readonly POINTERWHEEL: number;
  11781. /**
  11782. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  11783. */
  11784. static readonly POINTERPICK: number;
  11785. /**
  11786. * The pointertap event is fired when a the object has been touched and released without drag.
  11787. */
  11788. static readonly POINTERTAP: number;
  11789. /**
  11790. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  11791. */
  11792. static readonly POINTERDOUBLETAP: number;
  11793. }
  11794. /**
  11795. * Base class of pointer info types.
  11796. */
  11797. export class PointerInfoBase {
  11798. /**
  11799. * Defines the type of event (PointerEventTypes)
  11800. */
  11801. type: number;
  11802. /**
  11803. * Defines the related dom event
  11804. */
  11805. event: PointerEvent | MouseWheelEvent;
  11806. /**
  11807. * Instantiates the base class of pointers info.
  11808. * @param type Defines the type of event (PointerEventTypes)
  11809. * @param event Defines the related dom event
  11810. */
  11811. constructor(
  11812. /**
  11813. * Defines the type of event (PointerEventTypes)
  11814. */
  11815. type: number,
  11816. /**
  11817. * Defines the related dom event
  11818. */
  11819. event: PointerEvent | MouseWheelEvent);
  11820. }
  11821. /**
  11822. * This class is used to store pointer related info for the onPrePointerObservable event.
  11823. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  11824. */
  11825. export class PointerInfoPre extends PointerInfoBase {
  11826. /**
  11827. * Ray from a pointer if availible (eg. 6dof controller)
  11828. */
  11829. ray: Nullable<Ray>;
  11830. /**
  11831. * Defines the local position of the pointer on the canvas.
  11832. */
  11833. localPosition: Vector2;
  11834. /**
  11835. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  11836. */
  11837. skipOnPointerObservable: boolean;
  11838. /**
  11839. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  11840. * @param type Defines the type of event (PointerEventTypes)
  11841. * @param event Defines the related dom event
  11842. * @param localX Defines the local x coordinates of the pointer when the event occured
  11843. * @param localY Defines the local y coordinates of the pointer when the event occured
  11844. */
  11845. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  11846. }
  11847. /**
  11848. * This type contains all the data related to a pointer event in Babylon.js.
  11849. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  11850. */
  11851. export class PointerInfo extends PointerInfoBase {
  11852. /**
  11853. * Defines the picking info associated to the info (if any)\
  11854. */
  11855. pickInfo: Nullable<PickingInfo>;
  11856. /**
  11857. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  11858. * @param type Defines the type of event (PointerEventTypes)
  11859. * @param event Defines the related dom event
  11860. * @param pickInfo Defines the picking info associated to the info (if any)\
  11861. */
  11862. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  11863. /**
  11864. * Defines the picking info associated to the info (if any)\
  11865. */
  11866. pickInfo: Nullable<PickingInfo>);
  11867. }
  11868. /**
  11869. * Data relating to a touch event on the screen.
  11870. */
  11871. export interface PointerTouch {
  11872. /**
  11873. * X coordinate of touch.
  11874. */
  11875. x: number;
  11876. /**
  11877. * Y coordinate of touch.
  11878. */
  11879. y: number;
  11880. /**
  11881. * Id of touch. Unique for each finger.
  11882. */
  11883. pointerId: number;
  11884. /**
  11885. * Event type passed from DOM.
  11886. */
  11887. type: any;
  11888. }
  11889. }
  11890. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  11891. import { Observable } from "babylonjs/Misc/observable";
  11892. import { Nullable } from "babylonjs/types";
  11893. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  11894. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  11895. /**
  11896. * Manage the mouse inputs to control the movement of a free camera.
  11897. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11898. */
  11899. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  11900. /**
  11901. * Define if touch is enabled in the mouse input
  11902. */
  11903. touchEnabled: boolean;
  11904. /**
  11905. * Defines the camera the input is attached to.
  11906. */
  11907. camera: FreeCamera;
  11908. /**
  11909. * Defines the buttons associated with the input to handle camera move.
  11910. */
  11911. buttons: number[];
  11912. /**
  11913. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  11914. */
  11915. angularSensibility: number;
  11916. private _pointerInput;
  11917. private _onMouseMove;
  11918. private _observer;
  11919. private previousPosition;
  11920. /**
  11921. * Observable for when a pointer move event occurs containing the move offset
  11922. */
  11923. onPointerMovedObservable: Observable<{
  11924. offsetX: number;
  11925. offsetY: number;
  11926. }>;
  11927. /**
  11928. * @hidden
  11929. * If the camera should be rotated automatically based on pointer movement
  11930. */
  11931. _allowCameraRotation: boolean;
  11932. /**
  11933. * Manage the mouse inputs to control the movement of a free camera.
  11934. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11935. * @param touchEnabled Defines if touch is enabled or not
  11936. */
  11937. constructor(
  11938. /**
  11939. * Define if touch is enabled in the mouse input
  11940. */
  11941. touchEnabled?: boolean);
  11942. /**
  11943. * Attach the input controls to a specific dom element to get the input from.
  11944. * @param element Defines the element the controls should be listened from
  11945. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  11946. */
  11947. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  11948. /**
  11949. * Called on JS contextmenu event.
  11950. * Override this method to provide functionality.
  11951. */
  11952. protected onContextMenu(evt: PointerEvent): void;
  11953. /**
  11954. * Detach the current controls from the specified dom element.
  11955. * @param element Defines the element to stop listening the inputs from
  11956. */
  11957. detachControl(element: Nullable<HTMLElement>): void;
  11958. /**
  11959. * Gets the class name of the current intput.
  11960. * @returns the class name
  11961. */
  11962. getClassName(): string;
  11963. /**
  11964. * Get the friendly name associated with the input class.
  11965. * @returns the input friendly name
  11966. */
  11967. getSimpleName(): string;
  11968. }
  11969. }
  11970. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  11971. import { Nullable } from "babylonjs/types";
  11972. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  11973. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  11974. /**
  11975. * Manage the touch inputs to control the movement of a free camera.
  11976. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11977. */
  11978. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  11979. /**
  11980. * Defines the camera the input is attached to.
  11981. */
  11982. camera: FreeCamera;
  11983. /**
  11984. * Defines the touch sensibility for rotation.
  11985. * The higher the faster.
  11986. */
  11987. touchAngularSensibility: number;
  11988. /**
  11989. * Defines the touch sensibility for move.
  11990. * The higher the faster.
  11991. */
  11992. touchMoveSensibility: number;
  11993. private _offsetX;
  11994. private _offsetY;
  11995. private _pointerPressed;
  11996. private _pointerInput;
  11997. private _observer;
  11998. private _onLostFocus;
  11999. /**
  12000. * Attach the input controls to a specific dom element to get the input from.
  12001. * @param element Defines the element the controls should be listened from
  12002. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12003. */
  12004. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12005. /**
  12006. * Detach the current controls from the specified dom element.
  12007. * @param element Defines the element to stop listening the inputs from
  12008. */
  12009. detachControl(element: Nullable<HTMLElement>): void;
  12010. /**
  12011. * Update the current camera state depending on the inputs that have been used this frame.
  12012. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12013. */
  12014. checkInputs(): void;
  12015. /**
  12016. * Gets the class name of the current intput.
  12017. * @returns the class name
  12018. */
  12019. getClassName(): string;
  12020. /**
  12021. * Get the friendly name associated with the input class.
  12022. * @returns the input friendly name
  12023. */
  12024. getSimpleName(): string;
  12025. }
  12026. }
  12027. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12028. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12029. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12030. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12031. import { Nullable } from "babylonjs/types";
  12032. /**
  12033. * Default Inputs manager for the FreeCamera.
  12034. * It groups all the default supported inputs for ease of use.
  12035. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12036. */
  12037. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12038. /**
  12039. * @hidden
  12040. */
  12041. _mouseInput: Nullable<FreeCameraMouseInput>;
  12042. /**
  12043. * Instantiates a new FreeCameraInputsManager.
  12044. * @param camera Defines the camera the inputs belong to
  12045. */
  12046. constructor(camera: FreeCamera);
  12047. /**
  12048. * Add keyboard input support to the input manager.
  12049. * @returns the current input manager
  12050. */
  12051. addKeyboard(): FreeCameraInputsManager;
  12052. /**
  12053. * Add mouse input support to the input manager.
  12054. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12055. * @returns the current input manager
  12056. */
  12057. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12058. /**
  12059. * Removes the mouse input support from the manager
  12060. * @returns the current input manager
  12061. */
  12062. removeMouse(): FreeCameraInputsManager;
  12063. /**
  12064. * Add touch input support to the input manager.
  12065. * @returns the current input manager
  12066. */
  12067. addTouch(): FreeCameraInputsManager;
  12068. /**
  12069. * Remove all attached input methods from a camera
  12070. */
  12071. clear(): void;
  12072. }
  12073. }
  12074. declare module "babylonjs/Cameras/freeCamera" {
  12075. import { Vector3 } from "babylonjs/Maths/math.vector";
  12076. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12077. import { Scene } from "babylonjs/scene";
  12078. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12079. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12080. /**
  12081. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12082. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12083. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12084. */
  12085. export class FreeCamera extends TargetCamera {
  12086. /**
  12087. * Define the collision ellipsoid of the camera.
  12088. * This is helpful to simulate a camera body like the player body around the camera
  12089. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12090. */
  12091. ellipsoid: Vector3;
  12092. /**
  12093. * Define an offset for the position of the ellipsoid around the camera.
  12094. * This can be helpful to determine the center of the body near the gravity center of the body
  12095. * instead of its head.
  12096. */
  12097. ellipsoidOffset: Vector3;
  12098. /**
  12099. * Enable or disable collisions of the camera with the rest of the scene objects.
  12100. */
  12101. checkCollisions: boolean;
  12102. /**
  12103. * Enable or disable gravity on the camera.
  12104. */
  12105. applyGravity: boolean;
  12106. /**
  12107. * Define the input manager associated to the camera.
  12108. */
  12109. inputs: FreeCameraInputsManager;
  12110. /**
  12111. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12112. * Higher values reduce sensitivity.
  12113. */
  12114. /**
  12115. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12116. * Higher values reduce sensitivity.
  12117. */
  12118. angularSensibility: number;
  12119. /**
  12120. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12121. */
  12122. keysUp: number[];
  12123. /**
  12124. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12125. */
  12126. keysDown: number[];
  12127. /**
  12128. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12129. */
  12130. keysLeft: number[];
  12131. /**
  12132. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12133. */
  12134. keysRight: number[];
  12135. /**
  12136. * Event raised when the camera collide with a mesh in the scene.
  12137. */
  12138. onCollide: (collidedMesh: AbstractMesh) => void;
  12139. private _collider;
  12140. private _needMoveForGravity;
  12141. private _oldPosition;
  12142. private _diffPosition;
  12143. private _newPosition;
  12144. /** @hidden */
  12145. _localDirection: Vector3;
  12146. /** @hidden */
  12147. _transformedDirection: Vector3;
  12148. /**
  12149. * Instantiates a Free Camera.
  12150. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12151. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12152. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12153. * @param name Define the name of the camera in the scene
  12154. * @param position Define the start position of the camera in the scene
  12155. * @param scene Define the scene the camera belongs to
  12156. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12157. */
  12158. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12159. /**
  12160. * Attached controls to the current camera.
  12161. * @param element Defines the element the controls should be listened from
  12162. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12163. */
  12164. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12165. /**
  12166. * Detach the current controls from the camera.
  12167. * The camera will stop reacting to inputs.
  12168. * @param element Defines the element to stop listening the inputs from
  12169. */
  12170. detachControl(element: HTMLElement): void;
  12171. private _collisionMask;
  12172. /**
  12173. * Define a collision mask to limit the list of object the camera can collide with
  12174. */
  12175. collisionMask: number;
  12176. /** @hidden */
  12177. _collideWithWorld(displacement: Vector3): void;
  12178. private _onCollisionPositionChange;
  12179. /** @hidden */
  12180. _checkInputs(): void;
  12181. /** @hidden */
  12182. _decideIfNeedsToMove(): boolean;
  12183. /** @hidden */
  12184. _updatePosition(): void;
  12185. /**
  12186. * Destroy the camera and release the current resources hold by it.
  12187. */
  12188. dispose(): void;
  12189. /**
  12190. * Gets the current object class name.
  12191. * @return the class name
  12192. */
  12193. getClassName(): string;
  12194. }
  12195. }
  12196. declare module "babylonjs/Gamepads/gamepad" {
  12197. import { Observable } from "babylonjs/Misc/observable";
  12198. /**
  12199. * Represents a gamepad control stick position
  12200. */
  12201. export class StickValues {
  12202. /**
  12203. * The x component of the control stick
  12204. */
  12205. x: number;
  12206. /**
  12207. * The y component of the control stick
  12208. */
  12209. y: number;
  12210. /**
  12211. * Initializes the gamepad x and y control stick values
  12212. * @param x The x component of the gamepad control stick value
  12213. * @param y The y component of the gamepad control stick value
  12214. */
  12215. constructor(
  12216. /**
  12217. * The x component of the control stick
  12218. */
  12219. x: number,
  12220. /**
  12221. * The y component of the control stick
  12222. */
  12223. y: number);
  12224. }
  12225. /**
  12226. * An interface which manages callbacks for gamepad button changes
  12227. */
  12228. export interface GamepadButtonChanges {
  12229. /**
  12230. * Called when a gamepad has been changed
  12231. */
  12232. changed: boolean;
  12233. /**
  12234. * Called when a gamepad press event has been triggered
  12235. */
  12236. pressChanged: boolean;
  12237. /**
  12238. * Called when a touch event has been triggered
  12239. */
  12240. touchChanged: boolean;
  12241. /**
  12242. * Called when a value has changed
  12243. */
  12244. valueChanged: boolean;
  12245. }
  12246. /**
  12247. * Represents a gamepad
  12248. */
  12249. export class Gamepad {
  12250. /**
  12251. * The id of the gamepad
  12252. */
  12253. id: string;
  12254. /**
  12255. * The index of the gamepad
  12256. */
  12257. index: number;
  12258. /**
  12259. * The browser gamepad
  12260. */
  12261. browserGamepad: any;
  12262. /**
  12263. * Specifies what type of gamepad this represents
  12264. */
  12265. type: number;
  12266. private _leftStick;
  12267. private _rightStick;
  12268. /** @hidden */
  12269. _isConnected: boolean;
  12270. private _leftStickAxisX;
  12271. private _leftStickAxisY;
  12272. private _rightStickAxisX;
  12273. private _rightStickAxisY;
  12274. /**
  12275. * Triggered when the left control stick has been changed
  12276. */
  12277. private _onleftstickchanged;
  12278. /**
  12279. * Triggered when the right control stick has been changed
  12280. */
  12281. private _onrightstickchanged;
  12282. /**
  12283. * Represents a gamepad controller
  12284. */
  12285. static GAMEPAD: number;
  12286. /**
  12287. * Represents a generic controller
  12288. */
  12289. static GENERIC: number;
  12290. /**
  12291. * Represents an XBox controller
  12292. */
  12293. static XBOX: number;
  12294. /**
  12295. * Represents a pose-enabled controller
  12296. */
  12297. static POSE_ENABLED: number;
  12298. /**
  12299. * Specifies whether the left control stick should be Y-inverted
  12300. */
  12301. protected _invertLeftStickY: boolean;
  12302. /**
  12303. * Specifies if the gamepad has been connected
  12304. */
  12305. readonly isConnected: boolean;
  12306. /**
  12307. * Initializes the gamepad
  12308. * @param id The id of the gamepad
  12309. * @param index The index of the gamepad
  12310. * @param browserGamepad The browser gamepad
  12311. * @param leftStickX The x component of the left joystick
  12312. * @param leftStickY The y component of the left joystick
  12313. * @param rightStickX The x component of the right joystick
  12314. * @param rightStickY The y component of the right joystick
  12315. */
  12316. constructor(
  12317. /**
  12318. * The id of the gamepad
  12319. */
  12320. id: string,
  12321. /**
  12322. * The index of the gamepad
  12323. */
  12324. index: number,
  12325. /**
  12326. * The browser gamepad
  12327. */
  12328. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12329. /**
  12330. * Callback triggered when the left joystick has changed
  12331. * @param callback
  12332. */
  12333. onleftstickchanged(callback: (values: StickValues) => void): void;
  12334. /**
  12335. * Callback triggered when the right joystick has changed
  12336. * @param callback
  12337. */
  12338. onrightstickchanged(callback: (values: StickValues) => void): void;
  12339. /**
  12340. * Gets the left joystick
  12341. */
  12342. /**
  12343. * Sets the left joystick values
  12344. */
  12345. leftStick: StickValues;
  12346. /**
  12347. * Gets the right joystick
  12348. */
  12349. /**
  12350. * Sets the right joystick value
  12351. */
  12352. rightStick: StickValues;
  12353. /**
  12354. * Updates the gamepad joystick positions
  12355. */
  12356. update(): void;
  12357. /**
  12358. * Disposes the gamepad
  12359. */
  12360. dispose(): void;
  12361. }
  12362. /**
  12363. * Represents a generic gamepad
  12364. */
  12365. export class GenericPad extends Gamepad {
  12366. private _buttons;
  12367. private _onbuttondown;
  12368. private _onbuttonup;
  12369. /**
  12370. * Observable triggered when a button has been pressed
  12371. */
  12372. onButtonDownObservable: Observable<number>;
  12373. /**
  12374. * Observable triggered when a button has been released
  12375. */
  12376. onButtonUpObservable: Observable<number>;
  12377. /**
  12378. * Callback triggered when a button has been pressed
  12379. * @param callback Called when a button has been pressed
  12380. */
  12381. onbuttondown(callback: (buttonPressed: number) => void): void;
  12382. /**
  12383. * Callback triggered when a button has been released
  12384. * @param callback Called when a button has been released
  12385. */
  12386. onbuttonup(callback: (buttonReleased: number) => void): void;
  12387. /**
  12388. * Initializes the generic gamepad
  12389. * @param id The id of the generic gamepad
  12390. * @param index The index of the generic gamepad
  12391. * @param browserGamepad The browser gamepad
  12392. */
  12393. constructor(id: string, index: number, browserGamepad: any);
  12394. private _setButtonValue;
  12395. /**
  12396. * Updates the generic gamepad
  12397. */
  12398. update(): void;
  12399. /**
  12400. * Disposes the generic gamepad
  12401. */
  12402. dispose(): void;
  12403. }
  12404. }
  12405. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12406. import { Nullable } from "babylonjs/types";
  12407. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12408. import { Scene } from "babylonjs/scene";
  12409. module "babylonjs/Engines/engine" {
  12410. interface Engine {
  12411. /**
  12412. * Creates a raw texture
  12413. * @param data defines the data to store in the texture
  12414. * @param width defines the width of the texture
  12415. * @param height defines the height of the texture
  12416. * @param format defines the format of the data
  12417. * @param generateMipMaps defines if the engine should generate the mip levels
  12418. * @param invertY defines if data must be stored with Y axis inverted
  12419. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12420. * @param compression defines the compression used (null by default)
  12421. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12422. * @returns the raw texture inside an InternalTexture
  12423. */
  12424. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12425. /**
  12426. * Update a raw texture
  12427. * @param texture defines the texture to update
  12428. * @param data defines the data to store in the texture
  12429. * @param format defines the format of the data
  12430. * @param invertY defines if data must be stored with Y axis inverted
  12431. */
  12432. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12433. /**
  12434. * Update a raw texture
  12435. * @param texture defines the texture to update
  12436. * @param data defines the data to store in the texture
  12437. * @param format defines the format of the data
  12438. * @param invertY defines if data must be stored with Y axis inverted
  12439. * @param compression defines the compression used (null by default)
  12440. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12441. */
  12442. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12443. /**
  12444. * Creates a new raw cube texture
  12445. * @param data defines the array of data to use to create each face
  12446. * @param size defines the size of the textures
  12447. * @param format defines the format of the data
  12448. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12449. * @param generateMipMaps defines if the engine should generate the mip levels
  12450. * @param invertY defines if data must be stored with Y axis inverted
  12451. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12452. * @param compression defines the compression used (null by default)
  12453. * @returns the cube texture as an InternalTexture
  12454. */
  12455. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12456. /**
  12457. * Update a raw cube texture
  12458. * @param texture defines the texture to udpdate
  12459. * @param data defines the data to store
  12460. * @param format defines the data format
  12461. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12462. * @param invertY defines if data must be stored with Y axis inverted
  12463. */
  12464. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12465. /**
  12466. * Update a raw cube texture
  12467. * @param texture defines the texture to udpdate
  12468. * @param data defines the data to store
  12469. * @param format defines the data format
  12470. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12471. * @param invertY defines if data must be stored with Y axis inverted
  12472. * @param compression defines the compression used (null by default)
  12473. */
  12474. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12475. /**
  12476. * Update a raw cube texture
  12477. * @param texture defines the texture to udpdate
  12478. * @param data defines the data to store
  12479. * @param format defines the data format
  12480. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12481. * @param invertY defines if data must be stored with Y axis inverted
  12482. * @param compression defines the compression used (null by default)
  12483. * @param level defines which level of the texture to update
  12484. */
  12485. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12486. /**
  12487. * Creates a new raw cube texture from a specified url
  12488. * @param url defines the url where the data is located
  12489. * @param scene defines the current scene
  12490. * @param size defines the size of the textures
  12491. * @param format defines the format of the data
  12492. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12493. * @param noMipmap defines if the engine should avoid generating the mip levels
  12494. * @param callback defines a callback used to extract texture data from loaded data
  12495. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12496. * @param onLoad defines a callback called when texture is loaded
  12497. * @param onError defines a callback called if there is an error
  12498. * @returns the cube texture as an InternalTexture
  12499. */
  12500. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>): InternalTexture;
  12501. /**
  12502. * Creates a new raw cube texture from a specified url
  12503. * @param url defines the url where the data is located
  12504. * @param scene defines the current scene
  12505. * @param size defines the size of the textures
  12506. * @param format defines the format of the data
  12507. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12508. * @param noMipmap defines if the engine should avoid generating the mip levels
  12509. * @param callback defines a callback used to extract texture data from loaded data
  12510. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12511. * @param onLoad defines a callback called when texture is loaded
  12512. * @param onError defines a callback called if there is an error
  12513. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12514. * @param invertY defines if data must be stored with Y axis inverted
  12515. * @returns the cube texture as an InternalTexture
  12516. */
  12517. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>, samplingMode: number, invertY: boolean): InternalTexture;
  12518. /**
  12519. * Creates a new raw 3D texture
  12520. * @param data defines the data used to create the texture
  12521. * @param width defines the width of the texture
  12522. * @param height defines the height of the texture
  12523. * @param depth defines the depth of the texture
  12524. * @param format defines the format of the texture
  12525. * @param generateMipMaps defines if the engine must generate mip levels
  12526. * @param invertY defines if data must be stored with Y axis inverted
  12527. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12528. * @param compression defines the compressed used (can be null)
  12529. * @param textureType defines the compressed used (can be null)
  12530. * @returns a new raw 3D texture (stored in an InternalTexture)
  12531. */
  12532. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12533. /**
  12534. * Update a raw 3D texture
  12535. * @param texture defines the texture to update
  12536. * @param data defines the data to store
  12537. * @param format defines the data format
  12538. * @param invertY defines if data must be stored with Y axis inverted
  12539. */
  12540. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12541. /**
  12542. * Update a raw 3D texture
  12543. * @param texture defines the texture to update
  12544. * @param data defines the data to store
  12545. * @param format defines the data format
  12546. * @param invertY defines if data must be stored with Y axis inverted
  12547. * @param compression defines the used compression (can be null)
  12548. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12549. */
  12550. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12551. }
  12552. }
  12553. }
  12554. declare module "babylonjs/Materials/Textures/rawTexture" {
  12555. import { Scene } from "babylonjs/scene";
  12556. import { Texture } from "babylonjs/Materials/Textures/texture";
  12557. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12558. /**
  12559. * Raw texture can help creating a texture directly from an array of data.
  12560. * This can be super useful if you either get the data from an uncompressed source or
  12561. * if you wish to create your texture pixel by pixel.
  12562. */
  12563. export class RawTexture extends Texture {
  12564. /**
  12565. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12566. */
  12567. format: number;
  12568. private _engine;
  12569. /**
  12570. * Instantiates a new RawTexture.
  12571. * Raw texture can help creating a texture directly from an array of data.
  12572. * This can be super useful if you either get the data from an uncompressed source or
  12573. * if you wish to create your texture pixel by pixel.
  12574. * @param data define the array of data to use to create the texture
  12575. * @param width define the width of the texture
  12576. * @param height define the height of the texture
  12577. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12578. * @param scene define the scene the texture belongs to
  12579. * @param generateMipMaps define whether mip maps should be generated or not
  12580. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12581. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12582. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12583. */
  12584. constructor(data: ArrayBufferView, width: number, height: number,
  12585. /**
  12586. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12587. */
  12588. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12589. /**
  12590. * Updates the texture underlying data.
  12591. * @param data Define the new data of the texture
  12592. */
  12593. update(data: ArrayBufferView): void;
  12594. /**
  12595. * Creates a luminance texture from some data.
  12596. * @param data Define the texture data
  12597. * @param width Define the width of the texture
  12598. * @param height Define the height of the texture
  12599. * @param scene Define the scene the texture belongs to
  12600. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12601. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12602. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12603. * @returns the luminance texture
  12604. */
  12605. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12606. /**
  12607. * Creates a luminance alpha texture from some data.
  12608. * @param data Define the texture data
  12609. * @param width Define the width of the texture
  12610. * @param height Define the height of the texture
  12611. * @param scene Define the scene the texture belongs to
  12612. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12613. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12614. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12615. * @returns the luminance alpha texture
  12616. */
  12617. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12618. /**
  12619. * Creates an alpha texture from some data.
  12620. * @param data Define the texture data
  12621. * @param width Define the width of the texture
  12622. * @param height Define the height of the texture
  12623. * @param scene Define the scene the texture belongs to
  12624. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12625. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12626. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12627. * @returns the alpha texture
  12628. */
  12629. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12630. /**
  12631. * Creates a RGB texture from some data.
  12632. * @param data Define the texture data
  12633. * @param width Define the width of the texture
  12634. * @param height Define the height of the texture
  12635. * @param scene Define the scene the texture belongs to
  12636. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12637. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12638. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12639. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12640. * @returns the RGB alpha texture
  12641. */
  12642. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12643. /**
  12644. * Creates a RGBA texture from some data.
  12645. * @param data Define the texture data
  12646. * @param width Define the width of the texture
  12647. * @param height Define the height of the texture
  12648. * @param scene Define the scene the texture belongs to
  12649. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12650. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12651. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12652. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12653. * @returns the RGBA texture
  12654. */
  12655. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12656. /**
  12657. * Creates a R texture from some data.
  12658. * @param data Define the texture data
  12659. * @param width Define the width of the texture
  12660. * @param height Define the height of the texture
  12661. * @param scene Define the scene the texture belongs to
  12662. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12663. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12664. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12665. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12666. * @returns the R texture
  12667. */
  12668. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12669. }
  12670. }
  12671. declare module "babylonjs/Maths/math.size" {
  12672. /**
  12673. * Interface for the size containing width and height
  12674. */
  12675. export interface ISize {
  12676. /**
  12677. * Width
  12678. */
  12679. width: number;
  12680. /**
  12681. * Heighht
  12682. */
  12683. height: number;
  12684. }
  12685. /**
  12686. * Size containing widht and height
  12687. */
  12688. export class Size implements ISize {
  12689. /**
  12690. * Width
  12691. */
  12692. width: number;
  12693. /**
  12694. * Height
  12695. */
  12696. height: number;
  12697. /**
  12698. * Creates a Size object from the given width and height (floats).
  12699. * @param width width of the new size
  12700. * @param height height of the new size
  12701. */
  12702. constructor(width: number, height: number);
  12703. /**
  12704. * Returns a string with the Size width and height
  12705. * @returns a string with the Size width and height
  12706. */
  12707. toString(): string;
  12708. /**
  12709. * "Size"
  12710. * @returns the string "Size"
  12711. */
  12712. getClassName(): string;
  12713. /**
  12714. * Returns the Size hash code.
  12715. * @returns a hash code for a unique width and height
  12716. */
  12717. getHashCode(): number;
  12718. /**
  12719. * Updates the current size from the given one.
  12720. * @param src the given size
  12721. */
  12722. copyFrom(src: Size): void;
  12723. /**
  12724. * Updates in place the current Size from the given floats.
  12725. * @param width width of the new size
  12726. * @param height height of the new size
  12727. * @returns the updated Size.
  12728. */
  12729. copyFromFloats(width: number, height: number): Size;
  12730. /**
  12731. * Updates in place the current Size from the given floats.
  12732. * @param width width to set
  12733. * @param height height to set
  12734. * @returns the updated Size.
  12735. */
  12736. set(width: number, height: number): Size;
  12737. /**
  12738. * Multiplies the width and height by numbers
  12739. * @param w factor to multiple the width by
  12740. * @param h factor to multiple the height by
  12741. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  12742. */
  12743. multiplyByFloats(w: number, h: number): Size;
  12744. /**
  12745. * Clones the size
  12746. * @returns a new Size copied from the given one.
  12747. */
  12748. clone(): Size;
  12749. /**
  12750. * True if the current Size and the given one width and height are strictly equal.
  12751. * @param other the other size to compare against
  12752. * @returns True if the current Size and the given one width and height are strictly equal.
  12753. */
  12754. equals(other: Size): boolean;
  12755. /**
  12756. * The surface of the Size : width * height (float).
  12757. */
  12758. readonly surface: number;
  12759. /**
  12760. * Create a new size of zero
  12761. * @returns a new Size set to (0.0, 0.0)
  12762. */
  12763. static Zero(): Size;
  12764. /**
  12765. * Sums the width and height of two sizes
  12766. * @param otherSize size to add to this size
  12767. * @returns a new Size set as the addition result of the current Size and the given one.
  12768. */
  12769. add(otherSize: Size): Size;
  12770. /**
  12771. * Subtracts the width and height of two
  12772. * @param otherSize size to subtract to this size
  12773. * @returns a new Size set as the subtraction result of the given one from the current Size.
  12774. */
  12775. subtract(otherSize: Size): Size;
  12776. /**
  12777. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  12778. * @param start starting size to lerp between
  12779. * @param end end size to lerp between
  12780. * @param amount amount to lerp between the start and end values
  12781. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  12782. */
  12783. static Lerp(start: Size, end: Size, amount: number): Size;
  12784. }
  12785. }
  12786. declare module "babylonjs/Animations/runtimeAnimation" {
  12787. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  12788. import { Animatable } from "babylonjs/Animations/animatable";
  12789. import { Scene } from "babylonjs/scene";
  12790. /**
  12791. * Defines a runtime animation
  12792. */
  12793. export class RuntimeAnimation {
  12794. private _events;
  12795. /**
  12796. * The current frame of the runtime animation
  12797. */
  12798. private _currentFrame;
  12799. /**
  12800. * The animation used by the runtime animation
  12801. */
  12802. private _animation;
  12803. /**
  12804. * The target of the runtime animation
  12805. */
  12806. private _target;
  12807. /**
  12808. * The initiating animatable
  12809. */
  12810. private _host;
  12811. /**
  12812. * The original value of the runtime animation
  12813. */
  12814. private _originalValue;
  12815. /**
  12816. * The original blend value of the runtime animation
  12817. */
  12818. private _originalBlendValue;
  12819. /**
  12820. * The offsets cache of the runtime animation
  12821. */
  12822. private _offsetsCache;
  12823. /**
  12824. * The high limits cache of the runtime animation
  12825. */
  12826. private _highLimitsCache;
  12827. /**
  12828. * Specifies if the runtime animation has been stopped
  12829. */
  12830. private _stopped;
  12831. /**
  12832. * The blending factor of the runtime animation
  12833. */
  12834. private _blendingFactor;
  12835. /**
  12836. * The BabylonJS scene
  12837. */
  12838. private _scene;
  12839. /**
  12840. * The current value of the runtime animation
  12841. */
  12842. private _currentValue;
  12843. /** @hidden */
  12844. _animationState: _IAnimationState;
  12845. /**
  12846. * The active target of the runtime animation
  12847. */
  12848. private _activeTargets;
  12849. private _currentActiveTarget;
  12850. private _directTarget;
  12851. /**
  12852. * The target path of the runtime animation
  12853. */
  12854. private _targetPath;
  12855. /**
  12856. * The weight of the runtime animation
  12857. */
  12858. private _weight;
  12859. /**
  12860. * The ratio offset of the runtime animation
  12861. */
  12862. private _ratioOffset;
  12863. /**
  12864. * The previous delay of the runtime animation
  12865. */
  12866. private _previousDelay;
  12867. /**
  12868. * The previous ratio of the runtime animation
  12869. */
  12870. private _previousRatio;
  12871. private _enableBlending;
  12872. private _keys;
  12873. private _minFrame;
  12874. private _maxFrame;
  12875. private _minValue;
  12876. private _maxValue;
  12877. private _targetIsArray;
  12878. /**
  12879. * Gets the current frame of the runtime animation
  12880. */
  12881. readonly currentFrame: number;
  12882. /**
  12883. * Gets the weight of the runtime animation
  12884. */
  12885. readonly weight: number;
  12886. /**
  12887. * Gets the current value of the runtime animation
  12888. */
  12889. readonly currentValue: any;
  12890. /**
  12891. * Gets the target path of the runtime animation
  12892. */
  12893. readonly targetPath: string;
  12894. /**
  12895. * Gets the actual target of the runtime animation
  12896. */
  12897. readonly target: any;
  12898. /** @hidden */
  12899. _onLoop: () => void;
  12900. /**
  12901. * Create a new RuntimeAnimation object
  12902. * @param target defines the target of the animation
  12903. * @param animation defines the source animation object
  12904. * @param scene defines the hosting scene
  12905. * @param host defines the initiating Animatable
  12906. */
  12907. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  12908. private _preparePath;
  12909. /**
  12910. * Gets the animation from the runtime animation
  12911. */
  12912. readonly animation: Animation;
  12913. /**
  12914. * Resets the runtime animation to the beginning
  12915. * @param restoreOriginal defines whether to restore the target property to the original value
  12916. */
  12917. reset(restoreOriginal?: boolean): void;
  12918. /**
  12919. * Specifies if the runtime animation is stopped
  12920. * @returns Boolean specifying if the runtime animation is stopped
  12921. */
  12922. isStopped(): boolean;
  12923. /**
  12924. * Disposes of the runtime animation
  12925. */
  12926. dispose(): void;
  12927. /**
  12928. * Apply the interpolated value to the target
  12929. * @param currentValue defines the value computed by the animation
  12930. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  12931. */
  12932. setValue(currentValue: any, weight: number): void;
  12933. private _getOriginalValues;
  12934. private _setValue;
  12935. /**
  12936. * Gets the loop pmode of the runtime animation
  12937. * @returns Loop Mode
  12938. */
  12939. private _getCorrectLoopMode;
  12940. /**
  12941. * Move the current animation to a given frame
  12942. * @param frame defines the frame to move to
  12943. */
  12944. goToFrame(frame: number): void;
  12945. /**
  12946. * @hidden Internal use only
  12947. */
  12948. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  12949. /**
  12950. * Execute the current animation
  12951. * @param delay defines the delay to add to the current frame
  12952. * @param from defines the lower bound of the animation range
  12953. * @param to defines the upper bound of the animation range
  12954. * @param loop defines if the current animation must loop
  12955. * @param speedRatio defines the current speed ratio
  12956. * @param weight defines the weight of the animation (default is -1 so no weight)
  12957. * @param onLoop optional callback called when animation loops
  12958. * @returns a boolean indicating if the animation is running
  12959. */
  12960. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  12961. }
  12962. }
  12963. declare module "babylonjs/Animations/animatable" {
  12964. import { Animation } from "babylonjs/Animations/animation";
  12965. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  12966. import { Nullable } from "babylonjs/types";
  12967. import { Observable } from "babylonjs/Misc/observable";
  12968. import { Scene } from "babylonjs/scene";
  12969. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  12970. import { Node } from "babylonjs/node";
  12971. /**
  12972. * Class used to store an actual running animation
  12973. */
  12974. export class Animatable {
  12975. /** defines the target object */
  12976. target: any;
  12977. /** defines the starting frame number (default is 0) */
  12978. fromFrame: number;
  12979. /** defines the ending frame number (default is 100) */
  12980. toFrame: number;
  12981. /** defines if the animation must loop (default is false) */
  12982. loopAnimation: boolean;
  12983. /** defines a callback to call when animation ends if it is not looping */
  12984. onAnimationEnd?: (() => void) | null | undefined;
  12985. /** defines a callback to call when animation loops */
  12986. onAnimationLoop?: (() => void) | null | undefined;
  12987. private _localDelayOffset;
  12988. private _pausedDelay;
  12989. private _runtimeAnimations;
  12990. private _paused;
  12991. private _scene;
  12992. private _speedRatio;
  12993. private _weight;
  12994. private _syncRoot;
  12995. /**
  12996. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  12997. * This will only apply for non looping animation (default is true)
  12998. */
  12999. disposeOnEnd: boolean;
  13000. /**
  13001. * Gets a boolean indicating if the animation has started
  13002. */
  13003. animationStarted: boolean;
  13004. /**
  13005. * Observer raised when the animation ends
  13006. */
  13007. onAnimationEndObservable: Observable<Animatable>;
  13008. /**
  13009. * Observer raised when the animation loops
  13010. */
  13011. onAnimationLoopObservable: Observable<Animatable>;
  13012. /**
  13013. * Gets the root Animatable used to synchronize and normalize animations
  13014. */
  13015. readonly syncRoot: Nullable<Animatable>;
  13016. /**
  13017. * Gets the current frame of the first RuntimeAnimation
  13018. * Used to synchronize Animatables
  13019. */
  13020. readonly masterFrame: number;
  13021. /**
  13022. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13023. */
  13024. weight: number;
  13025. /**
  13026. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13027. */
  13028. speedRatio: number;
  13029. /**
  13030. * Creates a new Animatable
  13031. * @param scene defines the hosting scene
  13032. * @param target defines the target object
  13033. * @param fromFrame defines the starting frame number (default is 0)
  13034. * @param toFrame defines the ending frame number (default is 100)
  13035. * @param loopAnimation defines if the animation must loop (default is false)
  13036. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13037. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13038. * @param animations defines a group of animation to add to the new Animatable
  13039. * @param onAnimationLoop defines a callback to call when animation loops
  13040. */
  13041. constructor(scene: Scene,
  13042. /** defines the target object */
  13043. target: any,
  13044. /** defines the starting frame number (default is 0) */
  13045. fromFrame?: number,
  13046. /** defines the ending frame number (default is 100) */
  13047. toFrame?: number,
  13048. /** defines if the animation must loop (default is false) */
  13049. loopAnimation?: boolean, speedRatio?: number,
  13050. /** defines a callback to call when animation ends if it is not looping */
  13051. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13052. /** defines a callback to call when animation loops */
  13053. onAnimationLoop?: (() => void) | null | undefined);
  13054. /**
  13055. * Synchronize and normalize current Animatable with a source Animatable
  13056. * This is useful when using animation weights and when animations are not of the same length
  13057. * @param root defines the root Animatable to synchronize with
  13058. * @returns the current Animatable
  13059. */
  13060. syncWith(root: Animatable): Animatable;
  13061. /**
  13062. * Gets the list of runtime animations
  13063. * @returns an array of RuntimeAnimation
  13064. */
  13065. getAnimations(): RuntimeAnimation[];
  13066. /**
  13067. * Adds more animations to the current animatable
  13068. * @param target defines the target of the animations
  13069. * @param animations defines the new animations to add
  13070. */
  13071. appendAnimations(target: any, animations: Animation[]): void;
  13072. /**
  13073. * Gets the source animation for a specific property
  13074. * @param property defines the propertyu to look for
  13075. * @returns null or the source animation for the given property
  13076. */
  13077. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13078. /**
  13079. * Gets the runtime animation for a specific property
  13080. * @param property defines the propertyu to look for
  13081. * @returns null or the runtime animation for the given property
  13082. */
  13083. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13084. /**
  13085. * Resets the animatable to its original state
  13086. */
  13087. reset(): void;
  13088. /**
  13089. * Allows the animatable to blend with current running animations
  13090. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13091. * @param blendingSpeed defines the blending speed to use
  13092. */
  13093. enableBlending(blendingSpeed: number): void;
  13094. /**
  13095. * Disable animation blending
  13096. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13097. */
  13098. disableBlending(): void;
  13099. /**
  13100. * Jump directly to a given frame
  13101. * @param frame defines the frame to jump to
  13102. */
  13103. goToFrame(frame: number): void;
  13104. /**
  13105. * Pause the animation
  13106. */
  13107. pause(): void;
  13108. /**
  13109. * Restart the animation
  13110. */
  13111. restart(): void;
  13112. private _raiseOnAnimationEnd;
  13113. /**
  13114. * Stop and delete the current animation
  13115. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13116. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  13117. */
  13118. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13119. /**
  13120. * Wait asynchronously for the animation to end
  13121. * @returns a promise which will be fullfilled when the animation ends
  13122. */
  13123. waitAsync(): Promise<Animatable>;
  13124. /** @hidden */
  13125. _animate(delay: number): boolean;
  13126. }
  13127. module "babylonjs/scene" {
  13128. interface Scene {
  13129. /** @hidden */
  13130. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13131. /** @hidden */
  13132. _processLateAnimationBindingsForMatrices(holder: {
  13133. totalWeight: number;
  13134. animations: RuntimeAnimation[];
  13135. originalValue: Matrix;
  13136. }): any;
  13137. /** @hidden */
  13138. _processLateAnimationBindingsForQuaternions(holder: {
  13139. totalWeight: number;
  13140. animations: RuntimeAnimation[];
  13141. originalValue: Quaternion;
  13142. }, refQuaternion: Quaternion): Quaternion;
  13143. /** @hidden */
  13144. _processLateAnimationBindings(): void;
  13145. /**
  13146. * Will start the animation sequence of a given target
  13147. * @param target defines the target
  13148. * @param from defines from which frame should animation start
  13149. * @param to defines until which frame should animation run.
  13150. * @param weight defines the weight to apply to the animation (1.0 by default)
  13151. * @param loop defines if the animation loops
  13152. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13153. * @param onAnimationEnd defines the function to be executed when the animation ends
  13154. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13155. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13156. * @param onAnimationLoop defines the callback to call when an animation loops
  13157. * @returns the animatable object created for this animation
  13158. */
  13159. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13160. /**
  13161. * Will start the animation sequence of a given target
  13162. * @param target defines the target
  13163. * @param from defines from which frame should animation start
  13164. * @param to defines until which frame should animation run.
  13165. * @param loop defines if the animation loops
  13166. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13167. * @param onAnimationEnd defines the function to be executed when the animation ends
  13168. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13169. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13170. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13171. * @param onAnimationLoop defines the callback to call when an animation loops
  13172. * @returns the animatable object created for this animation
  13173. */
  13174. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13175. /**
  13176. * Will start the animation sequence of a given target and its hierarchy
  13177. * @param target defines the target
  13178. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  13179. * @param from defines from which frame should animation start
  13180. * @param to defines until which frame should animation run.
  13181. * @param loop defines if the animation loops
  13182. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13183. * @param onAnimationEnd defines the function to be executed when the animation ends
  13184. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13185. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13186. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13187. * @param onAnimationLoop defines the callback to call when an animation loops
  13188. * @returns the list of created animatables
  13189. */
  13190. beginHierarchyAnimation(target: any, directDescendantsOnly: boolean, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable[];
  13191. /**
  13192. * Begin a new animation on a given node
  13193. * @param target defines the target where the animation will take place
  13194. * @param animations defines the list of animations to start
  13195. * @param from defines the initial value
  13196. * @param to defines the final value
  13197. * @param loop defines if you want animation to loop (off by default)
  13198. * @param speedRatio defines the speed ratio to apply to all animations
  13199. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13200. * @param onAnimationLoop defines the callback to call when an animation loops
  13201. * @returns the list of created animatables
  13202. */
  13203. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13204. /**
  13205. * Begin a new animation on a given node and its hierarchy
  13206. * @param target defines the root node where the animation will take place
  13207. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  13208. * @param animations defines the list of animations to start
  13209. * @param from defines the initial value
  13210. * @param to defines the final value
  13211. * @param loop defines if you want animation to loop (off by default)
  13212. * @param speedRatio defines the speed ratio to apply to all animations
  13213. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13214. * @param onAnimationLoop defines the callback to call when an animation loops
  13215. * @returns the list of animatables created for all nodes
  13216. */
  13217. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13218. /**
  13219. * Gets the animatable associated with a specific target
  13220. * @param target defines the target of the animatable
  13221. * @returns the required animatable if found
  13222. */
  13223. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13224. /**
  13225. * Gets all animatables associated with a given target
  13226. * @param target defines the target to look animatables for
  13227. * @returns an array of Animatables
  13228. */
  13229. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13230. /**
  13231. * Stops and removes all animations that have been applied to the scene
  13232. */
  13233. stopAllAnimations(): void;
  13234. }
  13235. }
  13236. module "babylonjs/Bones/bone" {
  13237. interface Bone {
  13238. /**
  13239. * Copy an animation range from another bone
  13240. * @param source defines the source bone
  13241. * @param rangeName defines the range name to copy
  13242. * @param frameOffset defines the frame offset
  13243. * @param rescaleAsRequired defines if rescaling must be applied if required
  13244. * @param skelDimensionsRatio defines the scaling ratio
  13245. * @returns true if operation was successful
  13246. */
  13247. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13248. }
  13249. }
  13250. }
  13251. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13252. /**
  13253. * Class used to override all child animations of a given target
  13254. */
  13255. export class AnimationPropertiesOverride {
  13256. /**
  13257. * Gets or sets a value indicating if animation blending must be used
  13258. */
  13259. enableBlending: boolean;
  13260. /**
  13261. * Gets or sets the blending speed to use when enableBlending is true
  13262. */
  13263. blendingSpeed: number;
  13264. /**
  13265. * Gets or sets the default loop mode to use
  13266. */
  13267. loopMode: number;
  13268. }
  13269. }
  13270. declare module "babylonjs/Bones/skeleton" {
  13271. import { Bone } from "babylonjs/Bones/bone";
  13272. import { Observable } from "babylonjs/Misc/observable";
  13273. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13274. import { Scene } from "babylonjs/scene";
  13275. import { Nullable } from "babylonjs/types";
  13276. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13277. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13278. import { Animatable } from "babylonjs/Animations/animatable";
  13279. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13280. import { Animation } from "babylonjs/Animations/animation";
  13281. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13282. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13283. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13284. /**
  13285. * Class used to handle skinning animations
  13286. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13287. */
  13288. export class Skeleton implements IAnimatable {
  13289. /** defines the skeleton name */
  13290. name: string;
  13291. /** defines the skeleton Id */
  13292. id: string;
  13293. /**
  13294. * Defines the list of child bones
  13295. */
  13296. bones: Bone[];
  13297. /**
  13298. * Defines an estimate of the dimension of the skeleton at rest
  13299. */
  13300. dimensionsAtRest: Vector3;
  13301. /**
  13302. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13303. */
  13304. needInitialSkinMatrix: boolean;
  13305. /**
  13306. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13307. */
  13308. overrideMesh: Nullable<AbstractMesh>;
  13309. /**
  13310. * Gets the list of animations attached to this skeleton
  13311. */
  13312. animations: Array<Animation>;
  13313. private _scene;
  13314. private _isDirty;
  13315. private _transformMatrices;
  13316. private _transformMatrixTexture;
  13317. private _meshesWithPoseMatrix;
  13318. private _animatables;
  13319. private _identity;
  13320. private _synchronizedWithMesh;
  13321. private _ranges;
  13322. private _lastAbsoluteTransformsUpdateId;
  13323. private _canUseTextureForBones;
  13324. private _uniqueId;
  13325. /** @hidden */
  13326. _numBonesWithLinkedTransformNode: number;
  13327. /** @hidden */
  13328. _hasWaitingData: Nullable<boolean>;
  13329. /**
  13330. * Specifies if the skeleton should be serialized
  13331. */
  13332. doNotSerialize: boolean;
  13333. private _useTextureToStoreBoneMatrices;
  13334. /**
  13335. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13336. * Please note that this option is not available if the hardware does not support it
  13337. */
  13338. useTextureToStoreBoneMatrices: boolean;
  13339. private _animationPropertiesOverride;
  13340. /**
  13341. * Gets or sets the animation properties override
  13342. */
  13343. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13344. /**
  13345. * List of inspectable custom properties (used by the Inspector)
  13346. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13347. */
  13348. inspectableCustomProperties: IInspectable[];
  13349. /**
  13350. * An observable triggered before computing the skeleton's matrices
  13351. */
  13352. onBeforeComputeObservable: Observable<Skeleton>;
  13353. /**
  13354. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13355. */
  13356. readonly isUsingTextureForMatrices: boolean;
  13357. /**
  13358. * Gets the unique ID of this skeleton
  13359. */
  13360. readonly uniqueId: number;
  13361. /**
  13362. * Creates a new skeleton
  13363. * @param name defines the skeleton name
  13364. * @param id defines the skeleton Id
  13365. * @param scene defines the hosting scene
  13366. */
  13367. constructor(
  13368. /** defines the skeleton name */
  13369. name: string,
  13370. /** defines the skeleton Id */
  13371. id: string, scene: Scene);
  13372. /**
  13373. * Gets the current object class name.
  13374. * @return the class name
  13375. */
  13376. getClassName(): string;
  13377. /**
  13378. * Returns an array containing the root bones
  13379. * @returns an array containing the root bones
  13380. */
  13381. getChildren(): Array<Bone>;
  13382. /**
  13383. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13384. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13385. * @returns a Float32Array containing matrices data
  13386. */
  13387. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13388. /**
  13389. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13390. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13391. * @returns a raw texture containing the data
  13392. */
  13393. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13394. /**
  13395. * Gets the current hosting scene
  13396. * @returns a scene object
  13397. */
  13398. getScene(): Scene;
  13399. /**
  13400. * Gets a string representing the current skeleton data
  13401. * @param fullDetails defines a boolean indicating if we want a verbose version
  13402. * @returns a string representing the current skeleton data
  13403. */
  13404. toString(fullDetails?: boolean): string;
  13405. /**
  13406. * Get bone's index searching by name
  13407. * @param name defines bone's name to search for
  13408. * @return the indice of the bone. Returns -1 if not found
  13409. */
  13410. getBoneIndexByName(name: string): number;
  13411. /**
  13412. * Creater a new animation range
  13413. * @param name defines the name of the range
  13414. * @param from defines the start key
  13415. * @param to defines the end key
  13416. */
  13417. createAnimationRange(name: string, from: number, to: number): void;
  13418. /**
  13419. * Delete a specific animation range
  13420. * @param name defines the name of the range
  13421. * @param deleteFrames defines if frames must be removed as well
  13422. */
  13423. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13424. /**
  13425. * Gets a specific animation range
  13426. * @param name defines the name of the range to look for
  13427. * @returns the requested animation range or null if not found
  13428. */
  13429. getAnimationRange(name: string): Nullable<AnimationRange>;
  13430. /**
  13431. * Gets the list of all animation ranges defined on this skeleton
  13432. * @returns an array
  13433. */
  13434. getAnimationRanges(): Nullable<AnimationRange>[];
  13435. /**
  13436. * Copy animation range from a source skeleton.
  13437. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13438. * @param source defines the source skeleton
  13439. * @param name defines the name of the range to copy
  13440. * @param rescaleAsRequired defines if rescaling must be applied if required
  13441. * @returns true if operation was successful
  13442. */
  13443. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13444. /**
  13445. * Forces the skeleton to go to rest pose
  13446. */
  13447. returnToRest(): void;
  13448. private _getHighestAnimationFrame;
  13449. /**
  13450. * Begin a specific animation range
  13451. * @param name defines the name of the range to start
  13452. * @param loop defines if looping must be turned on (false by default)
  13453. * @param speedRatio defines the speed ratio to apply (1 by default)
  13454. * @param onAnimationEnd defines a callback which will be called when animation will end
  13455. * @returns a new animatable
  13456. */
  13457. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13458. /** @hidden */
  13459. _markAsDirty(): void;
  13460. /** @hidden */
  13461. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13462. /** @hidden */
  13463. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13464. private _computeTransformMatrices;
  13465. /**
  13466. * Build all resources required to render a skeleton
  13467. */
  13468. prepare(): void;
  13469. /**
  13470. * Gets the list of animatables currently running for this skeleton
  13471. * @returns an array of animatables
  13472. */
  13473. getAnimatables(): IAnimatable[];
  13474. /**
  13475. * Clone the current skeleton
  13476. * @param name defines the name of the new skeleton
  13477. * @param id defines the id of the new skeleton
  13478. * @returns the new skeleton
  13479. */
  13480. clone(name: string, id: string): Skeleton;
  13481. /**
  13482. * Enable animation blending for this skeleton
  13483. * @param blendingSpeed defines the blending speed to apply
  13484. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13485. */
  13486. enableBlending(blendingSpeed?: number): void;
  13487. /**
  13488. * Releases all resources associated with the current skeleton
  13489. */
  13490. dispose(): void;
  13491. /**
  13492. * Serialize the skeleton in a JSON object
  13493. * @returns a JSON object
  13494. */
  13495. serialize(): any;
  13496. /**
  13497. * Creates a new skeleton from serialized data
  13498. * @param parsedSkeleton defines the serialized data
  13499. * @param scene defines the hosting scene
  13500. * @returns a new skeleton
  13501. */
  13502. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13503. /**
  13504. * Compute all node absolute transforms
  13505. * @param forceUpdate defines if computation must be done even if cache is up to date
  13506. */
  13507. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13508. /**
  13509. * Gets the root pose matrix
  13510. * @returns a matrix
  13511. */
  13512. getPoseMatrix(): Nullable<Matrix>;
  13513. /**
  13514. * Sorts bones per internal index
  13515. */
  13516. sortBones(): void;
  13517. private _sortBones;
  13518. }
  13519. }
  13520. declare module "babylonjs/Bones/bone" {
  13521. import { Skeleton } from "babylonjs/Bones/skeleton";
  13522. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13523. import { Nullable } from "babylonjs/types";
  13524. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13525. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13526. import { Node } from "babylonjs/node";
  13527. import { Space } from "babylonjs/Maths/math.axis";
  13528. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13529. /**
  13530. * Class used to store bone information
  13531. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13532. */
  13533. export class Bone extends Node {
  13534. /**
  13535. * defines the bone name
  13536. */
  13537. name: string;
  13538. private static _tmpVecs;
  13539. private static _tmpQuat;
  13540. private static _tmpMats;
  13541. /**
  13542. * Gets the list of child bones
  13543. */
  13544. children: Bone[];
  13545. /** Gets the animations associated with this bone */
  13546. animations: import("babylonjs/Animations/animation").Animation[];
  13547. /**
  13548. * Gets or sets bone length
  13549. */
  13550. length: number;
  13551. /**
  13552. * @hidden Internal only
  13553. * Set this value to map this bone to a different index in the transform matrices
  13554. * Set this value to -1 to exclude the bone from the transform matrices
  13555. */
  13556. _index: Nullable<number>;
  13557. private _skeleton;
  13558. private _localMatrix;
  13559. private _restPose;
  13560. private _baseMatrix;
  13561. private _absoluteTransform;
  13562. private _invertedAbsoluteTransform;
  13563. private _parent;
  13564. private _scalingDeterminant;
  13565. private _worldTransform;
  13566. private _localScaling;
  13567. private _localRotation;
  13568. private _localPosition;
  13569. private _needToDecompose;
  13570. private _needToCompose;
  13571. /** @hidden */
  13572. _linkedTransformNode: Nullable<TransformNode>;
  13573. /** @hidden */
  13574. _waitingTransformNodeId: Nullable<string>;
  13575. /** @hidden */
  13576. /** @hidden */
  13577. _matrix: Matrix;
  13578. /**
  13579. * Create a new bone
  13580. * @param name defines the bone name
  13581. * @param skeleton defines the parent skeleton
  13582. * @param parentBone defines the parent (can be null if the bone is the root)
  13583. * @param localMatrix defines the local matrix
  13584. * @param restPose defines the rest pose matrix
  13585. * @param baseMatrix defines the base matrix
  13586. * @param index defines index of the bone in the hiearchy
  13587. */
  13588. constructor(
  13589. /**
  13590. * defines the bone name
  13591. */
  13592. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13593. /**
  13594. * Gets the current object class name.
  13595. * @return the class name
  13596. */
  13597. getClassName(): string;
  13598. /**
  13599. * Gets the parent skeleton
  13600. * @returns a skeleton
  13601. */
  13602. getSkeleton(): Skeleton;
  13603. /**
  13604. * Gets parent bone
  13605. * @returns a bone or null if the bone is the root of the bone hierarchy
  13606. */
  13607. getParent(): Nullable<Bone>;
  13608. /**
  13609. * Returns an array containing the root bones
  13610. * @returns an array containing the root bones
  13611. */
  13612. getChildren(): Array<Bone>;
  13613. /**
  13614. * Sets the parent bone
  13615. * @param parent defines the parent (can be null if the bone is the root)
  13616. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13617. */
  13618. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13619. /**
  13620. * Gets the local matrix
  13621. * @returns a matrix
  13622. */
  13623. getLocalMatrix(): Matrix;
  13624. /**
  13625. * Gets the base matrix (initial matrix which remains unchanged)
  13626. * @returns a matrix
  13627. */
  13628. getBaseMatrix(): Matrix;
  13629. /**
  13630. * Gets the rest pose matrix
  13631. * @returns a matrix
  13632. */
  13633. getRestPose(): Matrix;
  13634. /**
  13635. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13636. */
  13637. getWorldMatrix(): Matrix;
  13638. /**
  13639. * Sets the local matrix to rest pose matrix
  13640. */
  13641. returnToRest(): void;
  13642. /**
  13643. * Gets the inverse of the absolute transform matrix.
  13644. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13645. * @returns a matrix
  13646. */
  13647. getInvertedAbsoluteTransform(): Matrix;
  13648. /**
  13649. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13650. * @returns a matrix
  13651. */
  13652. getAbsoluteTransform(): Matrix;
  13653. /**
  13654. * Links with the given transform node.
  13655. * The local matrix of this bone is copied from the transform node every frame.
  13656. * @param transformNode defines the transform node to link to
  13657. */
  13658. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13659. /**
  13660. * Gets the node used to drive the bone's transformation
  13661. * @returns a transform node or null
  13662. */
  13663. getTransformNode(): Nullable<TransformNode>;
  13664. /** Gets or sets current position (in local space) */
  13665. position: Vector3;
  13666. /** Gets or sets current rotation (in local space) */
  13667. rotation: Vector3;
  13668. /** Gets or sets current rotation quaternion (in local space) */
  13669. rotationQuaternion: Quaternion;
  13670. /** Gets or sets current scaling (in local space) */
  13671. scaling: Vector3;
  13672. /**
  13673. * Gets the animation properties override
  13674. */
  13675. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13676. private _decompose;
  13677. private _compose;
  13678. /**
  13679. * Update the base and local matrices
  13680. * @param matrix defines the new base or local matrix
  13681. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13682. * @param updateLocalMatrix defines if the local matrix should be updated
  13683. */
  13684. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13685. /** @hidden */
  13686. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13687. /**
  13688. * Flag the bone as dirty (Forcing it to update everything)
  13689. */
  13690. markAsDirty(): void;
  13691. /** @hidden */
  13692. _markAsDirtyAndCompose(): void;
  13693. private _markAsDirtyAndDecompose;
  13694. /**
  13695. * Translate the bone in local or world space
  13696. * @param vec The amount to translate the bone
  13697. * @param space The space that the translation is in
  13698. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13699. */
  13700. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13701. /**
  13702. * Set the postion of the bone in local or world space
  13703. * @param position The position to set the bone
  13704. * @param space The space that the position is in
  13705. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13706. */
  13707. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13708. /**
  13709. * Set the absolute position of the bone (world space)
  13710. * @param position The position to set the bone
  13711. * @param mesh The mesh that this bone is attached to
  13712. */
  13713. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  13714. /**
  13715. * Scale the bone on the x, y and z axes (in local space)
  13716. * @param x The amount to scale the bone on the x axis
  13717. * @param y The amount to scale the bone on the y axis
  13718. * @param z The amount to scale the bone on the z axis
  13719. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  13720. */
  13721. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  13722. /**
  13723. * Set the bone scaling in local space
  13724. * @param scale defines the scaling vector
  13725. */
  13726. setScale(scale: Vector3): void;
  13727. /**
  13728. * Gets the current scaling in local space
  13729. * @returns the current scaling vector
  13730. */
  13731. getScale(): Vector3;
  13732. /**
  13733. * Gets the current scaling in local space and stores it in a target vector
  13734. * @param result defines the target vector
  13735. */
  13736. getScaleToRef(result: Vector3): void;
  13737. /**
  13738. * Set the yaw, pitch, and roll of the bone in local or world space
  13739. * @param yaw The rotation of the bone on the y axis
  13740. * @param pitch The rotation of the bone on the x axis
  13741. * @param roll The rotation of the bone on the z axis
  13742. * @param space The space that the axes of rotation are in
  13743. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13744. */
  13745. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  13746. /**
  13747. * Add a rotation to the bone on an axis in local or world space
  13748. * @param axis The axis to rotate the bone on
  13749. * @param amount The amount to rotate the bone
  13750. * @param space The space that the axis is in
  13751. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13752. */
  13753. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  13754. /**
  13755. * Set the rotation of the bone to a particular axis angle in local or world space
  13756. * @param axis The axis to rotate the bone on
  13757. * @param angle The angle that the bone should be rotated to
  13758. * @param space The space that the axis is in
  13759. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13760. */
  13761. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  13762. /**
  13763. * Set the euler rotation of the bone in local of world space
  13764. * @param rotation The euler rotation that the bone should be set to
  13765. * @param space The space that the rotation is in
  13766. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13767. */
  13768. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13769. /**
  13770. * Set the quaternion rotation of the bone in local of world space
  13771. * @param quat The quaternion rotation that the bone should be set to
  13772. * @param space The space that the rotation is in
  13773. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13774. */
  13775. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  13776. /**
  13777. * Set the rotation matrix of the bone in local of world space
  13778. * @param rotMat The rotation matrix that the bone should be set to
  13779. * @param space The space that the rotation is in
  13780. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13781. */
  13782. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  13783. private _rotateWithMatrix;
  13784. private _getNegativeRotationToRef;
  13785. /**
  13786. * Get the position of the bone in local or world space
  13787. * @param space The space that the returned position is in
  13788. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13789. * @returns The position of the bone
  13790. */
  13791. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13792. /**
  13793. * Copy the position of the bone to a vector3 in local or world space
  13794. * @param space The space that the returned position is in
  13795. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13796. * @param result The vector3 to copy the position to
  13797. */
  13798. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  13799. /**
  13800. * Get the absolute position of the bone (world space)
  13801. * @param mesh The mesh that this bone is attached to
  13802. * @returns The absolute position of the bone
  13803. */
  13804. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  13805. /**
  13806. * Copy the absolute position of the bone (world space) to the result param
  13807. * @param mesh The mesh that this bone is attached to
  13808. * @param result The vector3 to copy the absolute position to
  13809. */
  13810. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  13811. /**
  13812. * Compute the absolute transforms of this bone and its children
  13813. */
  13814. computeAbsoluteTransforms(): void;
  13815. /**
  13816. * Get the world direction from an axis that is in the local space of the bone
  13817. * @param localAxis The local direction that is used to compute the world direction
  13818. * @param mesh The mesh that this bone is attached to
  13819. * @returns The world direction
  13820. */
  13821. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13822. /**
  13823. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  13824. * @param localAxis The local direction that is used to compute the world direction
  13825. * @param mesh The mesh that this bone is attached to
  13826. * @param result The vector3 that the world direction will be copied to
  13827. */
  13828. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13829. /**
  13830. * Get the euler rotation of the bone in local or world space
  13831. * @param space The space that the rotation should be in
  13832. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13833. * @returns The euler rotation
  13834. */
  13835. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13836. /**
  13837. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  13838. * @param space The space that the rotation should be in
  13839. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13840. * @param result The vector3 that the rotation should be copied to
  13841. */
  13842. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13843. /**
  13844. * Get the quaternion rotation of the bone in either local or world space
  13845. * @param space The space that the rotation should be in
  13846. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13847. * @returns The quaternion rotation
  13848. */
  13849. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  13850. /**
  13851. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  13852. * @param space The space that the rotation should be in
  13853. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13854. * @param result The quaternion that the rotation should be copied to
  13855. */
  13856. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  13857. /**
  13858. * Get the rotation matrix of the bone in local or world space
  13859. * @param space The space that the rotation should be in
  13860. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13861. * @returns The rotation matrix
  13862. */
  13863. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  13864. /**
  13865. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  13866. * @param space The space that the rotation should be in
  13867. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13868. * @param result The quaternion that the rotation should be copied to
  13869. */
  13870. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  13871. /**
  13872. * Get the world position of a point that is in the local space of the bone
  13873. * @param position The local position
  13874. * @param mesh The mesh that this bone is attached to
  13875. * @returns The world position
  13876. */
  13877. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13878. /**
  13879. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  13880. * @param position The local position
  13881. * @param mesh The mesh that this bone is attached to
  13882. * @param result The vector3 that the world position should be copied to
  13883. */
  13884. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13885. /**
  13886. * Get the local position of a point that is in world space
  13887. * @param position The world position
  13888. * @param mesh The mesh that this bone is attached to
  13889. * @returns The local position
  13890. */
  13891. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13892. /**
  13893. * Get the local position of a point that is in world space and copy it to the result param
  13894. * @param position The world position
  13895. * @param mesh The mesh that this bone is attached to
  13896. * @param result The vector3 that the local position should be copied to
  13897. */
  13898. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13899. }
  13900. }
  13901. declare module "babylonjs/Meshes/transformNode" {
  13902. import { DeepImmutable } from "babylonjs/types";
  13903. import { Observable } from "babylonjs/Misc/observable";
  13904. import { Nullable } from "babylonjs/types";
  13905. import { Camera } from "babylonjs/Cameras/camera";
  13906. import { Scene } from "babylonjs/scene";
  13907. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  13908. import { Node } from "babylonjs/node";
  13909. import { Bone } from "babylonjs/Bones/bone";
  13910. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13911. import { Space } from "babylonjs/Maths/math.axis";
  13912. /**
  13913. * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.
  13914. * @see https://doc.babylonjs.com/how_to/transformnode
  13915. */
  13916. export class TransformNode extends Node {
  13917. /**
  13918. * Object will not rotate to face the camera
  13919. */
  13920. static BILLBOARDMODE_NONE: number;
  13921. /**
  13922. * Object will rotate to face the camera but only on the x axis
  13923. */
  13924. static BILLBOARDMODE_X: number;
  13925. /**
  13926. * Object will rotate to face the camera but only on the y axis
  13927. */
  13928. static BILLBOARDMODE_Y: number;
  13929. /**
  13930. * Object will rotate to face the camera but only on the z axis
  13931. */
  13932. static BILLBOARDMODE_Z: number;
  13933. /**
  13934. * Object will rotate to face the camera
  13935. */
  13936. static BILLBOARDMODE_ALL: number;
  13937. private _forward;
  13938. private _forwardInverted;
  13939. private _up;
  13940. private _right;
  13941. private _rightInverted;
  13942. private _position;
  13943. private _rotation;
  13944. private _rotationQuaternion;
  13945. protected _scaling: Vector3;
  13946. protected _isDirty: boolean;
  13947. private _transformToBoneReferal;
  13948. private _isAbsoluteSynced;
  13949. private _billboardMode;
  13950. /**
  13951. * Gets or sets the billboard mode. Default is 0.
  13952. *
  13953. * | Value | Type | Description |
  13954. * | --- | --- | --- |
  13955. * | 0 | BILLBOARDMODE_NONE | |
  13956. * | 1 | BILLBOARDMODE_X | |
  13957. * | 2 | BILLBOARDMODE_Y | |
  13958. * | 4 | BILLBOARDMODE_Z | |
  13959. * | 7 | BILLBOARDMODE_ALL | |
  13960. *
  13961. */
  13962. billboardMode: number;
  13963. private _preserveParentRotationForBillboard;
  13964. /**
  13965. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  13966. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  13967. */
  13968. preserveParentRotationForBillboard: boolean;
  13969. /**
  13970. * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
  13971. */
  13972. scalingDeterminant: number;
  13973. private _infiniteDistance;
  13974. /**
  13975. * Gets or sets the distance of the object to max, often used by skybox
  13976. */
  13977. infiniteDistance: boolean;
  13978. /**
  13979. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  13980. * By default the system will update normals to compensate
  13981. */
  13982. ignoreNonUniformScaling: boolean;
  13983. /**
  13984. * Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both
  13985. */
  13986. reIntegrateRotationIntoRotationQuaternion: boolean;
  13987. /** @hidden */
  13988. _poseMatrix: Nullable<Matrix>;
  13989. /** @hidden */
  13990. _localMatrix: Matrix;
  13991. private _usePivotMatrix;
  13992. private _absolutePosition;
  13993. private _absoluteScaling;
  13994. private _absoluteRotationQuaternion;
  13995. private _pivotMatrix;
  13996. private _pivotMatrixInverse;
  13997. protected _postMultiplyPivotMatrix: boolean;
  13998. protected _isWorldMatrixFrozen: boolean;
  13999. /** @hidden */
  14000. _indexInSceneTransformNodesArray: number;
  14001. /**
  14002. * An event triggered after the world matrix is updated
  14003. */
  14004. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14005. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14006. /**
  14007. * Gets a string identifying the name of the class
  14008. * @returns "TransformNode" string
  14009. */
  14010. getClassName(): string;
  14011. /**
  14012. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14013. */
  14014. position: Vector3;
  14015. /**
  14016. * Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  14017. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14018. */
  14019. rotation: Vector3;
  14020. /**
  14021. * Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  14022. */
  14023. scaling: Vector3;
  14024. /**
  14025. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null).
  14026. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14027. */
  14028. rotationQuaternion: Nullable<Quaternion>;
  14029. /**
  14030. * The forward direction of that transform in world space.
  14031. */
  14032. readonly forward: Vector3;
  14033. /**
  14034. * The up direction of that transform in world space.
  14035. */
  14036. readonly up: Vector3;
  14037. /**
  14038. * The right direction of that transform in world space.
  14039. */
  14040. readonly right: Vector3;
  14041. /**
  14042. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14043. * @param matrix the matrix to copy the pose from
  14044. * @returns this TransformNode.
  14045. */
  14046. updatePoseMatrix(matrix: Matrix): TransformNode;
  14047. /**
  14048. * Returns the mesh Pose matrix.
  14049. * @returns the pose matrix
  14050. */
  14051. getPoseMatrix(): Matrix;
  14052. /** @hidden */
  14053. _isSynchronized(): boolean;
  14054. /** @hidden */
  14055. _initCache(): void;
  14056. /**
  14057. * Flag the transform node as dirty (Forcing it to update everything)
  14058. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14059. * @returns this transform node
  14060. */
  14061. markAsDirty(property: string): TransformNode;
  14062. /**
  14063. * Returns the current mesh absolute position.
  14064. * Returns a Vector3.
  14065. */
  14066. readonly absolutePosition: Vector3;
  14067. /**
  14068. * Returns the current mesh absolute scaling.
  14069. * Returns a Vector3.
  14070. */
  14071. readonly absoluteScaling: Vector3;
  14072. /**
  14073. * Returns the current mesh absolute rotation.
  14074. * Returns a Quaternion.
  14075. */
  14076. readonly absoluteRotationQuaternion: Quaternion;
  14077. /**
  14078. * Sets a new matrix to apply before all other transformation
  14079. * @param matrix defines the transform matrix
  14080. * @returns the current TransformNode
  14081. */
  14082. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14083. /**
  14084. * Sets a new pivot matrix to the current node
  14085. * @param matrix defines the new pivot matrix to use
  14086. * @param postMultiplyPivotMatrix defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect
  14087. * @returns the current TransformNode
  14088. */
  14089. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14090. /**
  14091. * Returns the mesh pivot matrix.
  14092. * Default : Identity.
  14093. * @returns the matrix
  14094. */
  14095. getPivotMatrix(): Matrix;
  14096. /**
  14097. * Prevents the World matrix to be computed any longer.
  14098. * @returns the TransformNode.
  14099. */
  14100. freezeWorldMatrix(): TransformNode;
  14101. /**
  14102. * Allows back the World matrix computation.
  14103. * @returns the TransformNode.
  14104. */
  14105. unfreezeWorldMatrix(): this;
  14106. /**
  14107. * True if the World matrix has been frozen.
  14108. */
  14109. readonly isWorldMatrixFrozen: boolean;
  14110. /**
  14111. * Retuns the mesh absolute position in the World.
  14112. * @returns a Vector3.
  14113. */
  14114. getAbsolutePosition(): Vector3;
  14115. /**
  14116. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14117. * @param absolutePosition the absolute position to set
  14118. * @returns the TransformNode.
  14119. */
  14120. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14121. /**
  14122. * Sets the mesh position in its local space.
  14123. * @param vector3 the position to set in localspace
  14124. * @returns the TransformNode.
  14125. */
  14126. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14127. /**
  14128. * Returns the mesh position in the local space from the current World matrix values.
  14129. * @returns a new Vector3.
  14130. */
  14131. getPositionExpressedInLocalSpace(): Vector3;
  14132. /**
  14133. * Translates the mesh along the passed Vector3 in its local space.
  14134. * @param vector3 the distance to translate in localspace
  14135. * @returns the TransformNode.
  14136. */
  14137. locallyTranslate(vector3: Vector3): TransformNode;
  14138. private static _lookAtVectorCache;
  14139. /**
  14140. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14141. * @param targetPoint the position (must be in same space as current mesh) to look at
  14142. * @param yawCor optional yaw (y-axis) correction in radians
  14143. * @param pitchCor optional pitch (x-axis) correction in radians
  14144. * @param rollCor optional roll (z-axis) correction in radians
  14145. * @param space the choosen space of the target
  14146. * @returns the TransformNode.
  14147. */
  14148. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14149. /**
  14150. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14151. * This Vector3 is expressed in the World space.
  14152. * @param localAxis axis to rotate
  14153. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14154. */
  14155. getDirection(localAxis: Vector3): Vector3;
  14156. /**
  14157. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14158. * localAxis is expressed in the mesh local space.
  14159. * result is computed in the Wordl space from the mesh World matrix.
  14160. * @param localAxis axis to rotate
  14161. * @param result the resulting transformnode
  14162. * @returns this TransformNode.
  14163. */
  14164. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14165. /**
  14166. * Sets this transform node rotation to the given local axis.
  14167. * @param localAxis the axis in local space
  14168. * @param yawCor optional yaw (y-axis) correction in radians
  14169. * @param pitchCor optional pitch (x-axis) correction in radians
  14170. * @param rollCor optional roll (z-axis) correction in radians
  14171. * @returns this TransformNode
  14172. */
  14173. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14174. /**
  14175. * Sets a new pivot point to the current node
  14176. * @param point defines the new pivot point to use
  14177. * @param space defines if the point is in world or local space (local by default)
  14178. * @returns the current TransformNode
  14179. */
  14180. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14181. /**
  14182. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14183. * @returns the pivot point
  14184. */
  14185. getPivotPoint(): Vector3;
  14186. /**
  14187. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14188. * @param result the vector3 to store the result
  14189. * @returns this TransformNode.
  14190. */
  14191. getPivotPointToRef(result: Vector3): TransformNode;
  14192. /**
  14193. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14194. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14195. */
  14196. getAbsolutePivotPoint(): Vector3;
  14197. /**
  14198. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14199. * @param result vector3 to store the result
  14200. * @returns this TransformNode.
  14201. */
  14202. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14203. /**
  14204. * Defines the passed node as the parent of the current node.
  14205. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14206. * @see https://doc.babylonjs.com/how_to/parenting
  14207. * @param node the node ot set as the parent
  14208. * @returns this TransformNode.
  14209. */
  14210. setParent(node: Nullable<Node>): TransformNode;
  14211. private _nonUniformScaling;
  14212. /**
  14213. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14214. */
  14215. readonly nonUniformScaling: boolean;
  14216. /** @hidden */
  14217. _updateNonUniformScalingState(value: boolean): boolean;
  14218. /**
  14219. * Attach the current TransformNode to another TransformNode associated with a bone
  14220. * @param bone Bone affecting the TransformNode
  14221. * @param affectedTransformNode TransformNode associated with the bone
  14222. * @returns this object
  14223. */
  14224. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14225. /**
  14226. * Detach the transform node if its associated with a bone
  14227. * @returns this object
  14228. */
  14229. detachFromBone(): TransformNode;
  14230. private static _rotationAxisCache;
  14231. /**
  14232. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14233. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14234. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14235. * The passed axis is also normalized.
  14236. * @param axis the axis to rotate around
  14237. * @param amount the amount to rotate in radians
  14238. * @param space Space to rotate in (Default: local)
  14239. * @returns the TransformNode.
  14240. */
  14241. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14242. /**
  14243. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14244. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14245. * The passed axis is also normalized. .
  14246. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14247. * @param point the point to rotate around
  14248. * @param axis the axis to rotate around
  14249. * @param amount the amount to rotate in radians
  14250. * @returns the TransformNode
  14251. */
  14252. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14253. /**
  14254. * Translates the mesh along the axis vector for the passed distance in the given space.
  14255. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14256. * @param axis the axis to translate in
  14257. * @param distance the distance to translate
  14258. * @param space Space to rotate in (Default: local)
  14259. * @returns the TransformNode.
  14260. */
  14261. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14262. /**
  14263. * Adds a rotation step to the mesh current rotation.
  14264. * x, y, z are Euler angles expressed in radians.
  14265. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14266. * This means this rotation is made in the mesh local space only.
  14267. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14268. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14269. * ```javascript
  14270. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14271. * ```
  14272. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14273. * Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.
  14274. * @param x Rotation to add
  14275. * @param y Rotation to add
  14276. * @param z Rotation to add
  14277. * @returns the TransformNode.
  14278. */
  14279. addRotation(x: number, y: number, z: number): TransformNode;
  14280. /**
  14281. * @hidden
  14282. */
  14283. protected _getEffectiveParent(): Nullable<Node>;
  14284. /**
  14285. * Computes the world matrix of the node
  14286. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14287. * @returns the world matrix
  14288. */
  14289. computeWorldMatrix(force?: boolean): Matrix;
  14290. protected _afterComputeWorldMatrix(): void;
  14291. /**
  14292. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14293. * @param func callback function to add
  14294. *
  14295. * @returns the TransformNode.
  14296. */
  14297. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14298. /**
  14299. * Removes a registered callback function.
  14300. * @param func callback function to remove
  14301. * @returns the TransformNode.
  14302. */
  14303. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14304. /**
  14305. * Gets the position of the current mesh in camera space
  14306. * @param camera defines the camera to use
  14307. * @returns a position
  14308. */
  14309. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14310. /**
  14311. * Returns the distance from the mesh to the active camera
  14312. * @param camera defines the camera to use
  14313. * @returns the distance
  14314. */
  14315. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14316. /**
  14317. * Clone the current transform node
  14318. * @param name Name of the new clone
  14319. * @param newParent New parent for the clone
  14320. * @param doNotCloneChildren Do not clone children hierarchy
  14321. * @returns the new transform node
  14322. */
  14323. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14324. /**
  14325. * Serializes the objects information.
  14326. * @param currentSerializationObject defines the object to serialize in
  14327. * @returns the serialized object
  14328. */
  14329. serialize(currentSerializationObject?: any): any;
  14330. /**
  14331. * Returns a new TransformNode object parsed from the source provided.
  14332. * @param parsedTransformNode is the source.
  14333. * @param scene the scne the object belongs to
  14334. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14335. * @returns a new TransformNode object parsed from the source provided.
  14336. */
  14337. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14338. /**
  14339. * Get all child-transformNodes of this node
  14340. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  14341. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  14342. * @returns an array of TransformNode
  14343. */
  14344. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14345. /**
  14346. * Releases resources associated with this transform node.
  14347. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14348. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14349. */
  14350. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14351. /**
  14352. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14353. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14354. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14355. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14356. * @returns the current mesh
  14357. */
  14358. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14359. private _syncAbsoluteScalingAndRotation;
  14360. }
  14361. }
  14362. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14363. import { Observable } from "babylonjs/Misc/observable";
  14364. import { Nullable } from "babylonjs/types";
  14365. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14366. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14367. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14368. import { Ray } from "babylonjs/Culling/ray";
  14369. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14370. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14371. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14372. /**
  14373. * Defines the types of pose enabled controllers that are supported
  14374. */
  14375. export enum PoseEnabledControllerType {
  14376. /**
  14377. * HTC Vive
  14378. */
  14379. VIVE = 0,
  14380. /**
  14381. * Oculus Rift
  14382. */
  14383. OCULUS = 1,
  14384. /**
  14385. * Windows mixed reality
  14386. */
  14387. WINDOWS = 2,
  14388. /**
  14389. * Samsung gear VR
  14390. */
  14391. GEAR_VR = 3,
  14392. /**
  14393. * Google Daydream
  14394. */
  14395. DAYDREAM = 4,
  14396. /**
  14397. * Generic
  14398. */
  14399. GENERIC = 5
  14400. }
  14401. /**
  14402. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14403. */
  14404. export interface MutableGamepadButton {
  14405. /**
  14406. * Value of the button/trigger
  14407. */
  14408. value: number;
  14409. /**
  14410. * If the button/trigger is currently touched
  14411. */
  14412. touched: boolean;
  14413. /**
  14414. * If the button/trigger is currently pressed
  14415. */
  14416. pressed: boolean;
  14417. }
  14418. /**
  14419. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14420. * @hidden
  14421. */
  14422. export interface ExtendedGamepadButton extends GamepadButton {
  14423. /**
  14424. * If the button/trigger is currently pressed
  14425. */
  14426. readonly pressed: boolean;
  14427. /**
  14428. * If the button/trigger is currently touched
  14429. */
  14430. readonly touched: boolean;
  14431. /**
  14432. * Value of the button/trigger
  14433. */
  14434. readonly value: number;
  14435. }
  14436. /** @hidden */
  14437. export interface _GamePadFactory {
  14438. /**
  14439. * Returns wether or not the current gamepad can be created for this type of controller.
  14440. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14441. * @returns true if it can be created, otherwise false
  14442. */
  14443. canCreate(gamepadInfo: any): boolean;
  14444. /**
  14445. * Creates a new instance of the Gamepad.
  14446. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14447. * @returns the new gamepad instance
  14448. */
  14449. create(gamepadInfo: any): Gamepad;
  14450. }
  14451. /**
  14452. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14453. */
  14454. export class PoseEnabledControllerHelper {
  14455. /** @hidden */
  14456. static _ControllerFactories: _GamePadFactory[];
  14457. /** @hidden */
  14458. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14459. /**
  14460. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14461. * @param vrGamepad the gamepad to initialized
  14462. * @returns a vr controller of the type the gamepad identified as
  14463. */
  14464. static InitiateController(vrGamepad: any): Gamepad;
  14465. }
  14466. /**
  14467. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14468. */
  14469. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14470. /**
  14471. * If the controller is used in a webXR session
  14472. */
  14473. isXR: boolean;
  14474. private _deviceRoomPosition;
  14475. private _deviceRoomRotationQuaternion;
  14476. /**
  14477. * The device position in babylon space
  14478. */
  14479. devicePosition: Vector3;
  14480. /**
  14481. * The device rotation in babylon space
  14482. */
  14483. deviceRotationQuaternion: Quaternion;
  14484. /**
  14485. * The scale factor of the device in babylon space
  14486. */
  14487. deviceScaleFactor: number;
  14488. /**
  14489. * (Likely devicePosition should be used instead) The device position in its room space
  14490. */
  14491. position: Vector3;
  14492. /**
  14493. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14494. */
  14495. rotationQuaternion: Quaternion;
  14496. /**
  14497. * The type of controller (Eg. Windows mixed reality)
  14498. */
  14499. controllerType: PoseEnabledControllerType;
  14500. protected _calculatedPosition: Vector3;
  14501. private _calculatedRotation;
  14502. /**
  14503. * The raw pose from the device
  14504. */
  14505. rawPose: DevicePose;
  14506. private _trackPosition;
  14507. private _maxRotationDistFromHeadset;
  14508. private _draggedRoomRotation;
  14509. /**
  14510. * @hidden
  14511. */
  14512. _disableTrackPosition(fixedPosition: Vector3): void;
  14513. /**
  14514. * Internal, the mesh attached to the controller
  14515. * @hidden
  14516. */
  14517. _mesh: Nullable<AbstractMesh>;
  14518. private _poseControlledCamera;
  14519. private _leftHandSystemQuaternion;
  14520. /**
  14521. * Internal, matrix used to convert room space to babylon space
  14522. * @hidden
  14523. */
  14524. _deviceToWorld: Matrix;
  14525. /**
  14526. * Node to be used when casting a ray from the controller
  14527. * @hidden
  14528. */
  14529. _pointingPoseNode: Nullable<TransformNode>;
  14530. /**
  14531. * Name of the child mesh that can be used to cast a ray from the controller
  14532. */
  14533. static readonly POINTING_POSE: string;
  14534. /**
  14535. * Creates a new PoseEnabledController from a gamepad
  14536. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14537. */
  14538. constructor(browserGamepad: any);
  14539. private _workingMatrix;
  14540. /**
  14541. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14542. */
  14543. update(): void;
  14544. /**
  14545. * Updates only the pose device and mesh without doing any button event checking
  14546. */
  14547. protected _updatePoseAndMesh(): void;
  14548. /**
  14549. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14550. * @param poseData raw pose fromthe device
  14551. */
  14552. updateFromDevice(poseData: DevicePose): void;
  14553. /**
  14554. * @hidden
  14555. */
  14556. _meshAttachedObservable: Observable<AbstractMesh>;
  14557. /**
  14558. * Attaches a mesh to the controller
  14559. * @param mesh the mesh to be attached
  14560. */
  14561. attachToMesh(mesh: AbstractMesh): void;
  14562. /**
  14563. * Attaches the controllers mesh to a camera
  14564. * @param camera the camera the mesh should be attached to
  14565. */
  14566. attachToPoseControlledCamera(camera: TargetCamera): void;
  14567. /**
  14568. * Disposes of the controller
  14569. */
  14570. dispose(): void;
  14571. /**
  14572. * The mesh that is attached to the controller
  14573. */
  14574. readonly mesh: Nullable<AbstractMesh>;
  14575. /**
  14576. * Gets the ray of the controller in the direction the controller is pointing
  14577. * @param length the length the resulting ray should be
  14578. * @returns a ray in the direction the controller is pointing
  14579. */
  14580. getForwardRay(length?: number): Ray;
  14581. }
  14582. }
  14583. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14584. import { Observable } from "babylonjs/Misc/observable";
  14585. import { Scene } from "babylonjs/scene";
  14586. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14587. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14588. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14589. /**
  14590. * Defines the WebVRController object that represents controllers tracked in 3D space
  14591. */
  14592. export abstract class WebVRController extends PoseEnabledController {
  14593. /**
  14594. * Internal, the default controller model for the controller
  14595. */
  14596. protected _defaultModel: AbstractMesh;
  14597. /**
  14598. * Fired when the trigger state has changed
  14599. */
  14600. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14601. /**
  14602. * Fired when the main button state has changed
  14603. */
  14604. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14605. /**
  14606. * Fired when the secondary button state has changed
  14607. */
  14608. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14609. /**
  14610. * Fired when the pad state has changed
  14611. */
  14612. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14613. /**
  14614. * Fired when controllers stick values have changed
  14615. */
  14616. onPadValuesChangedObservable: Observable<StickValues>;
  14617. /**
  14618. * Array of button availible on the controller
  14619. */
  14620. protected _buttons: Array<MutableGamepadButton>;
  14621. private _onButtonStateChange;
  14622. /**
  14623. * Fired when a controller button's state has changed
  14624. * @param callback the callback containing the button that was modified
  14625. */
  14626. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14627. /**
  14628. * X and Y axis corresponding to the controllers joystick
  14629. */
  14630. pad: StickValues;
  14631. /**
  14632. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14633. */
  14634. hand: string;
  14635. /**
  14636. * The default controller model for the controller
  14637. */
  14638. readonly defaultModel: AbstractMesh;
  14639. /**
  14640. * Creates a new WebVRController from a gamepad
  14641. * @param vrGamepad the gamepad that the WebVRController should be created from
  14642. */
  14643. constructor(vrGamepad: any);
  14644. /**
  14645. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14646. */
  14647. update(): void;
  14648. /**
  14649. * Function to be called when a button is modified
  14650. */
  14651. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14652. /**
  14653. * Loads a mesh and attaches it to the controller
  14654. * @param scene the scene the mesh should be added to
  14655. * @param meshLoaded callback for when the mesh has been loaded
  14656. */
  14657. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14658. private _setButtonValue;
  14659. private _changes;
  14660. private _checkChanges;
  14661. /**
  14662. * Disposes of th webVRCOntroller
  14663. */
  14664. dispose(): void;
  14665. }
  14666. }
  14667. declare module "babylonjs/Lights/hemisphericLight" {
  14668. import { Nullable } from "babylonjs/types";
  14669. import { Scene } from "babylonjs/scene";
  14670. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14671. import { Color3 } from "babylonjs/Maths/math.color";
  14672. import { Effect } from "babylonjs/Materials/effect";
  14673. import { Light } from "babylonjs/Lights/light";
  14674. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  14675. /**
  14676. * The HemisphericLight simulates the ambient environment light,
  14677. * so the passed direction is the light reflection direction, not the incoming direction.
  14678. */
  14679. export class HemisphericLight extends Light {
  14680. /**
  14681. * The groundColor is the light in the opposite direction to the one specified during creation.
  14682. * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.
  14683. */
  14684. groundColor: Color3;
  14685. /**
  14686. * The light reflection direction, not the incoming direction.
  14687. */
  14688. direction: Vector3;
  14689. /**
  14690. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  14691. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  14692. * The HemisphericLight can't cast shadows.
  14693. * Documentation : https://doc.babylonjs.com/babylon101/lights
  14694. * @param name The friendly name of the light
  14695. * @param direction The direction of the light reflection
  14696. * @param scene The scene the light belongs to
  14697. */
  14698. constructor(name: string, direction: Vector3, scene: Scene);
  14699. protected _buildUniformLayout(): void;
  14700. /**
  14701. * Returns the string "HemisphericLight".
  14702. * @return The class name
  14703. */
  14704. getClassName(): string;
  14705. /**
  14706. * Sets the HemisphericLight direction towards the passed target (Vector3).
  14707. * Returns the updated direction.
  14708. * @param target The target the direction should point to
  14709. * @return The computed direction
  14710. */
  14711. setDirectionToTarget(target: Vector3): Vector3;
  14712. /**
  14713. * Returns the shadow generator associated to the light.
  14714. * @returns Always null for hemispheric lights because it does not support shadows.
  14715. */
  14716. getShadowGenerator(): Nullable<IShadowGenerator>;
  14717. /**
  14718. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  14719. * @param effect The effect to update
  14720. * @param lightIndex The index of the light in the effect to update
  14721. * @returns The hemispheric light
  14722. */
  14723. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  14724. /**
  14725. * Computes the world matrix of the node
  14726. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14727. * @param useWasUpdatedFlag defines a reserved property
  14728. * @returns the world matrix
  14729. */
  14730. computeWorldMatrix(): Matrix;
  14731. /**
  14732. * Returns the integer 3.
  14733. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  14734. */
  14735. getTypeID(): number;
  14736. /**
  14737. * Prepares the list of defines specific to the light type.
  14738. * @param defines the list of defines
  14739. * @param lightIndex defines the index of the light for the effect
  14740. */
  14741. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  14742. }
  14743. }
  14744. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  14745. /** @hidden */
  14746. export var vrMultiviewToSingleviewPixelShader: {
  14747. name: string;
  14748. shader: string;
  14749. };
  14750. }
  14751. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  14752. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14753. import { Scene } from "babylonjs/scene";
  14754. /**
  14755. * Renders to multiple views with a single draw call
  14756. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  14757. */
  14758. export class MultiviewRenderTarget extends RenderTargetTexture {
  14759. /**
  14760. * Creates a multiview render target
  14761. * @param scene scene used with the render target
  14762. * @param size the size of the render target (used for each view)
  14763. */
  14764. constructor(scene: Scene, size?: number | {
  14765. width: number;
  14766. height: number;
  14767. } | {
  14768. ratio: number;
  14769. });
  14770. /**
  14771. * @hidden
  14772. * @param faceIndex the face index, if its a cube texture
  14773. */
  14774. _bindFrameBuffer(faceIndex?: number): void;
  14775. /**
  14776. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  14777. * @returns the view count
  14778. */
  14779. getViewCount(): number;
  14780. }
  14781. }
  14782. declare module "babylonjs/Maths/math.frustum" {
  14783. import { Matrix } from "babylonjs/Maths/math.vector";
  14784. import { DeepImmutable } from "babylonjs/types";
  14785. import { Plane } from "babylonjs/Maths/math.plane";
  14786. /**
  14787. * Reprasents a camera frustum
  14788. */
  14789. export class Frustum {
  14790. /**
  14791. * Gets the planes representing the frustum
  14792. * @param transform matrix to be applied to the returned planes
  14793. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  14794. */
  14795. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  14796. /**
  14797. * Gets the near frustum plane transformed by the transform matrix
  14798. * @param transform transformation matrix to be applied to the resulting frustum plane
  14799. * @param frustumPlane the resuling frustum plane
  14800. */
  14801. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14802. /**
  14803. * Gets the far frustum plane transformed by the transform matrix
  14804. * @param transform transformation matrix to be applied to the resulting frustum plane
  14805. * @param frustumPlane the resuling frustum plane
  14806. */
  14807. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14808. /**
  14809. * Gets the left frustum plane transformed by the transform matrix
  14810. * @param transform transformation matrix to be applied to the resulting frustum plane
  14811. * @param frustumPlane the resuling frustum plane
  14812. */
  14813. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14814. /**
  14815. * Gets the right frustum plane transformed by the transform matrix
  14816. * @param transform transformation matrix to be applied to the resulting frustum plane
  14817. * @param frustumPlane the resuling frustum plane
  14818. */
  14819. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14820. /**
  14821. * Gets the top frustum plane transformed by the transform matrix
  14822. * @param transform transformation matrix to be applied to the resulting frustum plane
  14823. * @param frustumPlane the resuling frustum plane
  14824. */
  14825. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14826. /**
  14827. * Gets the bottom frustum plane transformed by the transform matrix
  14828. * @param transform transformation matrix to be applied to the resulting frustum plane
  14829. * @param frustumPlane the resuling frustum plane
  14830. */
  14831. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14832. /**
  14833. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  14834. * @param transform transformation matrix to be applied to the resulting frustum planes
  14835. * @param frustumPlanes the resuling frustum planes
  14836. */
  14837. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  14838. }
  14839. }
  14840. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  14841. import { Camera } from "babylonjs/Cameras/camera";
  14842. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  14843. import { Nullable } from "babylonjs/types";
  14844. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14845. import { Matrix } from "babylonjs/Maths/math.vector";
  14846. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  14847. module "babylonjs/Engines/engine" {
  14848. interface Engine {
  14849. /**
  14850. * Creates a new multiview render target
  14851. * @param width defines the width of the texture
  14852. * @param height defines the height of the texture
  14853. * @returns the created multiview texture
  14854. */
  14855. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  14856. /**
  14857. * Binds a multiview framebuffer to be drawn to
  14858. * @param multiviewTexture texture to bind
  14859. */
  14860. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  14861. }
  14862. }
  14863. module "babylonjs/Cameras/camera" {
  14864. interface Camera {
  14865. /**
  14866. * @hidden
  14867. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  14868. */
  14869. _useMultiviewToSingleView: boolean;
  14870. /**
  14871. * @hidden
  14872. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  14873. */
  14874. _multiviewTexture: Nullable<RenderTargetTexture>;
  14875. /**
  14876. * @hidden
  14877. * ensures the multiview texture of the camera exists and has the specified width/height
  14878. * @param width height to set on the multiview texture
  14879. * @param height width to set on the multiview texture
  14880. */
  14881. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  14882. }
  14883. }
  14884. module "babylonjs/scene" {
  14885. interface Scene {
  14886. /** @hidden */
  14887. _transformMatrixR: Matrix;
  14888. /** @hidden */
  14889. _multiviewSceneUbo: Nullable<UniformBuffer>;
  14890. /** @hidden */
  14891. _createMultiviewUbo(): void;
  14892. /** @hidden */
  14893. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  14894. /** @hidden */
  14895. _renderMultiviewToSingleView(camera: Camera): void;
  14896. }
  14897. }
  14898. }
  14899. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  14900. import { Camera } from "babylonjs/Cameras/camera";
  14901. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  14902. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  14903. import "babylonjs/Engines/Extensions/engine.multiview";
  14904. /**
  14905. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  14906. * This will not be used for webXR as it supports displaying texture arrays directly
  14907. */
  14908. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  14909. /**
  14910. * Initializes a VRMultiviewToSingleview
  14911. * @param name name of the post process
  14912. * @param camera camera to be applied to
  14913. * @param scaleFactor scaling factor to the size of the output texture
  14914. */
  14915. constructor(name: string, camera: Camera, scaleFactor: number);
  14916. }
  14917. }
  14918. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  14919. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  14920. import { Nullable } from "babylonjs/types";
  14921. import { Size } from "babylonjs/Maths/math.size";
  14922. import { Observable } from "babylonjs/Misc/observable";
  14923. module "babylonjs/Engines/engine" {
  14924. interface Engine {
  14925. /** @hidden */
  14926. _vrDisplay: any;
  14927. /** @hidden */
  14928. _vrSupported: boolean;
  14929. /** @hidden */
  14930. _oldSize: Size;
  14931. /** @hidden */
  14932. _oldHardwareScaleFactor: number;
  14933. /** @hidden */
  14934. _vrExclusivePointerMode: boolean;
  14935. /** @hidden */
  14936. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  14937. /** @hidden */
  14938. _onVRDisplayPointerRestricted: () => void;
  14939. /** @hidden */
  14940. _onVRDisplayPointerUnrestricted: () => void;
  14941. /** @hidden */
  14942. _onVrDisplayConnect: Nullable<(display: any) => void>;
  14943. /** @hidden */
  14944. _onVrDisplayDisconnect: Nullable<() => void>;
  14945. /** @hidden */
  14946. _onVrDisplayPresentChange: Nullable<() => void>;
  14947. /**
  14948. * Observable signaled when VR display mode changes
  14949. */
  14950. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  14951. /**
  14952. * Observable signaled when VR request present is complete
  14953. */
  14954. onVRRequestPresentComplete: Observable<boolean>;
  14955. /**
  14956. * Observable signaled when VR request present starts
  14957. */
  14958. onVRRequestPresentStart: Observable<Engine>;
  14959. /**
  14960. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  14961. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  14962. */
  14963. isInVRExclusivePointerMode: boolean;
  14964. /**
  14965. * Gets a boolean indicating if a webVR device was detected
  14966. * @returns true if a webVR device was detected
  14967. */
  14968. isVRDevicePresent(): boolean;
  14969. /**
  14970. * Gets the current webVR device
  14971. * @returns the current webVR device (or null)
  14972. */
  14973. getVRDevice(): any;
  14974. /**
  14975. * Initializes a webVR display and starts listening to display change events
  14976. * The onVRDisplayChangedObservable will be notified upon these changes
  14977. * @returns A promise containing a VRDisplay and if vr is supported
  14978. */
  14979. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  14980. /** @hidden */
  14981. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  14982. /**
  14983. * Call this function to switch to webVR mode
  14984. * Will do nothing if webVR is not supported or if there is no webVR device
  14985. * @see http://doc.babylonjs.com/how_to/webvr_camera
  14986. */
  14987. enableVR(): void;
  14988. /** @hidden */
  14989. _onVRFullScreenTriggered(): void;
  14990. }
  14991. }
  14992. }
  14993. declare module "babylonjs/Cameras/VR/webVRCamera" {
  14994. import { Nullable } from "babylonjs/types";
  14995. import { Observable } from "babylonjs/Misc/observable";
  14996. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  14997. import { Scene } from "babylonjs/scene";
  14998. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14999. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15000. import { Node } from "babylonjs/node";
  15001. import { Ray } from "babylonjs/Culling/ray";
  15002. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15003. import "babylonjs/Engines/Extensions/engine.webVR";
  15004. /**
  15005. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15006. * IMPORTANT!! The data is right-hand data.
  15007. * @export
  15008. * @interface DevicePose
  15009. */
  15010. export interface DevicePose {
  15011. /**
  15012. * The position of the device, values in array are [x,y,z].
  15013. */
  15014. readonly position: Nullable<Float32Array>;
  15015. /**
  15016. * The linearVelocity of the device, values in array are [x,y,z].
  15017. */
  15018. readonly linearVelocity: Nullable<Float32Array>;
  15019. /**
  15020. * The linearAcceleration of the device, values in array are [x,y,z].
  15021. */
  15022. readonly linearAcceleration: Nullable<Float32Array>;
  15023. /**
  15024. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15025. */
  15026. readonly orientation: Nullable<Float32Array>;
  15027. /**
  15028. * The angularVelocity of the device, values in array are [x,y,z].
  15029. */
  15030. readonly angularVelocity: Nullable<Float32Array>;
  15031. /**
  15032. * The angularAcceleration of the device, values in array are [x,y,z].
  15033. */
  15034. readonly angularAcceleration: Nullable<Float32Array>;
  15035. }
  15036. /**
  15037. * Interface representing a pose controlled object in Babylon.
  15038. * A pose controlled object has both regular pose values as well as pose values
  15039. * from an external device such as a VR head mounted display
  15040. */
  15041. export interface PoseControlled {
  15042. /**
  15043. * The position of the object in babylon space.
  15044. */
  15045. position: Vector3;
  15046. /**
  15047. * The rotation quaternion of the object in babylon space.
  15048. */
  15049. rotationQuaternion: Quaternion;
  15050. /**
  15051. * The position of the device in babylon space.
  15052. */
  15053. devicePosition?: Vector3;
  15054. /**
  15055. * The rotation quaternion of the device in babylon space.
  15056. */
  15057. deviceRotationQuaternion: Quaternion;
  15058. /**
  15059. * The raw pose coming from the device.
  15060. */
  15061. rawPose: Nullable<DevicePose>;
  15062. /**
  15063. * The scale of the device to be used when translating from device space to babylon space.
  15064. */
  15065. deviceScaleFactor: number;
  15066. /**
  15067. * Updates the poseControlled values based on the input device pose.
  15068. * @param poseData the pose data to update the object with
  15069. */
  15070. updateFromDevice(poseData: DevicePose): void;
  15071. }
  15072. /**
  15073. * Set of options to customize the webVRCamera
  15074. */
  15075. export interface WebVROptions {
  15076. /**
  15077. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15078. */
  15079. trackPosition?: boolean;
  15080. /**
  15081. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15082. */
  15083. positionScale?: number;
  15084. /**
  15085. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15086. */
  15087. displayName?: string;
  15088. /**
  15089. * Should the native controller meshes be initialized. (default: true)
  15090. */
  15091. controllerMeshes?: boolean;
  15092. /**
  15093. * Creating a default HemiLight only on controllers. (default: true)
  15094. */
  15095. defaultLightingOnControllers?: boolean;
  15096. /**
  15097. * If you don't want to use the default VR button of the helper. (default: false)
  15098. */
  15099. useCustomVRButton?: boolean;
  15100. /**
  15101. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15102. */
  15103. customVRButton?: HTMLButtonElement;
  15104. /**
  15105. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15106. */
  15107. rayLength?: number;
  15108. /**
  15109. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15110. */
  15111. defaultHeight?: number;
  15112. /**
  15113. * If multiview should be used if availible (default: false)
  15114. */
  15115. useMultiview?: boolean;
  15116. }
  15117. /**
  15118. * This represents a WebVR camera.
  15119. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15120. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15121. */
  15122. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15123. private webVROptions;
  15124. /**
  15125. * @hidden
  15126. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15127. */
  15128. _vrDevice: any;
  15129. /**
  15130. * The rawPose of the vrDevice.
  15131. */
  15132. rawPose: Nullable<DevicePose>;
  15133. private _onVREnabled;
  15134. private _specsVersion;
  15135. private _attached;
  15136. private _frameData;
  15137. protected _descendants: Array<Node>;
  15138. private _deviceRoomPosition;
  15139. /** @hidden */
  15140. _deviceRoomRotationQuaternion: Quaternion;
  15141. private _standingMatrix;
  15142. /**
  15143. * Represents device position in babylon space.
  15144. */
  15145. devicePosition: Vector3;
  15146. /**
  15147. * Represents device rotation in babylon space.
  15148. */
  15149. deviceRotationQuaternion: Quaternion;
  15150. /**
  15151. * The scale of the device to be used when translating from device space to babylon space.
  15152. */
  15153. deviceScaleFactor: number;
  15154. private _deviceToWorld;
  15155. private _worldToDevice;
  15156. /**
  15157. * References to the webVR controllers for the vrDevice.
  15158. */
  15159. controllers: Array<WebVRController>;
  15160. /**
  15161. * Emits an event when a controller is attached.
  15162. */
  15163. onControllersAttachedObservable: Observable<WebVRController[]>;
  15164. /**
  15165. * Emits an event when a controller's mesh has been loaded;
  15166. */
  15167. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15168. /**
  15169. * Emits an event when the HMD's pose has been updated.
  15170. */
  15171. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15172. private _poseSet;
  15173. /**
  15174. * If the rig cameras be used as parent instead of this camera.
  15175. */
  15176. rigParenting: boolean;
  15177. private _lightOnControllers;
  15178. private _defaultHeight?;
  15179. /**
  15180. * Instantiates a WebVRFreeCamera.
  15181. * @param name The name of the WebVRFreeCamera
  15182. * @param position The starting anchor position for the camera
  15183. * @param scene The scene the camera belongs to
  15184. * @param webVROptions a set of customizable options for the webVRCamera
  15185. */
  15186. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15187. /**
  15188. * Gets the device distance from the ground in meters.
  15189. * @returns the distance in meters from the vrDevice to ground in device space. If standing matrix is not supported for the vrDevice 0 is returned.
  15190. */
  15191. deviceDistanceToRoomGround(): number;
  15192. /**
  15193. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15194. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15195. */
  15196. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15197. /**
  15198. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15199. * @returns A promise with a boolean set to if the standing matrix is supported.
  15200. */
  15201. useStandingMatrixAsync(): Promise<boolean>;
  15202. /**
  15203. * Disposes the camera
  15204. */
  15205. dispose(): void;
  15206. /**
  15207. * Gets a vrController by name.
  15208. * @param name The name of the controller to retreive
  15209. * @returns the controller matching the name specified or null if not found
  15210. */
  15211. getControllerByName(name: string): Nullable<WebVRController>;
  15212. private _leftController;
  15213. /**
  15214. * The controller corresponding to the users left hand.
  15215. */
  15216. readonly leftController: Nullable<WebVRController>;
  15217. private _rightController;
  15218. /**
  15219. * The controller corresponding to the users right hand.
  15220. */
  15221. readonly rightController: Nullable<WebVRController>;
  15222. /**
  15223. * Casts a ray forward from the vrCamera's gaze.
  15224. * @param length Length of the ray (default: 100)
  15225. * @returns the ray corresponding to the gaze
  15226. */
  15227. getForwardRay(length?: number): Ray;
  15228. /**
  15229. * @hidden
  15230. * Updates the camera based on device's frame data
  15231. */
  15232. _checkInputs(): void;
  15233. /**
  15234. * Updates the poseControlled values based on the input device pose.
  15235. * @param poseData Pose coming from the device
  15236. */
  15237. updateFromDevice(poseData: DevicePose): void;
  15238. private _htmlElementAttached;
  15239. private _detachIfAttached;
  15240. /**
  15241. * WebVR's attach control will start broadcasting frames to the device.
  15242. * Note that in certain browsers (chrome for example) this function must be called
  15243. * within a user-interaction callback. Example:
  15244. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15245. *
  15246. * @param element html element to attach the vrDevice to
  15247. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15248. */
  15249. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15250. /**
  15251. * Detaches the camera from the html element and disables VR
  15252. *
  15253. * @param element html element to detach from
  15254. */
  15255. detachControl(element: HTMLElement): void;
  15256. /**
  15257. * @returns the name of this class
  15258. */
  15259. getClassName(): string;
  15260. /**
  15261. * Calls resetPose on the vrDisplay
  15262. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15263. */
  15264. resetToCurrentRotation(): void;
  15265. /**
  15266. * @hidden
  15267. * Updates the rig cameras (left and right eye)
  15268. */
  15269. _updateRigCameras(): void;
  15270. private _workingVector;
  15271. private _oneVector;
  15272. private _workingMatrix;
  15273. private updateCacheCalled;
  15274. private _correctPositionIfNotTrackPosition;
  15275. /**
  15276. * @hidden
  15277. * Updates the cached values of the camera
  15278. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15279. */
  15280. _updateCache(ignoreParentClass?: boolean): void;
  15281. /**
  15282. * @hidden
  15283. * Get current device position in babylon world
  15284. */
  15285. _computeDevicePosition(): void;
  15286. /**
  15287. * Updates the current device position and rotation in the babylon world
  15288. */
  15289. update(): void;
  15290. /**
  15291. * @hidden
  15292. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15293. * @returns an identity matrix
  15294. */
  15295. _getViewMatrix(): Matrix;
  15296. private _tmpMatrix;
  15297. /**
  15298. * This function is called by the two RIG cameras.
  15299. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15300. * @hidden
  15301. */
  15302. _getWebVRViewMatrix(): Matrix;
  15303. /** @hidden */
  15304. _getWebVRProjectionMatrix(): Matrix;
  15305. private _onGamepadConnectedObserver;
  15306. private _onGamepadDisconnectedObserver;
  15307. private _updateCacheWhenTrackingDisabledObserver;
  15308. /**
  15309. * Initializes the controllers and their meshes
  15310. */
  15311. initControllers(): void;
  15312. }
  15313. }
  15314. declare module "babylonjs/PostProcesses/postProcess" {
  15315. import { Nullable } from "babylonjs/types";
  15316. import { SmartArray } from "babylonjs/Misc/smartArray";
  15317. import { Observable } from "babylonjs/Misc/observable";
  15318. import { Vector2 } from "babylonjs/Maths/math.vector";
  15319. import { Camera } from "babylonjs/Cameras/camera";
  15320. import { Effect } from "babylonjs/Materials/effect";
  15321. import "babylonjs/Shaders/postprocess.vertex";
  15322. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15323. import { Engine } from "babylonjs/Engines/engine";
  15324. import { Color4 } from "babylonjs/Maths/math.color";
  15325. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15326. /**
  15327. * Size options for a post process
  15328. */
  15329. export type PostProcessOptions = {
  15330. width: number;
  15331. height: number;
  15332. };
  15333. /**
  15334. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15335. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15336. */
  15337. export class PostProcess {
  15338. /** Name of the PostProcess. */
  15339. name: string;
  15340. /**
  15341. * Gets or sets the unique id of the post process
  15342. */
  15343. uniqueId: number;
  15344. /**
  15345. * Width of the texture to apply the post process on
  15346. */
  15347. width: number;
  15348. /**
  15349. * Height of the texture to apply the post process on
  15350. */
  15351. height: number;
  15352. /**
  15353. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15354. * @hidden
  15355. */
  15356. _outputTexture: Nullable<InternalTexture>;
  15357. /**
  15358. * Sampling mode used by the shader
  15359. * See https://doc.babylonjs.com/classes/3.1/texture
  15360. */
  15361. renderTargetSamplingMode: number;
  15362. /**
  15363. * Clear color to use when screen clearing
  15364. */
  15365. clearColor: Color4;
  15366. /**
  15367. * If the buffer needs to be cleared before applying the post process. (default: true)
  15368. * Should be set to false if shader will overwrite all previous pixels.
  15369. */
  15370. autoClear: boolean;
  15371. /**
  15372. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15373. */
  15374. alphaMode: number;
  15375. /**
  15376. * Sets the setAlphaBlendConstants of the babylon engine
  15377. */
  15378. alphaConstants: Color4;
  15379. /**
  15380. * Animations to be used for the post processing
  15381. */
  15382. animations: import("babylonjs/Animations/animation").Animation[];
  15383. /**
  15384. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15385. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15386. */
  15387. enablePixelPerfectMode: boolean;
  15388. /**
  15389. * Force the postprocess to be applied without taking in account viewport
  15390. */
  15391. forceFullscreenViewport: boolean;
  15392. /**
  15393. * List of inspectable custom properties (used by the Inspector)
  15394. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15395. */
  15396. inspectableCustomProperties: IInspectable[];
  15397. /**
  15398. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15399. *
  15400. * | Value | Type | Description |
  15401. * | ----- | ----------------------------------- | ----------- |
  15402. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15403. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15404. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15405. *
  15406. */
  15407. scaleMode: number;
  15408. /**
  15409. * Force textures to be a power of two (default: false)
  15410. */
  15411. alwaysForcePOT: boolean;
  15412. private _samples;
  15413. /**
  15414. * Number of sample textures (default: 1)
  15415. */
  15416. samples: number;
  15417. /**
  15418. * Modify the scale of the post process to be the same as the viewport (default: false)
  15419. */
  15420. adaptScaleToCurrentViewport: boolean;
  15421. private _camera;
  15422. private _scene;
  15423. private _engine;
  15424. private _options;
  15425. private _reusable;
  15426. private _textureType;
  15427. /**
  15428. * Smart array of input and output textures for the post process.
  15429. * @hidden
  15430. */
  15431. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15432. /**
  15433. * The index in _textures that corresponds to the output texture.
  15434. * @hidden
  15435. */
  15436. _currentRenderTextureInd: number;
  15437. private _effect;
  15438. private _samplers;
  15439. private _fragmentUrl;
  15440. private _vertexUrl;
  15441. private _parameters;
  15442. private _scaleRatio;
  15443. protected _indexParameters: any;
  15444. private _shareOutputWithPostProcess;
  15445. private _texelSize;
  15446. private _forcedOutputTexture;
  15447. /**
  15448. * Returns the fragment url or shader name used in the post process.
  15449. * @returns the fragment url or name in the shader store.
  15450. */
  15451. getEffectName(): string;
  15452. /**
  15453. * An event triggered when the postprocess is activated.
  15454. */
  15455. onActivateObservable: Observable<Camera>;
  15456. private _onActivateObserver;
  15457. /**
  15458. * A function that is added to the onActivateObservable
  15459. */
  15460. onActivate: Nullable<(camera: Camera) => void>;
  15461. /**
  15462. * An event triggered when the postprocess changes its size.
  15463. */
  15464. onSizeChangedObservable: Observable<PostProcess>;
  15465. private _onSizeChangedObserver;
  15466. /**
  15467. * A function that is added to the onSizeChangedObservable
  15468. */
  15469. onSizeChanged: (postProcess: PostProcess) => void;
  15470. /**
  15471. * An event triggered when the postprocess applies its effect.
  15472. */
  15473. onApplyObservable: Observable<Effect>;
  15474. private _onApplyObserver;
  15475. /**
  15476. * A function that is added to the onApplyObservable
  15477. */
  15478. onApply: (effect: Effect) => void;
  15479. /**
  15480. * An event triggered before rendering the postprocess
  15481. */
  15482. onBeforeRenderObservable: Observable<Effect>;
  15483. private _onBeforeRenderObserver;
  15484. /**
  15485. * A function that is added to the onBeforeRenderObservable
  15486. */
  15487. onBeforeRender: (effect: Effect) => void;
  15488. /**
  15489. * An event triggered after rendering the postprocess
  15490. */
  15491. onAfterRenderObservable: Observable<Effect>;
  15492. private _onAfterRenderObserver;
  15493. /**
  15494. * A function that is added to the onAfterRenderObservable
  15495. */
  15496. onAfterRender: (efect: Effect) => void;
  15497. /**
  15498. * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will
  15499. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15500. */
  15501. inputTexture: InternalTexture;
  15502. /**
  15503. * Gets the camera which post process is applied to.
  15504. * @returns The camera the post process is applied to.
  15505. */
  15506. getCamera(): Camera;
  15507. /**
  15508. * Gets the texel size of the postprocess.
  15509. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15510. */
  15511. readonly texelSize: Vector2;
  15512. /**
  15513. * Creates a new instance PostProcess
  15514. * @param name The name of the PostProcess.
  15515. * @param fragmentUrl The url of the fragment shader to be used.
  15516. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15517. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15518. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15519. * @param camera The camera to apply the render pass to.
  15520. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15521. * @param engine The engine which the post process will be applied. (default: current engine)
  15522. * @param reusable If the post process can be reused on the same frame. (default: false)
  15523. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15524. * @param textureType Type of textures used when performing the post process. (default: 0)
  15525. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15526. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15527. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15528. */
  15529. constructor(
  15530. /** Name of the PostProcess. */
  15531. name: string, fragmentUrl: string, parameters: Nullable<string[]>, samplers: Nullable<string[]>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, defines?: Nullable<string>, textureType?: number, vertexUrl?: string, indexParameters?: any, blockCompilation?: boolean);
  15532. /**
  15533. * Gets a string idenfifying the name of the class
  15534. * @returns "PostProcess" string
  15535. */
  15536. getClassName(): string;
  15537. /**
  15538. * Gets the engine which this post process belongs to.
  15539. * @returns The engine the post process was enabled with.
  15540. */
  15541. getEngine(): Engine;
  15542. /**
  15543. * The effect that is created when initializing the post process.
  15544. * @returns The created effect corresponding the the postprocess.
  15545. */
  15546. getEffect(): Effect;
  15547. /**
  15548. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15549. * @param postProcess The post process to share the output with.
  15550. * @returns This post process.
  15551. */
  15552. shareOutputWith(postProcess: PostProcess): PostProcess;
  15553. /**
  15554. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15555. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15556. */
  15557. useOwnOutput(): void;
  15558. /**
  15559. * Updates the effect with the current post process compile time values and recompiles the shader.
  15560. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15561. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15562. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15563. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15564. * @param onCompiled Called when the shader has been compiled.
  15565. * @param onError Called if there is an error when compiling a shader.
  15566. */
  15567. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15568. /**
  15569. * The post process is reusable if it can be used multiple times within one frame.
  15570. * @returns If the post process is reusable
  15571. */
  15572. isReusable(): boolean;
  15573. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15574. markTextureDirty(): void;
  15575. /**
  15576. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15577. * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.
  15578. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15579. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15580. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15581. * @returns The target texture that was bound to be written to.
  15582. */
  15583. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15584. /**
  15585. * If the post process is supported.
  15586. */
  15587. readonly isSupported: boolean;
  15588. /**
  15589. * The aspect ratio of the output texture.
  15590. */
  15591. readonly aspectRatio: number;
  15592. /**
  15593. * Get a value indicating if the post-process is ready to be used
  15594. * @returns true if the post-process is ready (shader is compiled)
  15595. */
  15596. isReady(): boolean;
  15597. /**
  15598. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15599. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15600. */
  15601. apply(): Nullable<Effect>;
  15602. private _disposeTextures;
  15603. /**
  15604. * Disposes the post process.
  15605. * @param camera The camera to dispose the post process on.
  15606. */
  15607. dispose(camera?: Camera): void;
  15608. }
  15609. }
  15610. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15611. /** @hidden */
  15612. export var kernelBlurVaryingDeclaration: {
  15613. name: string;
  15614. shader: string;
  15615. };
  15616. }
  15617. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15618. /** @hidden */
  15619. export var kernelBlurFragment: {
  15620. name: string;
  15621. shader: string;
  15622. };
  15623. }
  15624. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15625. /** @hidden */
  15626. export var kernelBlurFragment2: {
  15627. name: string;
  15628. shader: string;
  15629. };
  15630. }
  15631. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15632. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15633. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15634. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15635. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15636. /** @hidden */
  15637. export var kernelBlurPixelShader: {
  15638. name: string;
  15639. shader: string;
  15640. };
  15641. }
  15642. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15643. /** @hidden */
  15644. export var kernelBlurVertex: {
  15645. name: string;
  15646. shader: string;
  15647. };
  15648. }
  15649. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15650. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15651. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  15652. /** @hidden */
  15653. export var kernelBlurVertexShader: {
  15654. name: string;
  15655. shader: string;
  15656. };
  15657. }
  15658. declare module "babylonjs/PostProcesses/blurPostProcess" {
  15659. import { Vector2 } from "babylonjs/Maths/math.vector";
  15660. import { Nullable } from "babylonjs/types";
  15661. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  15662. import { Camera } from "babylonjs/Cameras/camera";
  15663. import { Effect } from "babylonjs/Materials/effect";
  15664. import { Engine } from "babylonjs/Engines/engine";
  15665. import "babylonjs/Shaders/kernelBlur.fragment";
  15666. import "babylonjs/Shaders/kernelBlur.vertex";
  15667. /**
  15668. * The Blur Post Process which blurs an image based on a kernel and direction.
  15669. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  15670. */
  15671. export class BlurPostProcess extends PostProcess {
  15672. /** The direction in which to blur the image. */
  15673. direction: Vector2;
  15674. private blockCompilation;
  15675. protected _kernel: number;
  15676. protected _idealKernel: number;
  15677. protected _packedFloat: boolean;
  15678. private _staticDefines;
  15679. /**
  15680. * Sets the length in pixels of the blur sample region
  15681. */
  15682. /**
  15683. * Gets the length in pixels of the blur sample region
  15684. */
  15685. kernel: number;
  15686. /**
  15687. * Sets wether or not the blur needs to unpack/repack floats
  15688. */
  15689. /**
  15690. * Gets wether or not the blur is unpacking/repacking floats
  15691. */
  15692. packedFloat: boolean;
  15693. /**
  15694. * Creates a new instance BlurPostProcess
  15695. * @param name The name of the effect.
  15696. * @param direction The direction in which to blur the image.
  15697. * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
  15698. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15699. * @param camera The camera to apply the render pass to.
  15700. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15701. * @param engine The engine which the post process will be applied. (default: current engine)
  15702. * @param reusable If the post process can be reused on the same frame. (default: false)
  15703. * @param textureType Type of textures used when performing the post process. (default: 0)
  15704. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  15705. */
  15706. constructor(name: string,
  15707. /** The direction in which to blur the image. */
  15708. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  15709. /**
  15710. * Updates the effect with the current post process compile time values and recompiles the shader.
  15711. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15712. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15713. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15714. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15715. * @param onCompiled Called when the shader has been compiled.
  15716. * @param onError Called if there is an error when compiling a shader.
  15717. */
  15718. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15719. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15720. /**
  15721. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  15722. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  15723. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  15724. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  15725. * The gaps between physical kernels are compensated for in the weighting of the samples
  15726. * @param idealKernel Ideal blur kernel.
  15727. * @return Nearest best kernel.
  15728. */
  15729. protected _nearestBestKernel(idealKernel: number): number;
  15730. /**
  15731. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  15732. * @param x The point on the Gaussian distribution to sample.
  15733. * @return the value of the Gaussian function at x.
  15734. */
  15735. protected _gaussianWeight(x: number): number;
  15736. /**
  15737. * Generates a string that can be used as a floating point number in GLSL.
  15738. * @param x Value to print.
  15739. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  15740. * @return GLSL float string.
  15741. */
  15742. protected _glslFloat(x: number, decimalFigures?: number): string;
  15743. }
  15744. }
  15745. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  15746. import { Scene } from "babylonjs/scene";
  15747. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15748. import { Plane } from "babylonjs/Maths/math.plane";
  15749. /**
  15750. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15751. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15752. * You can then easily use it as a reflectionTexture on a flat surface.
  15753. * In case the surface is not a plane, please consider relying on reflection probes.
  15754. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15755. */
  15756. export class MirrorTexture extends RenderTargetTexture {
  15757. private scene;
  15758. /**
  15759. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  15760. * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
  15761. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15762. */
  15763. mirrorPlane: Plane;
  15764. /**
  15765. * Define the blur ratio used to blur the reflection if needed.
  15766. */
  15767. blurRatio: number;
  15768. /**
  15769. * Define the adaptive blur kernel used to blur the reflection if needed.
  15770. * This will autocompute the closest best match for the `blurKernel`
  15771. */
  15772. adaptiveBlurKernel: number;
  15773. /**
  15774. * Define the blur kernel used to blur the reflection if needed.
  15775. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15776. */
  15777. blurKernel: number;
  15778. /**
  15779. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  15780. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15781. */
  15782. blurKernelX: number;
  15783. /**
  15784. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  15785. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15786. */
  15787. blurKernelY: number;
  15788. private _autoComputeBlurKernel;
  15789. protected _onRatioRescale(): void;
  15790. private _updateGammaSpace;
  15791. private _imageProcessingConfigChangeObserver;
  15792. private _transformMatrix;
  15793. private _mirrorMatrix;
  15794. private _savedViewMatrix;
  15795. private _blurX;
  15796. private _blurY;
  15797. private _adaptiveBlurKernel;
  15798. private _blurKernelX;
  15799. private _blurKernelY;
  15800. private _blurRatio;
  15801. /**
  15802. * Instantiates a Mirror Texture.
  15803. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15804. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15805. * You can then easily use it as a reflectionTexture on a flat surface.
  15806. * In case the surface is not a plane, please consider relying on reflection probes.
  15807. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15808. * @param name
  15809. * @param size
  15810. * @param scene
  15811. * @param generateMipMaps
  15812. * @param type
  15813. * @param samplingMode
  15814. * @param generateDepthBuffer
  15815. */
  15816. constructor(name: string, size: number | {
  15817. width: number;
  15818. height: number;
  15819. } | {
  15820. ratio: number;
  15821. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  15822. private _preparePostProcesses;
  15823. /**
  15824. * Clone the mirror texture.
  15825. * @returns the cloned texture
  15826. */
  15827. clone(): MirrorTexture;
  15828. /**
  15829. * Serialize the texture to a JSON representation you could use in Parse later on
  15830. * @returns the serialized JSON representation
  15831. */
  15832. serialize(): any;
  15833. /**
  15834. * Dispose the texture and release its associated resources.
  15835. */
  15836. dispose(): void;
  15837. }
  15838. }
  15839. declare module "babylonjs/Materials/Textures/texture" {
  15840. import { Observable } from "babylonjs/Misc/observable";
  15841. import { Nullable } from "babylonjs/types";
  15842. import { Scene } from "babylonjs/scene";
  15843. import { Matrix } from "babylonjs/Maths/math.vector";
  15844. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  15845. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15846. import { Engine } from "babylonjs/Engines/engine";
  15847. /**
  15848. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  15849. * @see http://doc.babylonjs.com/babylon101/materials#texture
  15850. */
  15851. export class Texture extends BaseTexture {
  15852. /** @hidden */
  15853. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  15854. /** @hidden */
  15855. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  15856. /** @hidden */
  15857. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  15858. /** nearest is mag = nearest and min = nearest and mip = linear */
  15859. static readonly NEAREST_SAMPLINGMODE: number;
  15860. /** nearest is mag = nearest and min = nearest and mip = linear */
  15861. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  15862. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15863. static readonly BILINEAR_SAMPLINGMODE: number;
  15864. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15865. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  15866. /** Trilinear is mag = linear and min = linear and mip = linear */
  15867. static readonly TRILINEAR_SAMPLINGMODE: number;
  15868. /** Trilinear is mag = linear and min = linear and mip = linear */
  15869. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  15870. /** mag = nearest and min = nearest and mip = nearest */
  15871. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  15872. /** mag = nearest and min = linear and mip = nearest */
  15873. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  15874. /** mag = nearest and min = linear and mip = linear */
  15875. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  15876. /** mag = nearest and min = linear and mip = none */
  15877. static readonly NEAREST_LINEAR: number;
  15878. /** mag = nearest and min = nearest and mip = none */
  15879. static readonly NEAREST_NEAREST: number;
  15880. /** mag = linear and min = nearest and mip = nearest */
  15881. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  15882. /** mag = linear and min = nearest and mip = linear */
  15883. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  15884. /** mag = linear and min = linear and mip = none */
  15885. static readonly LINEAR_LINEAR: number;
  15886. /** mag = linear and min = nearest and mip = none */
  15887. static readonly LINEAR_NEAREST: number;
  15888. /** Explicit coordinates mode */
  15889. static readonly EXPLICIT_MODE: number;
  15890. /** Spherical coordinates mode */
  15891. static readonly SPHERICAL_MODE: number;
  15892. /** Planar coordinates mode */
  15893. static readonly PLANAR_MODE: number;
  15894. /** Cubic coordinates mode */
  15895. static readonly CUBIC_MODE: number;
  15896. /** Projection coordinates mode */
  15897. static readonly PROJECTION_MODE: number;
  15898. /** Inverse Cubic coordinates mode */
  15899. static readonly SKYBOX_MODE: number;
  15900. /** Inverse Cubic coordinates mode */
  15901. static readonly INVCUBIC_MODE: number;
  15902. /** Equirectangular coordinates mode */
  15903. static readonly EQUIRECTANGULAR_MODE: number;
  15904. /** Equirectangular Fixed coordinates mode */
  15905. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  15906. /** Equirectangular Fixed Mirrored coordinates mode */
  15907. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  15908. /** Texture is not repeating outside of 0..1 UVs */
  15909. static readonly CLAMP_ADDRESSMODE: number;
  15910. /** Texture is repeating outside of 0..1 UVs */
  15911. static readonly WRAP_ADDRESSMODE: number;
  15912. /** Texture is repeating and mirrored */
  15913. static readonly MIRROR_ADDRESSMODE: number;
  15914. /**
  15915. * Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file
  15916. */
  15917. static UseSerializedUrlIfAny: boolean;
  15918. /**
  15919. * Define the url of the texture.
  15920. */
  15921. url: Nullable<string>;
  15922. /**
  15923. * Define an offset on the texture to offset the u coordinates of the UVs
  15924. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15925. */
  15926. uOffset: number;
  15927. /**
  15928. * Define an offset on the texture to offset the v coordinates of the UVs
  15929. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15930. */
  15931. vOffset: number;
  15932. /**
  15933. * Define an offset on the texture to scale the u coordinates of the UVs
  15934. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  15935. */
  15936. uScale: number;
  15937. /**
  15938. * Define an offset on the texture to scale the v coordinates of the UVs
  15939. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  15940. */
  15941. vScale: number;
  15942. /**
  15943. * Define an offset on the texture to rotate around the u coordinates of the UVs
  15944. * @see http://doc.babylonjs.com/how_to/more_materials
  15945. */
  15946. uAng: number;
  15947. /**
  15948. * Define an offset on the texture to rotate around the v coordinates of the UVs
  15949. * @see http://doc.babylonjs.com/how_to/more_materials
  15950. */
  15951. vAng: number;
  15952. /**
  15953. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  15954. * @see http://doc.babylonjs.com/how_to/more_materials
  15955. */
  15956. wAng: number;
  15957. /**
  15958. * Defines the center of rotation (U)
  15959. */
  15960. uRotationCenter: number;
  15961. /**
  15962. * Defines the center of rotation (V)
  15963. */
  15964. vRotationCenter: number;
  15965. /**
  15966. * Defines the center of rotation (W)
  15967. */
  15968. wRotationCenter: number;
  15969. /**
  15970. * Are mip maps generated for this texture or not.
  15971. */
  15972. readonly noMipmap: boolean;
  15973. /**
  15974. * List of inspectable custom properties (used by the Inspector)
  15975. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15976. */
  15977. inspectableCustomProperties: Nullable<IInspectable[]>;
  15978. private _noMipmap;
  15979. /** @hidden */
  15980. _invertY: boolean;
  15981. private _rowGenerationMatrix;
  15982. private _cachedTextureMatrix;
  15983. private _projectionModeMatrix;
  15984. private _t0;
  15985. private _t1;
  15986. private _t2;
  15987. private _cachedUOffset;
  15988. private _cachedVOffset;
  15989. private _cachedUScale;
  15990. private _cachedVScale;
  15991. private _cachedUAng;
  15992. private _cachedVAng;
  15993. private _cachedWAng;
  15994. private _cachedProjectionMatrixId;
  15995. private _cachedCoordinatesMode;
  15996. /** @hidden */
  15997. protected _initialSamplingMode: number;
  15998. /** @hidden */
  15999. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  16000. private _deleteBuffer;
  16001. protected _format: Nullable<number>;
  16002. private _delayedOnLoad;
  16003. private _delayedOnError;
  16004. /**
  16005. * Observable triggered once the texture has been loaded.
  16006. */
  16007. onLoadObservable: Observable<Texture>;
  16008. protected _isBlocking: boolean;
  16009. /**
  16010. * Is the texture preventing material to render while loading.
  16011. * If false, a default texture will be used instead of the loading one during the preparation step.
  16012. */
  16013. isBlocking: boolean;
  16014. /**
  16015. * Get the current sampling mode associated with the texture.
  16016. */
  16017. readonly samplingMode: number;
  16018. /**
  16019. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16020. */
  16021. readonly invertY: boolean;
  16022. /**
  16023. * Instantiates a new texture.
  16024. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16025. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16026. * @param url define the url of the picture to load as a texture
  16027. * @param scene define the scene or engine the texture will belong to
  16028. * @param noMipmap define if the texture will require mip maps or not
  16029. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16030. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16031. * @param onLoad define a callback triggered when the texture has been loaded
  16032. * @param onError define a callback triggered when an error occurred during the loading session
  16033. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16034. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16035. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16036. */
  16037. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  16038. /**
  16039. * Update the url (and optional buffer) of this texture if url was null during construction.
  16040. * @param url the url of the texture
  16041. * @param buffer the buffer of the texture (defaults to null)
  16042. * @param onLoad callback called when the texture is loaded (defaults to null)
  16043. */
  16044. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16045. /**
  16046. * Finish the loading sequence of a texture flagged as delayed load.
  16047. * @hidden
  16048. */
  16049. delayLoad(): void;
  16050. private _prepareRowForTextureGeneration;
  16051. /**
  16052. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16053. * @returns the transform matrix of the texture.
  16054. */
  16055. getTextureMatrix(): Matrix;
  16056. /**
  16057. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16058. * @returns The reflection texture transform
  16059. */
  16060. getReflectionTextureMatrix(): Matrix;
  16061. /**
  16062. * Clones the texture.
  16063. * @returns the cloned texture
  16064. */
  16065. clone(): Texture;
  16066. /**
  16067. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16068. * @returns The JSON representation of the texture
  16069. */
  16070. serialize(): any;
  16071. /**
  16072. * Get the current class name of the texture useful for serialization or dynamic coding.
  16073. * @returns "Texture"
  16074. */
  16075. getClassName(): string;
  16076. /**
  16077. * Dispose the texture and release its associated resources.
  16078. */
  16079. dispose(): void;
  16080. /**
  16081. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16082. * @param parsedTexture Define the JSON representation of the texture
  16083. * @param scene Define the scene the parsed texture should be instantiated in
  16084. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16085. * @returns The parsed texture if successful
  16086. */
  16087. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16088. /**
  16089. * Creates a texture from its base 64 representation.
  16090. * @param data Define the base64 payload without the data: prefix
  16091. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16092. * @param scene Define the scene the texture should belong to
  16093. * @param noMipmap Forces the texture to not create mip map information if true
  16094. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16095. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16096. * @param onLoad define a callback triggered when the texture has been loaded
  16097. * @param onError define a callback triggered when an error occurred during the loading session
  16098. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16099. * @returns the created texture
  16100. */
  16101. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16102. /**
  16103. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16104. * @param data Define the base64 payload without the data: prefix
  16105. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16106. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16107. * @param scene Define the scene the texture should belong to
  16108. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16109. * @param noMipmap Forces the texture to not create mip map information if true
  16110. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16111. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16112. * @param onLoad define a callback triggered when the texture has been loaded
  16113. * @param onError define a callback triggered when an error occurred during the loading session
  16114. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16115. * @returns the created texture
  16116. */
  16117. static LoadFromDataString(name: string, buffer: any, scene: Scene, deleteBuffer?: boolean, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number): Texture;
  16118. }
  16119. }
  16120. declare module "babylonjs/PostProcesses/postProcessManager" {
  16121. import { Nullable } from "babylonjs/types";
  16122. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16123. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16124. import { Scene } from "babylonjs/scene";
  16125. /**
  16126. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16127. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16128. */
  16129. export class PostProcessManager {
  16130. private _scene;
  16131. private _indexBuffer;
  16132. private _vertexBuffers;
  16133. /**
  16134. * Creates a new instance PostProcess
  16135. * @param scene The scene that the post process is associated with.
  16136. */
  16137. constructor(scene: Scene);
  16138. private _prepareBuffers;
  16139. private _buildIndexBuffer;
  16140. /**
  16141. * Rebuilds the vertex buffers of the manager.
  16142. * @hidden
  16143. */
  16144. _rebuild(): void;
  16145. /**
  16146. * Prepares a frame to be run through a post process.
  16147. * @param sourceTexture The input texture to the post procesess. (default: null)
  16148. * @param postProcesses An array of post processes to be run. (default: null)
  16149. * @returns True if the post processes were able to be run.
  16150. * @hidden
  16151. */
  16152. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16153. /**
  16154. * Manually render a set of post processes to a texture.
  16155. * @param postProcesses An array of post processes to be run.
  16156. * @param targetTexture The target texture to render to.
  16157. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16158. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16159. * @param lodLevel defines which lod of the texture to render to
  16160. */
  16161. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16162. /**
  16163. * Finalize the result of the output of the postprocesses.
  16164. * @param doNotPresent If true the result will not be displayed to the screen.
  16165. * @param targetTexture The target texture to render to.
  16166. * @param faceIndex The index of the face to bind the target texture to.
  16167. * @param postProcesses The array of post processes to render.
  16168. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16169. * @hidden
  16170. */
  16171. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16172. /**
  16173. * Disposes of the post process manager.
  16174. */
  16175. dispose(): void;
  16176. }
  16177. }
  16178. declare module "babylonjs/Misc/gradients" {
  16179. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16180. /** Interface used by value gradients (color, factor, ...) */
  16181. export interface IValueGradient {
  16182. /**
  16183. * Gets or sets the gradient value (between 0 and 1)
  16184. */
  16185. gradient: number;
  16186. }
  16187. /** Class used to store color4 gradient */
  16188. export class ColorGradient implements IValueGradient {
  16189. /**
  16190. * Gets or sets the gradient value (between 0 and 1)
  16191. */
  16192. gradient: number;
  16193. /**
  16194. * Gets or sets first associated color
  16195. */
  16196. color1: Color4;
  16197. /**
  16198. * Gets or sets second associated color
  16199. */
  16200. color2?: Color4;
  16201. /**
  16202. * Will get a color picked randomly between color1 and color2.
  16203. * If color2 is undefined then color1 will be used
  16204. * @param result defines the target Color4 to store the result in
  16205. */
  16206. getColorToRef(result: Color4): void;
  16207. }
  16208. /** Class used to store color 3 gradient */
  16209. export class Color3Gradient implements IValueGradient {
  16210. /**
  16211. * Gets or sets the gradient value (between 0 and 1)
  16212. */
  16213. gradient: number;
  16214. /**
  16215. * Gets or sets the associated color
  16216. */
  16217. color: Color3;
  16218. }
  16219. /** Class used to store factor gradient */
  16220. export class FactorGradient implements IValueGradient {
  16221. /**
  16222. * Gets or sets the gradient value (between 0 and 1)
  16223. */
  16224. gradient: number;
  16225. /**
  16226. * Gets or sets first associated factor
  16227. */
  16228. factor1: number;
  16229. /**
  16230. * Gets or sets second associated factor
  16231. */
  16232. factor2?: number;
  16233. /**
  16234. * Will get a number picked randomly between factor1 and factor2.
  16235. * If factor2 is undefined then factor1 will be used
  16236. * @returns the picked number
  16237. */
  16238. getFactor(): number;
  16239. }
  16240. /**
  16241. * Helper used to simplify some generic gradient tasks
  16242. */
  16243. export class GradientHelper {
  16244. /**
  16245. * Gets the current gradient from an array of IValueGradient
  16246. * @param ratio defines the current ratio to get
  16247. * @param gradients defines the array of IValueGradient
  16248. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16249. */
  16250. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16251. }
  16252. }
  16253. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16254. import { Scene } from "babylonjs/scene";
  16255. import { ISceneComponent } from "babylonjs/sceneComponent";
  16256. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16257. module "babylonjs/abstractScene" {
  16258. interface AbstractScene {
  16259. /**
  16260. * The list of procedural textures added to the scene
  16261. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16262. */
  16263. proceduralTextures: Array<ProceduralTexture>;
  16264. }
  16265. }
  16266. /**
  16267. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16268. * in a given scene.
  16269. */
  16270. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16271. /**
  16272. * The component name helpfull to identify the component in the list of scene components.
  16273. */
  16274. readonly name: string;
  16275. /**
  16276. * The scene the component belongs to.
  16277. */
  16278. scene: Scene;
  16279. /**
  16280. * Creates a new instance of the component for the given scene
  16281. * @param scene Defines the scene to register the component in
  16282. */
  16283. constructor(scene: Scene);
  16284. /**
  16285. * Registers the component in a given scene
  16286. */
  16287. register(): void;
  16288. /**
  16289. * Rebuilds the elements related to this component in case of
  16290. * context lost for instance.
  16291. */
  16292. rebuild(): void;
  16293. /**
  16294. * Disposes the component and the associated ressources.
  16295. */
  16296. dispose(): void;
  16297. private _beforeClear;
  16298. }
  16299. }
  16300. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  16301. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16302. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16303. module "babylonjs/Engines/engine" {
  16304. interface Engine {
  16305. /**
  16306. * Creates a new render target cube texture
  16307. * @param size defines the size of the texture
  16308. * @param options defines the options used to create the texture
  16309. * @returns a new render target cube texture stored in an InternalTexture
  16310. */
  16311. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16312. }
  16313. }
  16314. }
  16315. declare module "babylonjs/Shaders/procedural.vertex" {
  16316. /** @hidden */
  16317. export var proceduralVertexShader: {
  16318. name: string;
  16319. shader: string;
  16320. };
  16321. }
  16322. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16323. import { Observable } from "babylonjs/Misc/observable";
  16324. import { Nullable } from "babylonjs/types";
  16325. import { Scene } from "babylonjs/scene";
  16326. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16327. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16328. import { Effect } from "babylonjs/Materials/effect";
  16329. import { Texture } from "babylonjs/Materials/Textures/texture";
  16330. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16331. import "babylonjs/Shaders/procedural.vertex";
  16332. /**
  16333. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.
  16334. * This is the base class of any Procedural texture and contains most of the shareable code.
  16335. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16336. */
  16337. export class ProceduralTexture extends Texture {
  16338. isCube: boolean;
  16339. /**
  16340. * Define if the texture is enabled or not (disabled texture will not render)
  16341. */
  16342. isEnabled: boolean;
  16343. /**
  16344. * Define if the texture must be cleared before rendering (default is true)
  16345. */
  16346. autoClear: boolean;
  16347. /**
  16348. * Callback called when the texture is generated
  16349. */
  16350. onGenerated: () => void;
  16351. /**
  16352. * Event raised when the texture is generated
  16353. */
  16354. onGeneratedObservable: Observable<ProceduralTexture>;
  16355. /** @hidden */
  16356. _generateMipMaps: boolean;
  16357. /** @hidden **/
  16358. _effect: Effect;
  16359. /** @hidden */
  16360. _textures: {
  16361. [key: string]: Texture;
  16362. };
  16363. private _size;
  16364. private _currentRefreshId;
  16365. private _refreshRate;
  16366. private _vertexBuffers;
  16367. private _indexBuffer;
  16368. private _uniforms;
  16369. private _samplers;
  16370. private _fragment;
  16371. private _floats;
  16372. private _ints;
  16373. private _floatsArrays;
  16374. private _colors3;
  16375. private _colors4;
  16376. private _vectors2;
  16377. private _vectors3;
  16378. private _matrices;
  16379. private _fallbackTexture;
  16380. private _fallbackTextureUsed;
  16381. private _engine;
  16382. private _cachedDefines;
  16383. private _contentUpdateId;
  16384. private _contentData;
  16385. /**
  16386. * Instantiates a new procedural texture.
  16387. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  16388. * This is the base class of any Procedural texture and contains most of the shareable code.
  16389. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16390. * @param name Define the name of the texture
  16391. * @param size Define the size of the texture to create
  16392. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16393. * @param scene Define the scene the texture belongs to
  16394. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16395. * @param generateMipMaps Define if the texture should creates mip maps or not
  16396. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16397. */
  16398. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16399. /**
  16400. * The effect that is created when initializing the post process.
  16401. * @returns The created effect corresponding the the postprocess.
  16402. */
  16403. getEffect(): Effect;
  16404. /**
  16405. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16406. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16407. */
  16408. getContent(): Nullable<ArrayBufferView>;
  16409. private _createIndexBuffer;
  16410. /** @hidden */
  16411. _rebuild(): void;
  16412. /**
  16413. * Resets the texture in order to recreate its associated resources.
  16414. * This can be called in case of context loss
  16415. */
  16416. reset(): void;
  16417. protected _getDefines(): string;
  16418. /**
  16419. * Is the texture ready to be used ? (rendered at least once)
  16420. * @returns true if ready, otherwise, false.
  16421. */
  16422. isReady(): boolean;
  16423. /**
  16424. * Resets the refresh counter of the texture and start bak from scratch.
  16425. * Could be useful to regenerate the texture if it is setup to render only once.
  16426. */
  16427. resetRefreshCounter(): void;
  16428. /**
  16429. * Set the fragment shader to use in order to render the texture.
  16430. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16431. */
  16432. setFragment(fragment: any): void;
  16433. /**
  16434. * Define the refresh rate of the texture or the rendering frequency.
  16435. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16436. */
  16437. refreshRate: number;
  16438. /** @hidden */
  16439. _shouldRender(): boolean;
  16440. /**
  16441. * Get the size the texture is rendering at.
  16442. * @returns the size (texture is always squared)
  16443. */
  16444. getRenderSize(): number;
  16445. /**
  16446. * Resize the texture to new value.
  16447. * @param size Define the new size the texture should have
  16448. * @param generateMipMaps Define whether the new texture should create mip maps
  16449. */
  16450. resize(size: number, generateMipMaps: boolean): void;
  16451. private _checkUniform;
  16452. /**
  16453. * Set a texture in the shader program used to render.
  16454. * @param name Define the name of the uniform samplers as defined in the shader
  16455. * @param texture Define the texture to bind to this sampler
  16456. * @return the texture itself allowing "fluent" like uniform updates
  16457. */
  16458. setTexture(name: string, texture: Texture): ProceduralTexture;
  16459. /**
  16460. * Set a float in the shader.
  16461. * @param name Define the name of the uniform as defined in the shader
  16462. * @param value Define the value to give to the uniform
  16463. * @return the texture itself allowing "fluent" like uniform updates
  16464. */
  16465. setFloat(name: string, value: number): ProceduralTexture;
  16466. /**
  16467. * Set a int in the shader.
  16468. * @param name Define the name of the uniform as defined in the shader
  16469. * @param value Define the value to give to the uniform
  16470. * @return the texture itself allowing "fluent" like uniform updates
  16471. */
  16472. setInt(name: string, value: number): ProceduralTexture;
  16473. /**
  16474. * Set an array of floats in the shader.
  16475. * @param name Define the name of the uniform as defined in the shader
  16476. * @param value Define the value to give to the uniform
  16477. * @return the texture itself allowing "fluent" like uniform updates
  16478. */
  16479. setFloats(name: string, value: number[]): ProceduralTexture;
  16480. /**
  16481. * Set a vec3 in the shader from a Color3.
  16482. * @param name Define the name of the uniform as defined in the shader
  16483. * @param value Define the value to give to the uniform
  16484. * @return the texture itself allowing "fluent" like uniform updates
  16485. */
  16486. setColor3(name: string, value: Color3): ProceduralTexture;
  16487. /**
  16488. * Set a vec4 in the shader from a Color4.
  16489. * @param name Define the name of the uniform as defined in the shader
  16490. * @param value Define the value to give to the uniform
  16491. * @return the texture itself allowing "fluent" like uniform updates
  16492. */
  16493. setColor4(name: string, value: Color4): ProceduralTexture;
  16494. /**
  16495. * Set a vec2 in the shader from a Vector2.
  16496. * @param name Define the name of the uniform as defined in the shader
  16497. * @param value Define the value to give to the uniform
  16498. * @return the texture itself allowing "fluent" like uniform updates
  16499. */
  16500. setVector2(name: string, value: Vector2): ProceduralTexture;
  16501. /**
  16502. * Set a vec3 in the shader from a Vector3.
  16503. * @param name Define the name of the uniform as defined in the shader
  16504. * @param value Define the value to give to the uniform
  16505. * @return the texture itself allowing "fluent" like uniform updates
  16506. */
  16507. setVector3(name: string, value: Vector3): ProceduralTexture;
  16508. /**
  16509. * Set a mat4 in the shader from a MAtrix.
  16510. * @param name Define the name of the uniform as defined in the shader
  16511. * @param value Define the value to give to the uniform
  16512. * @return the texture itself allowing "fluent" like uniform updates
  16513. */
  16514. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16515. /**
  16516. * Render the texture to its associated render target.
  16517. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16518. */
  16519. render(useCameraPostProcess?: boolean): void;
  16520. /**
  16521. * Clone the texture.
  16522. * @returns the cloned texture
  16523. */
  16524. clone(): ProceduralTexture;
  16525. /**
  16526. * Dispose the texture and release its asoociated resources.
  16527. */
  16528. dispose(): void;
  16529. }
  16530. }
  16531. declare module "babylonjs/Particles/baseParticleSystem" {
  16532. import { Nullable } from "babylonjs/types";
  16533. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  16534. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  16535. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  16536. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16537. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  16538. import { Scene } from "babylonjs/scene";
  16539. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  16540. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  16541. import { Texture } from "babylonjs/Materials/Textures/texture";
  16542. import { Color4 } from "babylonjs/Maths/math.color";
  16543. import { Animation } from "babylonjs/Animations/animation";
  16544. /**
  16545. * This represents the base class for particle system in Babylon.
  16546. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  16547. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16548. * @example https://doc.babylonjs.com/babylon101/particles
  16549. */
  16550. export class BaseParticleSystem {
  16551. /**
  16552. * Source color is added to the destination color without alpha affecting the result
  16553. */
  16554. static BLENDMODE_ONEONE: number;
  16555. /**
  16556. * Blend current color and particle color using particle’s alpha
  16557. */
  16558. static BLENDMODE_STANDARD: number;
  16559. /**
  16560. * Add current color and particle color multiplied by particle’s alpha
  16561. */
  16562. static BLENDMODE_ADD: number;
  16563. /**
  16564. * Multiply current color with particle color
  16565. */
  16566. static BLENDMODE_MULTIPLY: number;
  16567. /**
  16568. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16569. */
  16570. static BLENDMODE_MULTIPLYADD: number;
  16571. /**
  16572. * List of animations used by the particle system.
  16573. */
  16574. animations: Animation[];
  16575. /**
  16576. * The id of the Particle system.
  16577. */
  16578. id: string;
  16579. /**
  16580. * The friendly name of the Particle system.
  16581. */
  16582. name: string;
  16583. /**
  16584. * The rendering group used by the Particle system to chose when to render.
  16585. */
  16586. renderingGroupId: number;
  16587. /**
  16588. * The emitter represents the Mesh or position we are attaching the particle system to.
  16589. */
  16590. emitter: Nullable<AbstractMesh | Vector3>;
  16591. /**
  16592. * The maximum number of particles to emit per frame
  16593. */
  16594. emitRate: number;
  16595. /**
  16596. * If you want to launch only a few particles at once, that can be done, as well.
  16597. */
  16598. manualEmitCount: number;
  16599. /**
  16600. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16601. */
  16602. updateSpeed: number;
  16603. /**
  16604. * The amount of time the particle system is running (depends of the overall update speed).
  16605. */
  16606. targetStopDuration: number;
  16607. /**
  16608. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16609. */
  16610. disposeOnStop: boolean;
  16611. /**
  16612. * Minimum power of emitting particles.
  16613. */
  16614. minEmitPower: number;
  16615. /**
  16616. * Maximum power of emitting particles.
  16617. */
  16618. maxEmitPower: number;
  16619. /**
  16620. * Minimum life time of emitting particles.
  16621. */
  16622. minLifeTime: number;
  16623. /**
  16624. * Maximum life time of emitting particles.
  16625. */
  16626. maxLifeTime: number;
  16627. /**
  16628. * Minimum Size of emitting particles.
  16629. */
  16630. minSize: number;
  16631. /**
  16632. * Maximum Size of emitting particles.
  16633. */
  16634. maxSize: number;
  16635. /**
  16636. * Minimum scale of emitting particles on X axis.
  16637. */
  16638. minScaleX: number;
  16639. /**
  16640. * Maximum scale of emitting particles on X axis.
  16641. */
  16642. maxScaleX: number;
  16643. /**
  16644. * Minimum scale of emitting particles on Y axis.
  16645. */
  16646. minScaleY: number;
  16647. /**
  16648. * Maximum scale of emitting particles on Y axis.
  16649. */
  16650. maxScaleY: number;
  16651. /**
  16652. * Gets or sets the minimal initial rotation in radians.
  16653. */
  16654. minInitialRotation: number;
  16655. /**
  16656. * Gets or sets the maximal initial rotation in radians.
  16657. */
  16658. maxInitialRotation: number;
  16659. /**
  16660. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  16661. */
  16662. minAngularSpeed: number;
  16663. /**
  16664. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  16665. */
  16666. maxAngularSpeed: number;
  16667. /**
  16668. * The texture used to render each particle. (this can be a spritesheet)
  16669. */
  16670. particleTexture: Nullable<Texture>;
  16671. /**
  16672. * The layer mask we are rendering the particles through.
  16673. */
  16674. layerMask: number;
  16675. /**
  16676. * This can help using your own shader to render the particle system.
  16677. * The according effect will be created
  16678. */
  16679. customShader: any;
  16680. /**
  16681. * By default particle system starts as soon as they are created. This prevents the
  16682. * automatic start to happen and let you decide when to start emitting particles.
  16683. */
  16684. preventAutoStart: boolean;
  16685. private _noiseTexture;
  16686. /**
  16687. * Gets or sets a texture used to add random noise to particle positions
  16688. */
  16689. noiseTexture: Nullable<ProceduralTexture>;
  16690. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  16691. noiseStrength: Vector3;
  16692. /**
  16693. * Callback triggered when the particle animation is ending.
  16694. */
  16695. onAnimationEnd: Nullable<() => void>;
  16696. /**
  16697. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  16698. */
  16699. blendMode: number;
  16700. /**
  16701. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  16702. * to override the particles.
  16703. */
  16704. forceDepthWrite: boolean;
  16705. /** Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0 */
  16706. preWarmCycles: number;
  16707. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  16708. preWarmStepOffset: number;
  16709. /**
  16710. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  16711. */
  16712. spriteCellChangeSpeed: number;
  16713. /**
  16714. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  16715. */
  16716. startSpriteCellID: number;
  16717. /**
  16718. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  16719. */
  16720. endSpriteCellID: number;
  16721. /**
  16722. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  16723. */
  16724. spriteCellWidth: number;
  16725. /**
  16726. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  16727. */
  16728. spriteCellHeight: number;
  16729. /**
  16730. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  16731. */
  16732. spriteRandomStartCell: boolean;
  16733. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  16734. translationPivot: Vector2;
  16735. /** @hidden */
  16736. protected _isAnimationSheetEnabled: boolean;
  16737. /**
  16738. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  16739. */
  16740. beginAnimationOnStart: boolean;
  16741. /**
  16742. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  16743. */
  16744. beginAnimationFrom: number;
  16745. /**
  16746. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  16747. */
  16748. beginAnimationTo: number;
  16749. /**
  16750. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  16751. */
  16752. beginAnimationLoop: boolean;
  16753. /**
  16754. * Gets or sets a world offset applied to all particles
  16755. */
  16756. worldOffset: Vector3;
  16757. /**
  16758. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  16759. */
  16760. isAnimationSheetEnabled: boolean;
  16761. /**
  16762. * Get hosting scene
  16763. * @returns the scene
  16764. */
  16765. getScene(): Scene;
  16766. /**
  16767. * You can use gravity if you want to give an orientation to your particles.
  16768. */
  16769. gravity: Vector3;
  16770. protected _colorGradients: Nullable<Array<ColorGradient>>;
  16771. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  16772. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  16773. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  16774. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  16775. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  16776. protected _dragGradients: Nullable<Array<FactorGradient>>;
  16777. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  16778. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  16779. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  16780. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  16781. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  16782. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  16783. /**
  16784. * Defines the delay in milliseconds before starting the system (0 by default)
  16785. */
  16786. startDelay: number;
  16787. /**
  16788. * Gets the current list of drag gradients.
  16789. * You must use addDragGradient and removeDragGradient to udpate this list
  16790. * @returns the list of drag gradients
  16791. */
  16792. getDragGradients(): Nullable<Array<FactorGradient>>;
  16793. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  16794. limitVelocityDamping: number;
  16795. /**
  16796. * Gets the current list of limit velocity gradients.
  16797. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  16798. * @returns the list of limit velocity gradients
  16799. */
  16800. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  16801. /**
  16802. * Gets the current list of color gradients.
  16803. * You must use addColorGradient and removeColorGradient to udpate this list
  16804. * @returns the list of color gradients
  16805. */
  16806. getColorGradients(): Nullable<Array<ColorGradient>>;
  16807. /**
  16808. * Gets the current list of size gradients.
  16809. * You must use addSizeGradient and removeSizeGradient to udpate this list
  16810. * @returns the list of size gradients
  16811. */
  16812. getSizeGradients(): Nullable<Array<FactorGradient>>;
  16813. /**
  16814. * Gets the current list of color remap gradients.
  16815. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  16816. * @returns the list of color remap gradients
  16817. */
  16818. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  16819. /**
  16820. * Gets the current list of alpha remap gradients.
  16821. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  16822. * @returns the list of alpha remap gradients
  16823. */
  16824. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  16825. /**
  16826. * Gets the current list of life time gradients.
  16827. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  16828. * @returns the list of life time gradients
  16829. */
  16830. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  16831. /**
  16832. * Gets the current list of angular speed gradients.
  16833. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  16834. * @returns the list of angular speed gradients
  16835. */
  16836. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  16837. /**
  16838. * Gets the current list of velocity gradients.
  16839. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  16840. * @returns the list of velocity gradients
  16841. */
  16842. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  16843. /**
  16844. * Gets the current list of start size gradients.
  16845. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  16846. * @returns the list of start size gradients
  16847. */
  16848. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  16849. /**
  16850. * Gets the current list of emit rate gradients.
  16851. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  16852. * @returns the list of emit rate gradients
  16853. */
  16854. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  16855. /**
  16856. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16857. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16858. */
  16859. direction1: Vector3;
  16860. /**
  16861. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16862. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16863. */
  16864. direction2: Vector3;
  16865. /**
  16866. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  16867. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16868. */
  16869. minEmitBox: Vector3;
  16870. /**
  16871. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  16872. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16873. */
  16874. maxEmitBox: Vector3;
  16875. /**
  16876. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16877. */
  16878. color1: Color4;
  16879. /**
  16880. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16881. */
  16882. color2: Color4;
  16883. /**
  16884. * Color the particle will have at the end of its lifetime
  16885. */
  16886. colorDead: Color4;
  16887. /**
  16888. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  16889. */
  16890. textureMask: Color4;
  16891. /**
  16892. * The particle emitter type defines the emitter used by the particle system.
  16893. * It can be for example box, sphere, or cone...
  16894. */
  16895. particleEmitterType: IParticleEmitterType;
  16896. /** @hidden */
  16897. _isSubEmitter: boolean;
  16898. /**
  16899. * Gets or sets the billboard mode to use when isBillboardBased = true.
  16900. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  16901. */
  16902. billboardMode: number;
  16903. protected _isBillboardBased: boolean;
  16904. /**
  16905. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  16906. */
  16907. isBillboardBased: boolean;
  16908. /**
  16909. * The scene the particle system belongs to.
  16910. */
  16911. protected _scene: Scene;
  16912. /**
  16913. * Local cache of defines for image processing.
  16914. */
  16915. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  16916. /**
  16917. * Default configuration related to image processing available in the standard Material.
  16918. */
  16919. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  16920. /**
  16921. * Gets the image processing configuration used either in this material.
  16922. */
  16923. /**
  16924. * Sets the Default image processing configuration used either in the this material.
  16925. *
  16926. * If sets to null, the scene one is in use.
  16927. */
  16928. imageProcessingConfiguration: ImageProcessingConfiguration;
  16929. /**
  16930. * Attaches a new image processing configuration to the Standard Material.
  16931. * @param configuration
  16932. */
  16933. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  16934. /** @hidden */
  16935. protected _reset(): void;
  16936. /** @hidden */
  16937. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  16938. /**
  16939. * Instantiates a particle system.
  16940. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  16941. * @param name The name of the particle system
  16942. */
  16943. constructor(name: string);
  16944. /**
  16945. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  16946. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  16947. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  16948. * @returns the emitter
  16949. */
  16950. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  16951. /**
  16952. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  16953. * @param radius The radius of the hemisphere to emit from
  16954. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  16955. * @returns the emitter
  16956. */
  16957. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  16958. /**
  16959. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  16960. * @param radius The radius of the sphere to emit from
  16961. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  16962. * @returns the emitter
  16963. */
  16964. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  16965. /**
  16966. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  16967. * @param radius The radius of the sphere to emit from
  16968. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  16969. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  16970. * @returns the emitter
  16971. */
  16972. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  16973. /**
  16974. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  16975. * @param radius The radius of the emission cylinder
  16976. * @param height The height of the emission cylinder
  16977. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  16978. * @param directionRandomizer How much to randomize the particle direction [0-1]
  16979. * @returns the emitter
  16980. */
  16981. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  16982. /**
  16983. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  16984. * @param radius The radius of the cylinder to emit from
  16985. * @param height The height of the emission cylinder
  16986. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  16987. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  16988. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  16989. * @returns the emitter
  16990. */
  16991. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  16992. /**
  16993. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  16994. * @param radius The radius of the cone to emit from
  16995. * @param angle The base angle of the cone
  16996. * @returns the emitter
  16997. */
  16998. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  16999. /**
  17000. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17001. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17002. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17003. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17004. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17005. * @returns the emitter
  17006. */
  17007. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17008. }
  17009. }
  17010. declare module "babylonjs/Particles/subEmitter" {
  17011. import { Scene } from "babylonjs/scene";
  17012. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17013. /**
  17014. * Type of sub emitter
  17015. */
  17016. export enum SubEmitterType {
  17017. /**
  17018. * Attached to the particle over it's lifetime
  17019. */
  17020. ATTACHED = 0,
  17021. /**
  17022. * Created when the particle dies
  17023. */
  17024. END = 1
  17025. }
  17026. /**
  17027. * Sub emitter class used to emit particles from an existing particle
  17028. */
  17029. export class SubEmitter {
  17030. /**
  17031. * the particle system to be used by the sub emitter
  17032. */
  17033. particleSystem: ParticleSystem;
  17034. /**
  17035. * Type of the submitter (Default: END)
  17036. */
  17037. type: SubEmitterType;
  17038. /**
  17039. * If the particle should inherit the direction from the particle it's attached to. (+Y will face the direction the particle is moving) (Default: false)
  17040. * Note: This only is supported when using an emitter of type Mesh
  17041. */
  17042. inheritDirection: boolean;
  17043. /**
  17044. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17045. */
  17046. inheritedVelocityAmount: number;
  17047. /**
  17048. * Creates a sub emitter
  17049. * @param particleSystem the particle system to be used by the sub emitter
  17050. */
  17051. constructor(
  17052. /**
  17053. * the particle system to be used by the sub emitter
  17054. */
  17055. particleSystem: ParticleSystem);
  17056. /**
  17057. * Clones the sub emitter
  17058. * @returns the cloned sub emitter
  17059. */
  17060. clone(): SubEmitter;
  17061. /**
  17062. * Serialize current object to a JSON object
  17063. * @returns the serialized object
  17064. */
  17065. serialize(): any;
  17066. /** @hidden */
  17067. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17068. /**
  17069. * Creates a new SubEmitter from a serialized JSON version
  17070. * @param serializationObject defines the JSON object to read from
  17071. * @param scene defines the hosting scene
  17072. * @param rootUrl defines the rootUrl for data loading
  17073. * @returns a new SubEmitter
  17074. */
  17075. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17076. /** Release associated resources */
  17077. dispose(): void;
  17078. }
  17079. }
  17080. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17081. /** @hidden */
  17082. export var clipPlaneFragmentDeclaration: {
  17083. name: string;
  17084. shader: string;
  17085. };
  17086. }
  17087. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17088. /** @hidden */
  17089. export var imageProcessingDeclaration: {
  17090. name: string;
  17091. shader: string;
  17092. };
  17093. }
  17094. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17095. /** @hidden */
  17096. export var imageProcessingFunctions: {
  17097. name: string;
  17098. shader: string;
  17099. };
  17100. }
  17101. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17102. /** @hidden */
  17103. export var clipPlaneFragment: {
  17104. name: string;
  17105. shader: string;
  17106. };
  17107. }
  17108. declare module "babylonjs/Shaders/particles.fragment" {
  17109. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17110. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17111. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17112. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17113. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17114. /** @hidden */
  17115. export var particlesPixelShader: {
  17116. name: string;
  17117. shader: string;
  17118. };
  17119. }
  17120. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17121. /** @hidden */
  17122. export var clipPlaneVertexDeclaration: {
  17123. name: string;
  17124. shader: string;
  17125. };
  17126. }
  17127. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17128. /** @hidden */
  17129. export var clipPlaneVertex: {
  17130. name: string;
  17131. shader: string;
  17132. };
  17133. }
  17134. declare module "babylonjs/Shaders/particles.vertex" {
  17135. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17136. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17137. /** @hidden */
  17138. export var particlesVertexShader: {
  17139. name: string;
  17140. shader: string;
  17141. };
  17142. }
  17143. declare module "babylonjs/Particles/particleSystem" {
  17144. import { Nullable } from "babylonjs/types";
  17145. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17146. import { Observable } from "babylonjs/Misc/observable";
  17147. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17148. import { Effect } from "babylonjs/Materials/effect";
  17149. import { Scene, IDisposable } from "babylonjs/scene";
  17150. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17151. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17152. import { Particle } from "babylonjs/Particles/particle";
  17153. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17154. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17155. import "babylonjs/Shaders/particles.fragment";
  17156. import "babylonjs/Shaders/particles.vertex";
  17157. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17158. /**
  17159. * This represents a particle system in Babylon.
  17160. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17161. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17162. * @example https://doc.babylonjs.com/babylon101/particles
  17163. */
  17164. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17165. /**
  17166. * Billboard mode will only apply to Y axis
  17167. */
  17168. static readonly BILLBOARDMODE_Y: number;
  17169. /**
  17170. * Billboard mode will apply to all axes
  17171. */
  17172. static readonly BILLBOARDMODE_ALL: number;
  17173. /**
  17174. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17175. */
  17176. static readonly BILLBOARDMODE_STRETCHED: number;
  17177. /**
  17178. * This function can be defined to provide custom update for active particles.
  17179. * This function will be called instead of regular update (age, position, color, etc.).
  17180. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17181. */
  17182. updateFunction: (particles: Particle[]) => void;
  17183. private _emitterWorldMatrix;
  17184. /**
  17185. * This function can be defined to specify initial direction for every new particle.
  17186. * It by default use the emitterType defined function
  17187. */
  17188. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17189. /**
  17190. * This function can be defined to specify initial position for every new particle.
  17191. * It by default use the emitterType defined function
  17192. */
  17193. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17194. /**
  17195. * @hidden
  17196. */
  17197. _inheritedVelocityOffset: Vector3;
  17198. /**
  17199. * An event triggered when the system is disposed
  17200. */
  17201. onDisposeObservable: Observable<ParticleSystem>;
  17202. private _onDisposeObserver;
  17203. /**
  17204. * Sets a callback that will be triggered when the system is disposed
  17205. */
  17206. onDispose: () => void;
  17207. private _particles;
  17208. private _epsilon;
  17209. private _capacity;
  17210. private _stockParticles;
  17211. private _newPartsExcess;
  17212. private _vertexData;
  17213. private _vertexBuffer;
  17214. private _vertexBuffers;
  17215. private _spriteBuffer;
  17216. private _indexBuffer;
  17217. private _effect;
  17218. private _customEffect;
  17219. private _cachedDefines;
  17220. private _scaledColorStep;
  17221. private _colorDiff;
  17222. private _scaledDirection;
  17223. private _scaledGravity;
  17224. private _currentRenderId;
  17225. private _alive;
  17226. private _useInstancing;
  17227. private _started;
  17228. private _stopped;
  17229. private _actualFrame;
  17230. private _scaledUpdateSpeed;
  17231. private _vertexBufferSize;
  17232. /** @hidden */
  17233. _currentEmitRateGradient: Nullable<FactorGradient>;
  17234. /** @hidden */
  17235. _currentEmitRate1: number;
  17236. /** @hidden */
  17237. _currentEmitRate2: number;
  17238. /** @hidden */
  17239. _currentStartSizeGradient: Nullable<FactorGradient>;
  17240. /** @hidden */
  17241. _currentStartSize1: number;
  17242. /** @hidden */
  17243. _currentStartSize2: number;
  17244. private readonly _rawTextureWidth;
  17245. private _rampGradientsTexture;
  17246. private _useRampGradients;
  17247. /** Gets or sets a boolean indicating that ramp gradients must be used
  17248. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17249. */
  17250. useRampGradients: boolean;
  17251. /**
  17252. * The Sub-emitters templates that will be used to generate the sub particle system to be associated with the system, this property is used by the root particle system only.
  17253. * When a particle is spawned, an array will be chosen at random and all the emitters in that array will be attached to the particle. (Default: [])
  17254. */
  17255. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17256. private _subEmitters;
  17257. /**
  17258. * @hidden
  17259. * If the particle systems emitter should be disposed when the particle system is disposed
  17260. */
  17261. _disposeEmitterOnDispose: boolean;
  17262. /**
  17263. * The current active Sub-systems, this property is used by the root particle system only.
  17264. */
  17265. activeSubSystems: Array<ParticleSystem>;
  17266. private _rootParticleSystem;
  17267. /**
  17268. * Gets the current list of active particles
  17269. */
  17270. readonly particles: Particle[];
  17271. /**
  17272. * Returns the string "ParticleSystem"
  17273. * @returns a string containing the class name
  17274. */
  17275. getClassName(): string;
  17276. /**
  17277. * Instantiates a particle system.
  17278. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17279. * @param name The name of the particle system
  17280. * @param capacity The max number of particles alive at the same time
  17281. * @param scene The scene the particle system belongs to
  17282. * @param customEffect a custom effect used to change the way particles are rendered by default
  17283. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17284. * @param epsilon Offset used to render the particles
  17285. */
  17286. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17287. private _addFactorGradient;
  17288. private _removeFactorGradient;
  17289. /**
  17290. * Adds a new life time gradient
  17291. * @param gradient defines the gradient to use (between 0 and 1)
  17292. * @param factor defines the life time factor to affect to the specified gradient
  17293. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17294. * @returns the current particle system
  17295. */
  17296. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17297. /**
  17298. * Remove a specific life time gradient
  17299. * @param gradient defines the gradient to remove
  17300. * @returns the current particle system
  17301. */
  17302. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17303. /**
  17304. * Adds a new size gradient
  17305. * @param gradient defines the gradient to use (between 0 and 1)
  17306. * @param factor defines the size factor to affect to the specified gradient
  17307. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17308. * @returns the current particle system
  17309. */
  17310. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17311. /**
  17312. * Remove a specific size gradient
  17313. * @param gradient defines the gradient to remove
  17314. * @returns the current particle system
  17315. */
  17316. removeSizeGradient(gradient: number): IParticleSystem;
  17317. /**
  17318. * Adds a new color remap gradient
  17319. * @param gradient defines the gradient to use (between 0 and 1)
  17320. * @param min defines the color remap minimal range
  17321. * @param max defines the color remap maximal range
  17322. * @returns the current particle system
  17323. */
  17324. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17325. /**
  17326. * Remove a specific color remap gradient
  17327. * @param gradient defines the gradient to remove
  17328. * @returns the current particle system
  17329. */
  17330. removeColorRemapGradient(gradient: number): IParticleSystem;
  17331. /**
  17332. * Adds a new alpha remap gradient
  17333. * @param gradient defines the gradient to use (between 0 and 1)
  17334. * @param min defines the alpha remap minimal range
  17335. * @param max defines the alpha remap maximal range
  17336. * @returns the current particle system
  17337. */
  17338. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17339. /**
  17340. * Remove a specific alpha remap gradient
  17341. * @param gradient defines the gradient to remove
  17342. * @returns the current particle system
  17343. */
  17344. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17345. /**
  17346. * Adds a new angular speed gradient
  17347. * @param gradient defines the gradient to use (between 0 and 1)
  17348. * @param factor defines the angular speed to affect to the specified gradient
  17349. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17350. * @returns the current particle system
  17351. */
  17352. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17353. /**
  17354. * Remove a specific angular speed gradient
  17355. * @param gradient defines the gradient to remove
  17356. * @returns the current particle system
  17357. */
  17358. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17359. /**
  17360. * Adds a new velocity gradient
  17361. * @param gradient defines the gradient to use (between 0 and 1)
  17362. * @param factor defines the velocity to affect to the specified gradient
  17363. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17364. * @returns the current particle system
  17365. */
  17366. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17367. /**
  17368. * Remove a specific velocity gradient
  17369. * @param gradient defines the gradient to remove
  17370. * @returns the current particle system
  17371. */
  17372. removeVelocityGradient(gradient: number): IParticleSystem;
  17373. /**
  17374. * Adds a new limit velocity gradient
  17375. * @param gradient defines the gradient to use (between 0 and 1)
  17376. * @param factor defines the limit velocity value to affect to the specified gradient
  17377. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17378. * @returns the current particle system
  17379. */
  17380. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17381. /**
  17382. * Remove a specific limit velocity gradient
  17383. * @param gradient defines the gradient to remove
  17384. * @returns the current particle system
  17385. */
  17386. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17387. /**
  17388. * Adds a new drag gradient
  17389. * @param gradient defines the gradient to use (between 0 and 1)
  17390. * @param factor defines the drag value to affect to the specified gradient
  17391. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17392. * @returns the current particle system
  17393. */
  17394. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17395. /**
  17396. * Remove a specific drag gradient
  17397. * @param gradient defines the gradient to remove
  17398. * @returns the current particle system
  17399. */
  17400. removeDragGradient(gradient: number): IParticleSystem;
  17401. /**
  17402. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17403. * @param gradient defines the gradient to use (between 0 and 1)
  17404. * @param factor defines the emit rate value to affect to the specified gradient
  17405. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17406. * @returns the current particle system
  17407. */
  17408. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17409. /**
  17410. * Remove a specific emit rate gradient
  17411. * @param gradient defines the gradient to remove
  17412. * @returns the current particle system
  17413. */
  17414. removeEmitRateGradient(gradient: number): IParticleSystem;
  17415. /**
  17416. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17417. * @param gradient defines the gradient to use (between 0 and 1)
  17418. * @param factor defines the start size value to affect to the specified gradient
  17419. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17420. * @returns the current particle system
  17421. */
  17422. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17423. /**
  17424. * Remove a specific start size gradient
  17425. * @param gradient defines the gradient to remove
  17426. * @returns the current particle system
  17427. */
  17428. removeStartSizeGradient(gradient: number): IParticleSystem;
  17429. private _createRampGradientTexture;
  17430. /**
  17431. * Gets the current list of ramp gradients.
  17432. * You must use addRampGradient and removeRampGradient to udpate this list
  17433. * @returns the list of ramp gradients
  17434. */
  17435. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17436. /**
  17437. * Adds a new ramp gradient used to remap particle colors
  17438. * @param gradient defines the gradient to use (between 0 and 1)
  17439. * @param color defines the color to affect to the specified gradient
  17440. * @returns the current particle system
  17441. */
  17442. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17443. /**
  17444. * Remove a specific ramp gradient
  17445. * @param gradient defines the gradient to remove
  17446. * @returns the current particle system
  17447. */
  17448. removeRampGradient(gradient: number): ParticleSystem;
  17449. /**
  17450. * Adds a new color gradient
  17451. * @param gradient defines the gradient to use (between 0 and 1)
  17452. * @param color1 defines the color to affect to the specified gradient
  17453. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17454. * @returns this particle system
  17455. */
  17456. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17457. /**
  17458. * Remove a specific color gradient
  17459. * @param gradient defines the gradient to remove
  17460. * @returns this particle system
  17461. */
  17462. removeColorGradient(gradient: number): IParticleSystem;
  17463. private _fetchR;
  17464. protected _reset(): void;
  17465. private _resetEffect;
  17466. private _createVertexBuffers;
  17467. private _createIndexBuffer;
  17468. /**
  17469. * Gets the maximum number of particles active at the same time.
  17470. * @returns The max number of active particles.
  17471. */
  17472. getCapacity(): number;
  17473. /**
  17474. * Gets whether there are still active particles in the system.
  17475. * @returns True if it is alive, otherwise false.
  17476. */
  17477. isAlive(): boolean;
  17478. /**
  17479. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17480. * @returns True if it has been started, otherwise false.
  17481. */
  17482. isStarted(): boolean;
  17483. private _prepareSubEmitterInternalArray;
  17484. /**
  17485. * Starts the particle system and begins to emit
  17486. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17487. */
  17488. start(delay?: number): void;
  17489. /**
  17490. * Stops the particle system.
  17491. * @param stopSubEmitters if true it will stop the current system and all created sub-Systems if false it will stop the current root system only, this param is used by the root particle system only. the default value is true.
  17492. */
  17493. stop(stopSubEmitters?: boolean): void;
  17494. /**
  17495. * Remove all active particles
  17496. */
  17497. reset(): void;
  17498. /**
  17499. * @hidden (for internal use only)
  17500. */
  17501. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17502. /**
  17503. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17504. * Its lifetime will start back at 0.
  17505. */
  17506. recycleParticle: (particle: Particle) => void;
  17507. private _stopSubEmitters;
  17508. private _createParticle;
  17509. private _removeFromRoot;
  17510. private _emitFromParticle;
  17511. private _update;
  17512. /** @hidden */
  17513. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17514. /** @hidden */
  17515. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17516. /** @hidden */
  17517. private _getEffect;
  17518. /**
  17519. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17520. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17521. */
  17522. animate(preWarmOnly?: boolean): void;
  17523. private _appendParticleVertices;
  17524. /**
  17525. * Rebuilds the particle system.
  17526. */
  17527. rebuild(): void;
  17528. /**
  17529. * Is this system ready to be used/rendered
  17530. * @return true if the system is ready
  17531. */
  17532. isReady(): boolean;
  17533. private _render;
  17534. /**
  17535. * Renders the particle system in its current state.
  17536. * @returns the current number of particles
  17537. */
  17538. render(): number;
  17539. /**
  17540. * Disposes the particle system and free the associated resources
  17541. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17542. */
  17543. dispose(disposeTexture?: boolean): void;
  17544. /**
  17545. * Clones the particle system.
  17546. * @param name The name of the cloned object
  17547. * @param newEmitter The new emitter to use
  17548. * @returns the cloned particle system
  17549. */
  17550. clone(name: string, newEmitter: any): ParticleSystem;
  17551. /**
  17552. * Serializes the particle system to a JSON object.
  17553. * @returns the JSON object
  17554. */
  17555. serialize(): any;
  17556. /** @hidden */
  17557. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17558. /** @hidden */
  17559. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17560. /**
  17561. * Parses a JSON object to create a particle system.
  17562. * @param parsedParticleSystem The JSON object to parse
  17563. * @param scene The scene to create the particle system in
  17564. * @param rootUrl The root url to use to load external dependencies like texture
  17565. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17566. * @returns the Parsed particle system
  17567. */
  17568. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17569. }
  17570. }
  17571. declare module "babylonjs/Particles/particle" {
  17572. import { Nullable } from "babylonjs/types";
  17573. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  17574. import { Color4 } from "babylonjs/Maths/math.color";
  17575. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17576. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17577. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  17578. /**
  17579. * A particle represents one of the element emitted by a particle system.
  17580. * This is mainly define by its coordinates, direction, velocity and age.
  17581. */
  17582. export class Particle {
  17583. /**
  17584. * The particle system the particle belongs to.
  17585. */
  17586. particleSystem: ParticleSystem;
  17587. private static _Count;
  17588. /**
  17589. * Unique ID of the particle
  17590. */
  17591. id: number;
  17592. /**
  17593. * The world position of the particle in the scene.
  17594. */
  17595. position: Vector3;
  17596. /**
  17597. * The world direction of the particle in the scene.
  17598. */
  17599. direction: Vector3;
  17600. /**
  17601. * The color of the particle.
  17602. */
  17603. color: Color4;
  17604. /**
  17605. * The color change of the particle per step.
  17606. */
  17607. colorStep: Color4;
  17608. /**
  17609. * Defines how long will the life of the particle be.
  17610. */
  17611. lifeTime: number;
  17612. /**
  17613. * The current age of the particle.
  17614. */
  17615. age: number;
  17616. /**
  17617. * The current size of the particle.
  17618. */
  17619. size: number;
  17620. /**
  17621. * The current scale of the particle.
  17622. */
  17623. scale: Vector2;
  17624. /**
  17625. * The current angle of the particle.
  17626. */
  17627. angle: number;
  17628. /**
  17629. * Defines how fast is the angle changing.
  17630. */
  17631. angularSpeed: number;
  17632. /**
  17633. * Defines the cell index used by the particle to be rendered from a sprite.
  17634. */
  17635. cellIndex: number;
  17636. /**
  17637. * The information required to support color remapping
  17638. */
  17639. remapData: Vector4;
  17640. /** @hidden */
  17641. _randomCellOffset?: number;
  17642. /** @hidden */
  17643. _initialDirection: Nullable<Vector3>;
  17644. /** @hidden */
  17645. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  17646. /** @hidden */
  17647. _initialStartSpriteCellID: number;
  17648. /** @hidden */
  17649. _initialEndSpriteCellID: number;
  17650. /** @hidden */
  17651. _currentColorGradient: Nullable<ColorGradient>;
  17652. /** @hidden */
  17653. _currentColor1: Color4;
  17654. /** @hidden */
  17655. _currentColor2: Color4;
  17656. /** @hidden */
  17657. _currentSizeGradient: Nullable<FactorGradient>;
  17658. /** @hidden */
  17659. _currentSize1: number;
  17660. /** @hidden */
  17661. _currentSize2: number;
  17662. /** @hidden */
  17663. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  17664. /** @hidden */
  17665. _currentAngularSpeed1: number;
  17666. /** @hidden */
  17667. _currentAngularSpeed2: number;
  17668. /** @hidden */
  17669. _currentVelocityGradient: Nullable<FactorGradient>;
  17670. /** @hidden */
  17671. _currentVelocity1: number;
  17672. /** @hidden */
  17673. _currentVelocity2: number;
  17674. /** @hidden */
  17675. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  17676. /** @hidden */
  17677. _currentLimitVelocity1: number;
  17678. /** @hidden */
  17679. _currentLimitVelocity2: number;
  17680. /** @hidden */
  17681. _currentDragGradient: Nullable<FactorGradient>;
  17682. /** @hidden */
  17683. _currentDrag1: number;
  17684. /** @hidden */
  17685. _currentDrag2: number;
  17686. /** @hidden */
  17687. _randomNoiseCoordinates1: Vector3;
  17688. /** @hidden */
  17689. _randomNoiseCoordinates2: Vector3;
  17690. /**
  17691. * Creates a new instance Particle
  17692. * @param particleSystem the particle system the particle belongs to
  17693. */
  17694. constructor(
  17695. /**
  17696. * The particle system the particle belongs to.
  17697. */
  17698. particleSystem: ParticleSystem);
  17699. private updateCellInfoFromSystem;
  17700. /**
  17701. * Defines how the sprite cell index is updated for the particle
  17702. */
  17703. updateCellIndex(): void;
  17704. /** @hidden */
  17705. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  17706. /** @hidden */
  17707. _inheritParticleInfoToSubEmitters(): void;
  17708. /** @hidden */
  17709. _reset(): void;
  17710. /**
  17711. * Copy the properties of particle to another one.
  17712. * @param other the particle to copy the information to.
  17713. */
  17714. copyTo(other: Particle): void;
  17715. }
  17716. }
  17717. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  17718. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17719. import { Effect } from "babylonjs/Materials/effect";
  17720. import { Particle } from "babylonjs/Particles/particle";
  17721. /**
  17722. * Particle emitter represents a volume emitting particles.
  17723. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  17724. */
  17725. export interface IParticleEmitterType {
  17726. /**
  17727. * Called by the particle System when the direction is computed for the created particle.
  17728. * @param worldMatrix is the world matrix of the particle system
  17729. * @param directionToUpdate is the direction vector to update with the result
  17730. * @param particle is the particle we are computed the direction for
  17731. */
  17732. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17733. /**
  17734. * Called by the particle System when the position is computed for the created particle.
  17735. * @param worldMatrix is the world matrix of the particle system
  17736. * @param positionToUpdate is the position vector to update with the result
  17737. * @param particle is the particle we are computed the position for
  17738. */
  17739. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17740. /**
  17741. * Clones the current emitter and returns a copy of it
  17742. * @returns the new emitter
  17743. */
  17744. clone(): IParticleEmitterType;
  17745. /**
  17746. * Called by the GPUParticleSystem to setup the update shader
  17747. * @param effect defines the update shader
  17748. */
  17749. applyToShader(effect: Effect): void;
  17750. /**
  17751. * Returns a string to use to update the GPU particles update shader
  17752. * @returns the effect defines string
  17753. */
  17754. getEffectDefines(): string;
  17755. /**
  17756. * Returns a string representing the class name
  17757. * @returns a string containing the class name
  17758. */
  17759. getClassName(): string;
  17760. /**
  17761. * Serializes the particle system to a JSON object.
  17762. * @returns the JSON object
  17763. */
  17764. serialize(): any;
  17765. /**
  17766. * Parse properties from a JSON object
  17767. * @param serializationObject defines the JSON object
  17768. */
  17769. parse(serializationObject: any): void;
  17770. }
  17771. }
  17772. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  17773. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17774. import { Effect } from "babylonjs/Materials/effect";
  17775. import { Particle } from "babylonjs/Particles/particle";
  17776. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17777. /**
  17778. * Particle emitter emitting particles from the inside of a box.
  17779. * It emits the particles randomly between 2 given directions.
  17780. */
  17781. export class BoxParticleEmitter implements IParticleEmitterType {
  17782. /**
  17783. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17784. */
  17785. direction1: Vector3;
  17786. /**
  17787. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17788. */
  17789. direction2: Vector3;
  17790. /**
  17791. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  17792. */
  17793. minEmitBox: Vector3;
  17794. /**
  17795. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  17796. */
  17797. maxEmitBox: Vector3;
  17798. /**
  17799. * Creates a new instance BoxParticleEmitter
  17800. */
  17801. constructor();
  17802. /**
  17803. * Called by the particle System when the direction is computed for the created particle.
  17804. * @param worldMatrix is the world matrix of the particle system
  17805. * @param directionToUpdate is the direction vector to update with the result
  17806. * @param particle is the particle we are computed the direction for
  17807. */
  17808. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17809. /**
  17810. * Called by the particle System when the position is computed for the created particle.
  17811. * @param worldMatrix is the world matrix of the particle system
  17812. * @param positionToUpdate is the position vector to update with the result
  17813. * @param particle is the particle we are computed the position for
  17814. */
  17815. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17816. /**
  17817. * Clones the current emitter and returns a copy of it
  17818. * @returns the new emitter
  17819. */
  17820. clone(): BoxParticleEmitter;
  17821. /**
  17822. * Called by the GPUParticleSystem to setup the update shader
  17823. * @param effect defines the update shader
  17824. */
  17825. applyToShader(effect: Effect): void;
  17826. /**
  17827. * Returns a string to use to update the GPU particles update shader
  17828. * @returns a string containng the defines string
  17829. */
  17830. getEffectDefines(): string;
  17831. /**
  17832. * Returns the string "BoxParticleEmitter"
  17833. * @returns a string containing the class name
  17834. */
  17835. getClassName(): string;
  17836. /**
  17837. * Serializes the particle system to a JSON object.
  17838. * @returns the JSON object
  17839. */
  17840. serialize(): any;
  17841. /**
  17842. * Parse properties from a JSON object
  17843. * @param serializationObject defines the JSON object
  17844. */
  17845. parse(serializationObject: any): void;
  17846. }
  17847. }
  17848. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  17849. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17850. import { Effect } from "babylonjs/Materials/effect";
  17851. import { Particle } from "babylonjs/Particles/particle";
  17852. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17853. /**
  17854. * Particle emitter emitting particles from the inside of a cone.
  17855. * It emits the particles alongside the cone volume from the base to the particle.
  17856. * The emission direction might be randomized.
  17857. */
  17858. export class ConeParticleEmitter implements IParticleEmitterType {
  17859. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17860. directionRandomizer: number;
  17861. private _radius;
  17862. private _angle;
  17863. private _height;
  17864. /**
  17865. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  17866. */
  17867. radiusRange: number;
  17868. /**
  17869. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  17870. */
  17871. heightRange: number;
  17872. /**
  17873. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  17874. */
  17875. emitFromSpawnPointOnly: boolean;
  17876. /**
  17877. * Gets or sets the radius of the emission cone
  17878. */
  17879. radius: number;
  17880. /**
  17881. * Gets or sets the angle of the emission cone
  17882. */
  17883. angle: number;
  17884. private _buildHeight;
  17885. /**
  17886. * Creates a new instance ConeParticleEmitter
  17887. * @param radius the radius of the emission cone (1 by default)
  17888. * @param angle the cone base angle (PI by default)
  17889. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  17890. */
  17891. constructor(radius?: number, angle?: number,
  17892. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17893. directionRandomizer?: number);
  17894. /**
  17895. * Called by the particle System when the direction is computed for the created particle.
  17896. * @param worldMatrix is the world matrix of the particle system
  17897. * @param directionToUpdate is the direction vector to update with the result
  17898. * @param particle is the particle we are computed the direction for
  17899. */
  17900. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17901. /**
  17902. * Called by the particle System when the position is computed for the created particle.
  17903. * @param worldMatrix is the world matrix of the particle system
  17904. * @param positionToUpdate is the position vector to update with the result
  17905. * @param particle is the particle we are computed the position for
  17906. */
  17907. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17908. /**
  17909. * Clones the current emitter and returns a copy of it
  17910. * @returns the new emitter
  17911. */
  17912. clone(): ConeParticleEmitter;
  17913. /**
  17914. * Called by the GPUParticleSystem to setup the update shader
  17915. * @param effect defines the update shader
  17916. */
  17917. applyToShader(effect: Effect): void;
  17918. /**
  17919. * Returns a string to use to update the GPU particles update shader
  17920. * @returns a string containng the defines string
  17921. */
  17922. getEffectDefines(): string;
  17923. /**
  17924. * Returns the string "ConeParticleEmitter"
  17925. * @returns a string containing the class name
  17926. */
  17927. getClassName(): string;
  17928. /**
  17929. * Serializes the particle system to a JSON object.
  17930. * @returns the JSON object
  17931. */
  17932. serialize(): any;
  17933. /**
  17934. * Parse properties from a JSON object
  17935. * @param serializationObject defines the JSON object
  17936. */
  17937. parse(serializationObject: any): void;
  17938. }
  17939. }
  17940. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  17941. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17942. import { Effect } from "babylonjs/Materials/effect";
  17943. import { Particle } from "babylonjs/Particles/particle";
  17944. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17945. /**
  17946. * Particle emitter emitting particles from the inside of a cylinder.
  17947. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  17948. */
  17949. export class CylinderParticleEmitter implements IParticleEmitterType {
  17950. /**
  17951. * The radius of the emission cylinder.
  17952. */
  17953. radius: number;
  17954. /**
  17955. * The height of the emission cylinder.
  17956. */
  17957. height: number;
  17958. /**
  17959. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  17960. */
  17961. radiusRange: number;
  17962. /**
  17963. * How much to randomize the particle direction [0-1].
  17964. */
  17965. directionRandomizer: number;
  17966. /**
  17967. * Creates a new instance CylinderParticleEmitter
  17968. * @param radius the radius of the emission cylinder (1 by default)
  17969. * @param height the height of the emission cylinder (1 by default)
  17970. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17971. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  17972. */
  17973. constructor(
  17974. /**
  17975. * The radius of the emission cylinder.
  17976. */
  17977. radius?: number,
  17978. /**
  17979. * The height of the emission cylinder.
  17980. */
  17981. height?: number,
  17982. /**
  17983. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  17984. */
  17985. radiusRange?: number,
  17986. /**
  17987. * How much to randomize the particle direction [0-1].
  17988. */
  17989. directionRandomizer?: number);
  17990. /**
  17991. * Called by the particle System when the direction is computed for the created particle.
  17992. * @param worldMatrix is the world matrix of the particle system
  17993. * @param directionToUpdate is the direction vector to update with the result
  17994. * @param particle is the particle we are computed the direction for
  17995. */
  17996. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17997. /**
  17998. * Called by the particle System when the position is computed for the created particle.
  17999. * @param worldMatrix is the world matrix of the particle system
  18000. * @param positionToUpdate is the position vector to update with the result
  18001. * @param particle is the particle we are computed the position for
  18002. */
  18003. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18004. /**
  18005. * Clones the current emitter and returns a copy of it
  18006. * @returns the new emitter
  18007. */
  18008. clone(): CylinderParticleEmitter;
  18009. /**
  18010. * Called by the GPUParticleSystem to setup the update shader
  18011. * @param effect defines the update shader
  18012. */
  18013. applyToShader(effect: Effect): void;
  18014. /**
  18015. * Returns a string to use to update the GPU particles update shader
  18016. * @returns a string containng the defines string
  18017. */
  18018. getEffectDefines(): string;
  18019. /**
  18020. * Returns the string "CylinderParticleEmitter"
  18021. * @returns a string containing the class name
  18022. */
  18023. getClassName(): string;
  18024. /**
  18025. * Serializes the particle system to a JSON object.
  18026. * @returns the JSON object
  18027. */
  18028. serialize(): any;
  18029. /**
  18030. * Parse properties from a JSON object
  18031. * @param serializationObject defines the JSON object
  18032. */
  18033. parse(serializationObject: any): void;
  18034. }
  18035. /**
  18036. * Particle emitter emitting particles from the inside of a cylinder.
  18037. * It emits the particles randomly between two vectors.
  18038. */
  18039. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18040. /**
  18041. * The min limit of the emission direction.
  18042. */
  18043. direction1: Vector3;
  18044. /**
  18045. * The max limit of the emission direction.
  18046. */
  18047. direction2: Vector3;
  18048. /**
  18049. * Creates a new instance CylinderDirectedParticleEmitter
  18050. * @param radius the radius of the emission cylinder (1 by default)
  18051. * @param height the height of the emission cylinder (1 by default)
  18052. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18053. * @param direction1 the min limit of the emission direction (up vector by default)
  18054. * @param direction2 the max limit of the emission direction (up vector by default)
  18055. */
  18056. constructor(radius?: number, height?: number, radiusRange?: number,
  18057. /**
  18058. * The min limit of the emission direction.
  18059. */
  18060. direction1?: Vector3,
  18061. /**
  18062. * The max limit of the emission direction.
  18063. */
  18064. direction2?: Vector3);
  18065. /**
  18066. * Called by the particle System when the direction is computed for the created particle.
  18067. * @param worldMatrix is the world matrix of the particle system
  18068. * @param directionToUpdate is the direction vector to update with the result
  18069. * @param particle is the particle we are computed the direction for
  18070. */
  18071. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18072. /**
  18073. * Clones the current emitter and returns a copy of it
  18074. * @returns the new emitter
  18075. */
  18076. clone(): CylinderDirectedParticleEmitter;
  18077. /**
  18078. * Called by the GPUParticleSystem to setup the update shader
  18079. * @param effect defines the update shader
  18080. */
  18081. applyToShader(effect: Effect): void;
  18082. /**
  18083. * Returns a string to use to update the GPU particles update shader
  18084. * @returns a string containng the defines string
  18085. */
  18086. getEffectDefines(): string;
  18087. /**
  18088. * Returns the string "CylinderDirectedParticleEmitter"
  18089. * @returns a string containing the class name
  18090. */
  18091. getClassName(): string;
  18092. /**
  18093. * Serializes the particle system to a JSON object.
  18094. * @returns the JSON object
  18095. */
  18096. serialize(): any;
  18097. /**
  18098. * Parse properties from a JSON object
  18099. * @param serializationObject defines the JSON object
  18100. */
  18101. parse(serializationObject: any): void;
  18102. }
  18103. }
  18104. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18105. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18106. import { Effect } from "babylonjs/Materials/effect";
  18107. import { Particle } from "babylonjs/Particles/particle";
  18108. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18109. /**
  18110. * Particle emitter emitting particles from the inside of a hemisphere.
  18111. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18112. */
  18113. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18114. /**
  18115. * The radius of the emission hemisphere.
  18116. */
  18117. radius: number;
  18118. /**
  18119. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18120. */
  18121. radiusRange: number;
  18122. /**
  18123. * How much to randomize the particle direction [0-1].
  18124. */
  18125. directionRandomizer: number;
  18126. /**
  18127. * Creates a new instance HemisphericParticleEmitter
  18128. * @param radius the radius of the emission hemisphere (1 by default)
  18129. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18130. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18131. */
  18132. constructor(
  18133. /**
  18134. * The radius of the emission hemisphere.
  18135. */
  18136. radius?: number,
  18137. /**
  18138. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18139. */
  18140. radiusRange?: number,
  18141. /**
  18142. * How much to randomize the particle direction [0-1].
  18143. */
  18144. directionRandomizer?: number);
  18145. /**
  18146. * Called by the particle System when the direction is computed for the created particle.
  18147. * @param worldMatrix is the world matrix of the particle system
  18148. * @param directionToUpdate is the direction vector to update with the result
  18149. * @param particle is the particle we are computed the direction for
  18150. */
  18151. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18152. /**
  18153. * Called by the particle System when the position is computed for the created particle.
  18154. * @param worldMatrix is the world matrix of the particle system
  18155. * @param positionToUpdate is the position vector to update with the result
  18156. * @param particle is the particle we are computed the position for
  18157. */
  18158. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18159. /**
  18160. * Clones the current emitter and returns a copy of it
  18161. * @returns the new emitter
  18162. */
  18163. clone(): HemisphericParticleEmitter;
  18164. /**
  18165. * Called by the GPUParticleSystem to setup the update shader
  18166. * @param effect defines the update shader
  18167. */
  18168. applyToShader(effect: Effect): void;
  18169. /**
  18170. * Returns a string to use to update the GPU particles update shader
  18171. * @returns a string containng the defines string
  18172. */
  18173. getEffectDefines(): string;
  18174. /**
  18175. * Returns the string "HemisphericParticleEmitter"
  18176. * @returns a string containing the class name
  18177. */
  18178. getClassName(): string;
  18179. /**
  18180. * Serializes the particle system to a JSON object.
  18181. * @returns the JSON object
  18182. */
  18183. serialize(): any;
  18184. /**
  18185. * Parse properties from a JSON object
  18186. * @param serializationObject defines the JSON object
  18187. */
  18188. parse(serializationObject: any): void;
  18189. }
  18190. }
  18191. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18192. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18193. import { Effect } from "babylonjs/Materials/effect";
  18194. import { Particle } from "babylonjs/Particles/particle";
  18195. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18196. /**
  18197. * Particle emitter emitting particles from a point.
  18198. * It emits the particles randomly between 2 given directions.
  18199. */
  18200. export class PointParticleEmitter implements IParticleEmitterType {
  18201. /**
  18202. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18203. */
  18204. direction1: Vector3;
  18205. /**
  18206. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18207. */
  18208. direction2: Vector3;
  18209. /**
  18210. * Creates a new instance PointParticleEmitter
  18211. */
  18212. constructor();
  18213. /**
  18214. * Called by the particle System when the direction is computed for the created particle.
  18215. * @param worldMatrix is the world matrix of the particle system
  18216. * @param directionToUpdate is the direction vector to update with the result
  18217. * @param particle is the particle we are computed the direction for
  18218. */
  18219. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18220. /**
  18221. * Called by the particle System when the position is computed for the created particle.
  18222. * @param worldMatrix is the world matrix of the particle system
  18223. * @param positionToUpdate is the position vector to update with the result
  18224. * @param particle is the particle we are computed the position for
  18225. */
  18226. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18227. /**
  18228. * Clones the current emitter and returns a copy of it
  18229. * @returns the new emitter
  18230. */
  18231. clone(): PointParticleEmitter;
  18232. /**
  18233. * Called by the GPUParticleSystem to setup the update shader
  18234. * @param effect defines the update shader
  18235. */
  18236. applyToShader(effect: Effect): void;
  18237. /**
  18238. * Returns a string to use to update the GPU particles update shader
  18239. * @returns a string containng the defines string
  18240. */
  18241. getEffectDefines(): string;
  18242. /**
  18243. * Returns the string "PointParticleEmitter"
  18244. * @returns a string containing the class name
  18245. */
  18246. getClassName(): string;
  18247. /**
  18248. * Serializes the particle system to a JSON object.
  18249. * @returns the JSON object
  18250. */
  18251. serialize(): any;
  18252. /**
  18253. * Parse properties from a JSON object
  18254. * @param serializationObject defines the JSON object
  18255. */
  18256. parse(serializationObject: any): void;
  18257. }
  18258. }
  18259. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18260. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18261. import { Effect } from "babylonjs/Materials/effect";
  18262. import { Particle } from "babylonjs/Particles/particle";
  18263. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18264. /**
  18265. * Particle emitter emitting particles from the inside of a sphere.
  18266. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18267. */
  18268. export class SphereParticleEmitter implements IParticleEmitterType {
  18269. /**
  18270. * The radius of the emission sphere.
  18271. */
  18272. radius: number;
  18273. /**
  18274. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18275. */
  18276. radiusRange: number;
  18277. /**
  18278. * How much to randomize the particle direction [0-1].
  18279. */
  18280. directionRandomizer: number;
  18281. /**
  18282. * Creates a new instance SphereParticleEmitter
  18283. * @param radius the radius of the emission sphere (1 by default)
  18284. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18285. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18286. */
  18287. constructor(
  18288. /**
  18289. * The radius of the emission sphere.
  18290. */
  18291. radius?: number,
  18292. /**
  18293. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18294. */
  18295. radiusRange?: number,
  18296. /**
  18297. * How much to randomize the particle direction [0-1].
  18298. */
  18299. directionRandomizer?: number);
  18300. /**
  18301. * Called by the particle System when the direction is computed for the created particle.
  18302. * @param worldMatrix is the world matrix of the particle system
  18303. * @param directionToUpdate is the direction vector to update with the result
  18304. * @param particle is the particle we are computed the direction for
  18305. */
  18306. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18307. /**
  18308. * Called by the particle System when the position is computed for the created particle.
  18309. * @param worldMatrix is the world matrix of the particle system
  18310. * @param positionToUpdate is the position vector to update with the result
  18311. * @param particle is the particle we are computed the position for
  18312. */
  18313. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18314. /**
  18315. * Clones the current emitter and returns a copy of it
  18316. * @returns the new emitter
  18317. */
  18318. clone(): SphereParticleEmitter;
  18319. /**
  18320. * Called by the GPUParticleSystem to setup the update shader
  18321. * @param effect defines the update shader
  18322. */
  18323. applyToShader(effect: Effect): void;
  18324. /**
  18325. * Returns a string to use to update the GPU particles update shader
  18326. * @returns a string containng the defines string
  18327. */
  18328. getEffectDefines(): string;
  18329. /**
  18330. * Returns the string "SphereParticleEmitter"
  18331. * @returns a string containing the class name
  18332. */
  18333. getClassName(): string;
  18334. /**
  18335. * Serializes the particle system to a JSON object.
  18336. * @returns the JSON object
  18337. */
  18338. serialize(): any;
  18339. /**
  18340. * Parse properties from a JSON object
  18341. * @param serializationObject defines the JSON object
  18342. */
  18343. parse(serializationObject: any): void;
  18344. }
  18345. /**
  18346. * Particle emitter emitting particles from the inside of a sphere.
  18347. * It emits the particles randomly between two vectors.
  18348. */
  18349. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18350. /**
  18351. * The min limit of the emission direction.
  18352. */
  18353. direction1: Vector3;
  18354. /**
  18355. * The max limit of the emission direction.
  18356. */
  18357. direction2: Vector3;
  18358. /**
  18359. * Creates a new instance SphereDirectedParticleEmitter
  18360. * @param radius the radius of the emission sphere (1 by default)
  18361. * @param direction1 the min limit of the emission direction (up vector by default)
  18362. * @param direction2 the max limit of the emission direction (up vector by default)
  18363. */
  18364. constructor(radius?: number,
  18365. /**
  18366. * The min limit of the emission direction.
  18367. */
  18368. direction1?: Vector3,
  18369. /**
  18370. * The max limit of the emission direction.
  18371. */
  18372. direction2?: Vector3);
  18373. /**
  18374. * Called by the particle System when the direction is computed for the created particle.
  18375. * @param worldMatrix is the world matrix of the particle system
  18376. * @param directionToUpdate is the direction vector to update with the result
  18377. * @param particle is the particle we are computed the direction for
  18378. */
  18379. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18380. /**
  18381. * Clones the current emitter and returns a copy of it
  18382. * @returns the new emitter
  18383. */
  18384. clone(): SphereDirectedParticleEmitter;
  18385. /**
  18386. * Called by the GPUParticleSystem to setup the update shader
  18387. * @param effect defines the update shader
  18388. */
  18389. applyToShader(effect: Effect): void;
  18390. /**
  18391. * Returns a string to use to update the GPU particles update shader
  18392. * @returns a string containng the defines string
  18393. */
  18394. getEffectDefines(): string;
  18395. /**
  18396. * Returns the string "SphereDirectedParticleEmitter"
  18397. * @returns a string containing the class name
  18398. */
  18399. getClassName(): string;
  18400. /**
  18401. * Serializes the particle system to a JSON object.
  18402. * @returns the JSON object
  18403. */
  18404. serialize(): any;
  18405. /**
  18406. * Parse properties from a JSON object
  18407. * @param serializationObject defines the JSON object
  18408. */
  18409. parse(serializationObject: any): void;
  18410. }
  18411. }
  18412. declare module "babylonjs/Particles/EmitterTypes/index" {
  18413. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18414. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18415. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18416. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18417. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18418. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18419. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18420. }
  18421. declare module "babylonjs/Particles/IParticleSystem" {
  18422. import { Nullable } from "babylonjs/types";
  18423. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18424. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18425. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18426. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18427. import { Texture } from "babylonjs/Materials/Textures/texture";
  18428. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18429. import { Scene } from "babylonjs/scene";
  18430. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18431. import { Animation } from "babylonjs/Animations/animation";
  18432. /**
  18433. * Interface representing a particle system in Babylon.js.
  18434. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18435. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18436. */
  18437. export interface IParticleSystem {
  18438. /**
  18439. * List of animations used by the particle system.
  18440. */
  18441. animations: Animation[];
  18442. /**
  18443. * The id of the Particle system.
  18444. */
  18445. id: string;
  18446. /**
  18447. * The name of the Particle system.
  18448. */
  18449. name: string;
  18450. /**
  18451. * The emitter represents the Mesh or position we are attaching the particle system to.
  18452. */
  18453. emitter: Nullable<AbstractMesh | Vector3>;
  18454. /**
  18455. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18456. */
  18457. isBillboardBased: boolean;
  18458. /**
  18459. * The rendering group used by the Particle system to chose when to render.
  18460. */
  18461. renderingGroupId: number;
  18462. /**
  18463. * The layer mask we are rendering the particles through.
  18464. */
  18465. layerMask: number;
  18466. /**
  18467. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18468. */
  18469. updateSpeed: number;
  18470. /**
  18471. * The amount of time the particle system is running (depends of the overall update speed).
  18472. */
  18473. targetStopDuration: number;
  18474. /**
  18475. * The texture used to render each particle. (this can be a spritesheet)
  18476. */
  18477. particleTexture: Nullable<Texture>;
  18478. /**
  18479. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18480. */
  18481. blendMode: number;
  18482. /**
  18483. * Minimum life time of emitting particles.
  18484. */
  18485. minLifeTime: number;
  18486. /**
  18487. * Maximum life time of emitting particles.
  18488. */
  18489. maxLifeTime: number;
  18490. /**
  18491. * Minimum Size of emitting particles.
  18492. */
  18493. minSize: number;
  18494. /**
  18495. * Maximum Size of emitting particles.
  18496. */
  18497. maxSize: number;
  18498. /**
  18499. * Minimum scale of emitting particles on X axis.
  18500. */
  18501. minScaleX: number;
  18502. /**
  18503. * Maximum scale of emitting particles on X axis.
  18504. */
  18505. maxScaleX: number;
  18506. /**
  18507. * Minimum scale of emitting particles on Y axis.
  18508. */
  18509. minScaleY: number;
  18510. /**
  18511. * Maximum scale of emitting particles on Y axis.
  18512. */
  18513. maxScaleY: number;
  18514. /**
  18515. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18516. */
  18517. color1: Color4;
  18518. /**
  18519. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18520. */
  18521. color2: Color4;
  18522. /**
  18523. * Color the particle will have at the end of its lifetime.
  18524. */
  18525. colorDead: Color4;
  18526. /**
  18527. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18528. */
  18529. emitRate: number;
  18530. /**
  18531. * You can use gravity if you want to give an orientation to your particles.
  18532. */
  18533. gravity: Vector3;
  18534. /**
  18535. * Minimum power of emitting particles.
  18536. */
  18537. minEmitPower: number;
  18538. /**
  18539. * Maximum power of emitting particles.
  18540. */
  18541. maxEmitPower: number;
  18542. /**
  18543. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18544. */
  18545. minAngularSpeed: number;
  18546. /**
  18547. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18548. */
  18549. maxAngularSpeed: number;
  18550. /**
  18551. * Gets or sets the minimal initial rotation in radians.
  18552. */
  18553. minInitialRotation: number;
  18554. /**
  18555. * Gets or sets the maximal initial rotation in radians.
  18556. */
  18557. maxInitialRotation: number;
  18558. /**
  18559. * The particle emitter type defines the emitter used by the particle system.
  18560. * It can be for example box, sphere, or cone...
  18561. */
  18562. particleEmitterType: Nullable<IParticleEmitterType>;
  18563. /**
  18564. * Defines the delay in milliseconds before starting the system (0 by default)
  18565. */
  18566. startDelay: number;
  18567. /**
  18568. * Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0
  18569. */
  18570. preWarmCycles: number;
  18571. /**
  18572. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18573. */
  18574. preWarmStepOffset: number;
  18575. /**
  18576. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  18577. */
  18578. spriteCellChangeSpeed: number;
  18579. /**
  18580. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18581. */
  18582. startSpriteCellID: number;
  18583. /**
  18584. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18585. */
  18586. endSpriteCellID: number;
  18587. /**
  18588. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18589. */
  18590. spriteCellWidth: number;
  18591. /**
  18592. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18593. */
  18594. spriteCellHeight: number;
  18595. /**
  18596. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18597. */
  18598. spriteRandomStartCell: boolean;
  18599. /**
  18600. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18601. */
  18602. isAnimationSheetEnabled: boolean;
  18603. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18604. translationPivot: Vector2;
  18605. /**
  18606. * Gets or sets a texture used to add random noise to particle positions
  18607. */
  18608. noiseTexture: Nullable<BaseTexture>;
  18609. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  18610. noiseStrength: Vector3;
  18611. /**
  18612. * Gets or sets the billboard mode to use when isBillboardBased = true.
  18613. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  18614. */
  18615. billboardMode: number;
  18616. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  18617. limitVelocityDamping: number;
  18618. /**
  18619. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  18620. */
  18621. beginAnimationOnStart: boolean;
  18622. /**
  18623. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  18624. */
  18625. beginAnimationFrom: number;
  18626. /**
  18627. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  18628. */
  18629. beginAnimationTo: number;
  18630. /**
  18631. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  18632. */
  18633. beginAnimationLoop: boolean;
  18634. /**
  18635. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  18636. */
  18637. disposeOnStop: boolean;
  18638. /**
  18639. * Gets the maximum number of particles active at the same time.
  18640. * @returns The max number of active particles.
  18641. */
  18642. getCapacity(): number;
  18643. /**
  18644. * Gets if the system has been started. (Note: this will still be true after stop is called)
  18645. * @returns True if it has been started, otherwise false.
  18646. */
  18647. isStarted(): boolean;
  18648. /**
  18649. * Animates the particle system for this frame.
  18650. */
  18651. animate(): void;
  18652. /**
  18653. * Renders the particle system in its current state.
  18654. * @returns the current number of particles
  18655. */
  18656. render(): number;
  18657. /**
  18658. * Dispose the particle system and frees its associated resources.
  18659. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18660. */
  18661. dispose(disposeTexture?: boolean): void;
  18662. /**
  18663. * Clones the particle system.
  18664. * @param name The name of the cloned object
  18665. * @param newEmitter The new emitter to use
  18666. * @returns the cloned particle system
  18667. */
  18668. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  18669. /**
  18670. * Serializes the particle system to a JSON object.
  18671. * @returns the JSON object
  18672. */
  18673. serialize(): any;
  18674. /**
  18675. * Rebuild the particle system
  18676. */
  18677. rebuild(): void;
  18678. /**
  18679. * Starts the particle system and begins to emit
  18680. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  18681. */
  18682. start(delay?: number): void;
  18683. /**
  18684. * Stops the particle system.
  18685. */
  18686. stop(): void;
  18687. /**
  18688. * Remove all active particles
  18689. */
  18690. reset(): void;
  18691. /**
  18692. * Is this system ready to be used/rendered
  18693. * @return true if the system is ready
  18694. */
  18695. isReady(): boolean;
  18696. /**
  18697. * Adds a new color gradient
  18698. * @param gradient defines the gradient to use (between 0 and 1)
  18699. * @param color1 defines the color to affect to the specified gradient
  18700. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  18701. * @returns the current particle system
  18702. */
  18703. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  18704. /**
  18705. * Remove a specific color gradient
  18706. * @param gradient defines the gradient to remove
  18707. * @returns the current particle system
  18708. */
  18709. removeColorGradient(gradient: number): IParticleSystem;
  18710. /**
  18711. * Adds a new size gradient
  18712. * @param gradient defines the gradient to use (between 0 and 1)
  18713. * @param factor defines the size factor to affect to the specified gradient
  18714. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18715. * @returns the current particle system
  18716. */
  18717. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18718. /**
  18719. * Remove a specific size gradient
  18720. * @param gradient defines the gradient to remove
  18721. * @returns the current particle system
  18722. */
  18723. removeSizeGradient(gradient: number): IParticleSystem;
  18724. /**
  18725. * Gets the current list of color gradients.
  18726. * You must use addColorGradient and removeColorGradient to udpate this list
  18727. * @returns the list of color gradients
  18728. */
  18729. getColorGradients(): Nullable<Array<ColorGradient>>;
  18730. /**
  18731. * Gets the current list of size gradients.
  18732. * You must use addSizeGradient and removeSizeGradient to udpate this list
  18733. * @returns the list of size gradients
  18734. */
  18735. getSizeGradients(): Nullable<Array<FactorGradient>>;
  18736. /**
  18737. * Gets the current list of angular speed gradients.
  18738. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  18739. * @returns the list of angular speed gradients
  18740. */
  18741. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  18742. /**
  18743. * Adds a new angular speed gradient
  18744. * @param gradient defines the gradient to use (between 0 and 1)
  18745. * @param factor defines the angular speed to affect to the specified gradient
  18746. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18747. * @returns the current particle system
  18748. */
  18749. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18750. /**
  18751. * Remove a specific angular speed gradient
  18752. * @param gradient defines the gradient to remove
  18753. * @returns the current particle system
  18754. */
  18755. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  18756. /**
  18757. * Gets the current list of velocity gradients.
  18758. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  18759. * @returns the list of velocity gradients
  18760. */
  18761. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  18762. /**
  18763. * Adds a new velocity gradient
  18764. * @param gradient defines the gradient to use (between 0 and 1)
  18765. * @param factor defines the velocity to affect to the specified gradient
  18766. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18767. * @returns the current particle system
  18768. */
  18769. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18770. /**
  18771. * Remove a specific velocity gradient
  18772. * @param gradient defines the gradient to remove
  18773. * @returns the current particle system
  18774. */
  18775. removeVelocityGradient(gradient: number): IParticleSystem;
  18776. /**
  18777. * Gets the current list of limit velocity gradients.
  18778. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  18779. * @returns the list of limit velocity gradients
  18780. */
  18781. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  18782. /**
  18783. * Adds a new limit velocity gradient
  18784. * @param gradient defines the gradient to use (between 0 and 1)
  18785. * @param factor defines the limit velocity to affect to the specified gradient
  18786. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18787. * @returns the current particle system
  18788. */
  18789. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18790. /**
  18791. * Remove a specific limit velocity gradient
  18792. * @param gradient defines the gradient to remove
  18793. * @returns the current particle system
  18794. */
  18795. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  18796. /**
  18797. * Adds a new drag gradient
  18798. * @param gradient defines the gradient to use (between 0 and 1)
  18799. * @param factor defines the drag to affect to the specified gradient
  18800. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18801. * @returns the current particle system
  18802. */
  18803. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18804. /**
  18805. * Remove a specific drag gradient
  18806. * @param gradient defines the gradient to remove
  18807. * @returns the current particle system
  18808. */
  18809. removeDragGradient(gradient: number): IParticleSystem;
  18810. /**
  18811. * Gets the current list of drag gradients.
  18812. * You must use addDragGradient and removeDragGradient to udpate this list
  18813. * @returns the list of drag gradients
  18814. */
  18815. getDragGradients(): Nullable<Array<FactorGradient>>;
  18816. /**
  18817. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  18818. * @param gradient defines the gradient to use (between 0 and 1)
  18819. * @param factor defines the emit rate to affect to the specified gradient
  18820. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18821. * @returns the current particle system
  18822. */
  18823. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18824. /**
  18825. * Remove a specific emit rate gradient
  18826. * @param gradient defines the gradient to remove
  18827. * @returns the current particle system
  18828. */
  18829. removeEmitRateGradient(gradient: number): IParticleSystem;
  18830. /**
  18831. * Gets the current list of emit rate gradients.
  18832. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  18833. * @returns the list of emit rate gradients
  18834. */
  18835. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  18836. /**
  18837. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  18838. * @param gradient defines the gradient to use (between 0 and 1)
  18839. * @param factor defines the start size to affect to the specified gradient
  18840. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18841. * @returns the current particle system
  18842. */
  18843. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18844. /**
  18845. * Remove a specific start size gradient
  18846. * @param gradient defines the gradient to remove
  18847. * @returns the current particle system
  18848. */
  18849. removeStartSizeGradient(gradient: number): IParticleSystem;
  18850. /**
  18851. * Gets the current list of start size gradients.
  18852. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  18853. * @returns the list of start size gradients
  18854. */
  18855. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  18856. /**
  18857. * Adds a new life time gradient
  18858. * @param gradient defines the gradient to use (between 0 and 1)
  18859. * @param factor defines the life time factor to affect to the specified gradient
  18860. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18861. * @returns the current particle system
  18862. */
  18863. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18864. /**
  18865. * Remove a specific life time gradient
  18866. * @param gradient defines the gradient to remove
  18867. * @returns the current particle system
  18868. */
  18869. removeLifeTimeGradient(gradient: number): IParticleSystem;
  18870. /**
  18871. * Gets the current list of life time gradients.
  18872. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  18873. * @returns the list of life time gradients
  18874. */
  18875. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  18876. /**
  18877. * Gets the current list of color gradients.
  18878. * You must use addColorGradient and removeColorGradient to udpate this list
  18879. * @returns the list of color gradients
  18880. */
  18881. getColorGradients(): Nullable<Array<ColorGradient>>;
  18882. /**
  18883. * Adds a new ramp gradient used to remap particle colors
  18884. * @param gradient defines the gradient to use (between 0 and 1)
  18885. * @param color defines the color to affect to the specified gradient
  18886. * @returns the current particle system
  18887. */
  18888. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  18889. /**
  18890. * Gets the current list of ramp gradients.
  18891. * You must use addRampGradient and removeRampGradient to udpate this list
  18892. * @returns the list of ramp gradients
  18893. */
  18894. getRampGradients(): Nullable<Array<Color3Gradient>>;
  18895. /** Gets or sets a boolean indicating that ramp gradients must be used
  18896. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  18897. */
  18898. useRampGradients: boolean;
  18899. /**
  18900. * Adds a new color remap gradient
  18901. * @param gradient defines the gradient to use (between 0 and 1)
  18902. * @param min defines the color remap minimal range
  18903. * @param max defines the color remap maximal range
  18904. * @returns the current particle system
  18905. */
  18906. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18907. /**
  18908. * Gets the current list of color remap gradients.
  18909. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  18910. * @returns the list of color remap gradients
  18911. */
  18912. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  18913. /**
  18914. * Adds a new alpha remap gradient
  18915. * @param gradient defines the gradient to use (between 0 and 1)
  18916. * @param min defines the alpha remap minimal range
  18917. * @param max defines the alpha remap maximal range
  18918. * @returns the current particle system
  18919. */
  18920. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18921. /**
  18922. * Gets the current list of alpha remap gradients.
  18923. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  18924. * @returns the list of alpha remap gradients
  18925. */
  18926. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  18927. /**
  18928. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  18929. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  18930. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  18931. * @returns the emitter
  18932. */
  18933. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  18934. /**
  18935. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  18936. * @param radius The radius of the hemisphere to emit from
  18937. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  18938. * @returns the emitter
  18939. */
  18940. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  18941. /**
  18942. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  18943. * @param radius The radius of the sphere to emit from
  18944. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  18945. * @returns the emitter
  18946. */
  18947. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  18948. /**
  18949. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  18950. * @param radius The radius of the sphere to emit from
  18951. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  18952. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  18953. * @returns the emitter
  18954. */
  18955. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  18956. /**
  18957. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  18958. * @param radius The radius of the emission cylinder
  18959. * @param height The height of the emission cylinder
  18960. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  18961. * @param directionRandomizer How much to randomize the particle direction [0-1]
  18962. * @returns the emitter
  18963. */
  18964. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  18965. /**
  18966. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  18967. * @param radius The radius of the cylinder to emit from
  18968. * @param height The height of the emission cylinder
  18969. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18970. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  18971. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  18972. * @returns the emitter
  18973. */
  18974. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  18975. /**
  18976. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  18977. * @param radius The radius of the cone to emit from
  18978. * @param angle The base angle of the cone
  18979. * @returns the emitter
  18980. */
  18981. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  18982. /**
  18983. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  18984. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  18985. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  18986. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  18987. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  18988. * @returns the emitter
  18989. */
  18990. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  18991. /**
  18992. * Get hosting scene
  18993. * @returns the scene
  18994. */
  18995. getScene(): Scene;
  18996. }
  18997. }
  18998. declare module "babylonjs/Meshes/instancedMesh" {
  18999. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19000. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19001. import { Camera } from "babylonjs/Cameras/camera";
  19002. import { Node } from "babylonjs/node";
  19003. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19004. import { Mesh } from "babylonjs/Meshes/mesh";
  19005. import { Material } from "babylonjs/Materials/material";
  19006. import { Skeleton } from "babylonjs/Bones/skeleton";
  19007. import { Light } from "babylonjs/Lights/light";
  19008. /**
  19009. * Creates an instance based on a source mesh.
  19010. */
  19011. export class InstancedMesh extends AbstractMesh {
  19012. private _sourceMesh;
  19013. private _currentLOD;
  19014. /** @hidden */
  19015. _indexInSourceMeshInstanceArray: number;
  19016. constructor(name: string, source: Mesh);
  19017. /**
  19018. * Returns the string "InstancedMesh".
  19019. */
  19020. getClassName(): string;
  19021. /** Gets the list of lights affecting that mesh */
  19022. readonly lightSources: Light[];
  19023. _resyncLightSources(): void;
  19024. _resyncLighSource(light: Light): void;
  19025. _removeLightSource(light: Light): void;
  19026. /**
  19027. * If the source mesh receives shadows
  19028. */
  19029. readonly receiveShadows: boolean;
  19030. /**
  19031. * The material of the source mesh
  19032. */
  19033. readonly material: Nullable<Material>;
  19034. /**
  19035. * Visibility of the source mesh
  19036. */
  19037. readonly visibility: number;
  19038. /**
  19039. * Skeleton of the source mesh
  19040. */
  19041. readonly skeleton: Nullable<Skeleton>;
  19042. /**
  19043. * Rendering ground id of the source mesh
  19044. */
  19045. renderingGroupId: number;
  19046. /**
  19047. * Returns the total number of vertices (integer).
  19048. */
  19049. getTotalVertices(): number;
  19050. /**
  19051. * Returns a positive integer : the total number of indices in this mesh geometry.
  19052. * @returns the numner of indices or zero if the mesh has no geometry.
  19053. */
  19054. getTotalIndices(): number;
  19055. /**
  19056. * The source mesh of the instance
  19057. */
  19058. readonly sourceMesh: Mesh;
  19059. /**
  19060. * Is this node ready to be used/rendered
  19061. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19062. * @return {boolean} is it ready
  19063. */
  19064. isReady(completeCheck?: boolean): boolean;
  19065. /**
  19066. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19067. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19068. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  19069. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19070. */
  19071. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19072. /**
  19073. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19074. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19075. * The `data` are either a numeric array either a Float32Array.
  19076. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19077. * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).
  19078. * Note that a new underlying VertexBuffer object is created each call.
  19079. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19080. *
  19081. * Possible `kind` values :
  19082. * - VertexBuffer.PositionKind
  19083. * - VertexBuffer.UVKind
  19084. * - VertexBuffer.UV2Kind
  19085. * - VertexBuffer.UV3Kind
  19086. * - VertexBuffer.UV4Kind
  19087. * - VertexBuffer.UV5Kind
  19088. * - VertexBuffer.UV6Kind
  19089. * - VertexBuffer.ColorKind
  19090. * - VertexBuffer.MatricesIndicesKind
  19091. * - VertexBuffer.MatricesIndicesExtraKind
  19092. * - VertexBuffer.MatricesWeightsKind
  19093. * - VertexBuffer.MatricesWeightsExtraKind
  19094. *
  19095. * Returns the Mesh.
  19096. */
  19097. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  19098. /**
  19099. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19100. * If the mesh has no geometry, it is simply returned as it is.
  19101. * The `data` are either a numeric array either a Float32Array.
  19102. * No new underlying VertexBuffer object is created.
  19103. * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19104. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19105. *
  19106. * Possible `kind` values :
  19107. * - VertexBuffer.PositionKind
  19108. * - VertexBuffer.UVKind
  19109. * - VertexBuffer.UV2Kind
  19110. * - VertexBuffer.UV3Kind
  19111. * - VertexBuffer.UV4Kind
  19112. * - VertexBuffer.UV5Kind
  19113. * - VertexBuffer.UV6Kind
  19114. * - VertexBuffer.ColorKind
  19115. * - VertexBuffer.MatricesIndicesKind
  19116. * - VertexBuffer.MatricesIndicesExtraKind
  19117. * - VertexBuffer.MatricesWeightsKind
  19118. * - VertexBuffer.MatricesWeightsExtraKind
  19119. *
  19120. * Returns the Mesh.
  19121. */
  19122. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19123. /**
  19124. * Sets the mesh indices.
  19125. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19126. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19127. * This method creates a new index buffer each call.
  19128. * Returns the Mesh.
  19129. */
  19130. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19131. /**
  19132. * Boolean : True if the mesh owns the requested kind of data.
  19133. */
  19134. isVerticesDataPresent(kind: string): boolean;
  19135. /**
  19136. * Returns an array of indices (IndicesArray).
  19137. */
  19138. getIndices(): Nullable<IndicesArray>;
  19139. readonly _positions: Nullable<Vector3[]>;
  19140. /**
  19141. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19142. * This means the mesh underlying bounding box and sphere are recomputed.
  19143. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19144. * @returns the current mesh
  19145. */
  19146. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19147. /** @hidden */
  19148. _preActivate(): InstancedMesh;
  19149. /** @hidden */
  19150. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19151. /** @hidden */
  19152. _postActivate(): void;
  19153. getWorldMatrix(): Matrix;
  19154. readonly isAnInstance: boolean;
  19155. /**
  19156. * Returns the current associated LOD AbstractMesh.
  19157. */
  19158. getLOD(camera: Camera): AbstractMesh;
  19159. /** @hidden */
  19160. _syncSubMeshes(): InstancedMesh;
  19161. /** @hidden */
  19162. _generatePointsArray(): boolean;
  19163. /**
  19164. * Creates a new InstancedMesh from the current mesh.
  19165. * - name (string) : the cloned mesh name
  19166. * - newParent (optional Node) : the optional Node to parent the clone to.
  19167. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19168. *
  19169. * Returns the clone.
  19170. */
  19171. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
  19172. /**
  19173. * Disposes the InstancedMesh.
  19174. * Returns nothing.
  19175. */
  19176. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19177. }
  19178. }
  19179. declare module "babylonjs/Materials/shaderMaterial" {
  19180. import { Scene } from "babylonjs/scene";
  19181. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19182. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19183. import { Mesh } from "babylonjs/Meshes/mesh";
  19184. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19185. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19186. import { Texture } from "babylonjs/Materials/Textures/texture";
  19187. import { Material } from "babylonjs/Materials/material";
  19188. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19189. /**
  19190. * Defines the options associated with the creation of a shader material.
  19191. */
  19192. export interface IShaderMaterialOptions {
  19193. /**
  19194. * Does the material work in alpha blend mode
  19195. */
  19196. needAlphaBlending: boolean;
  19197. /**
  19198. * Does the material work in alpha test mode
  19199. */
  19200. needAlphaTesting: boolean;
  19201. /**
  19202. * The list of attribute names used in the shader
  19203. */
  19204. attributes: string[];
  19205. /**
  19206. * The list of unifrom names used in the shader
  19207. */
  19208. uniforms: string[];
  19209. /**
  19210. * The list of UBO names used in the shader
  19211. */
  19212. uniformBuffers: string[];
  19213. /**
  19214. * The list of sampler names used in the shader
  19215. */
  19216. samplers: string[];
  19217. /**
  19218. * The list of defines used in the shader
  19219. */
  19220. defines: string[];
  19221. }
  19222. /**
  19223. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  19224. *
  19225. * This returned material effects how the mesh will look based on the code in the shaders.
  19226. *
  19227. * @see http://doc.babylonjs.com/how_to/shader_material
  19228. */
  19229. export class ShaderMaterial extends Material {
  19230. private _shaderPath;
  19231. private _options;
  19232. private _textures;
  19233. private _textureArrays;
  19234. private _floats;
  19235. private _ints;
  19236. private _floatsArrays;
  19237. private _colors3;
  19238. private _colors3Arrays;
  19239. private _colors4;
  19240. private _colors4Arrays;
  19241. private _vectors2;
  19242. private _vectors3;
  19243. private _vectors4;
  19244. private _matrices;
  19245. private _matrices3x3;
  19246. private _matrices2x2;
  19247. private _vectors2Arrays;
  19248. private _vectors3Arrays;
  19249. private _vectors4Arrays;
  19250. private _cachedWorldViewMatrix;
  19251. private _cachedWorldViewProjectionMatrix;
  19252. private _renderId;
  19253. /**
  19254. * Instantiate a new shader material.
  19255. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  19256. * This returned material effects how the mesh will look based on the code in the shaders.
  19257. * @see http://doc.babylonjs.com/how_to/shader_material
  19258. * @param name Define the name of the material in the scene
  19259. * @param scene Define the scene the material belongs to
  19260. * @param shaderPath Defines the route to the shader code in one of three ways:
  19261. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19262. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  19263. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19264. * @param options Define the options used to create the shader
  19265. */
  19266. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19267. /**
  19268. * Gets the options used to compile the shader.
  19269. * They can be modified to trigger a new compilation
  19270. */
  19271. readonly options: IShaderMaterialOptions;
  19272. /**
  19273. * Gets the current class name of the material e.g. "ShaderMaterial"
  19274. * Mainly use in serialization.
  19275. * @returns the class name
  19276. */
  19277. getClassName(): string;
  19278. /**
  19279. * Specifies if the material will require alpha blending
  19280. * @returns a boolean specifying if alpha blending is needed
  19281. */
  19282. needAlphaBlending(): boolean;
  19283. /**
  19284. * Specifies if this material should be rendered in alpha test mode
  19285. * @returns a boolean specifying if an alpha test is needed.
  19286. */
  19287. needAlphaTesting(): boolean;
  19288. private _checkUniform;
  19289. /**
  19290. * Set a texture in the shader.
  19291. * @param name Define the name of the uniform samplers as defined in the shader
  19292. * @param texture Define the texture to bind to this sampler
  19293. * @return the material itself allowing "fluent" like uniform updates
  19294. */
  19295. setTexture(name: string, texture: Texture): ShaderMaterial;
  19296. /**
  19297. * Set a texture array in the shader.
  19298. * @param name Define the name of the uniform sampler array as defined in the shader
  19299. * @param textures Define the list of textures to bind to this sampler
  19300. * @return the material itself allowing "fluent" like uniform updates
  19301. */
  19302. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19303. /**
  19304. * Set a float in the shader.
  19305. * @param name Define the name of the uniform as defined in the shader
  19306. * @param value Define the value to give to the uniform
  19307. * @return the material itself allowing "fluent" like uniform updates
  19308. */
  19309. setFloat(name: string, value: number): ShaderMaterial;
  19310. /**
  19311. * Set a int in the shader.
  19312. * @param name Define the name of the uniform as defined in the shader
  19313. * @param value Define the value to give to the uniform
  19314. * @return the material itself allowing "fluent" like uniform updates
  19315. */
  19316. setInt(name: string, value: number): ShaderMaterial;
  19317. /**
  19318. * Set an array of floats in the shader.
  19319. * @param name Define the name of the uniform as defined in the shader
  19320. * @param value Define the value to give to the uniform
  19321. * @return the material itself allowing "fluent" like uniform updates
  19322. */
  19323. setFloats(name: string, value: number[]): ShaderMaterial;
  19324. /**
  19325. * Set a vec3 in the shader from a Color3.
  19326. * @param name Define the name of the uniform as defined in the shader
  19327. * @param value Define the value to give to the uniform
  19328. * @return the material itself allowing "fluent" like uniform updates
  19329. */
  19330. setColor3(name: string, value: Color3): ShaderMaterial;
  19331. /**
  19332. * Set a vec3 array in the shader from a Color3 array.
  19333. * @param name Define the name of the uniform as defined in the shader
  19334. * @param value Define the value to give to the uniform
  19335. * @return the material itself allowing "fluent" like uniform updates
  19336. */
  19337. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19338. /**
  19339. * Set a vec4 in the shader from a Color4.
  19340. * @param name Define the name of the uniform as defined in the shader
  19341. * @param value Define the value to give to the uniform
  19342. * @return the material itself allowing "fluent" like uniform updates
  19343. */
  19344. setColor4(name: string, value: Color4): ShaderMaterial;
  19345. /**
  19346. * Set a vec4 array in the shader from a Color4 array.
  19347. * @param name Define the name of the uniform as defined in the shader
  19348. * @param value Define the value to give to the uniform
  19349. * @return the material itself allowing "fluent" like uniform updates
  19350. */
  19351. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19352. /**
  19353. * Set a vec2 in the shader from a Vector2.
  19354. * @param name Define the name of the uniform as defined in the shader
  19355. * @param value Define the value to give to the uniform
  19356. * @return the material itself allowing "fluent" like uniform updates
  19357. */
  19358. setVector2(name: string, value: Vector2): ShaderMaterial;
  19359. /**
  19360. * Set a vec3 in the shader from a Vector3.
  19361. * @param name Define the name of the uniform as defined in the shader
  19362. * @param value Define the value to give to the uniform
  19363. * @return the material itself allowing "fluent" like uniform updates
  19364. */
  19365. setVector3(name: string, value: Vector3): ShaderMaterial;
  19366. /**
  19367. * Set a vec4 in the shader from a Vector4.
  19368. * @param name Define the name of the uniform as defined in the shader
  19369. * @param value Define the value to give to the uniform
  19370. * @return the material itself allowing "fluent" like uniform updates
  19371. */
  19372. setVector4(name: string, value: Vector4): ShaderMaterial;
  19373. /**
  19374. * Set a mat4 in the shader from a Matrix.
  19375. * @param name Define the name of the uniform as defined in the shader
  19376. * @param value Define the value to give to the uniform
  19377. * @return the material itself allowing "fluent" like uniform updates
  19378. */
  19379. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19380. /**
  19381. * Set a mat3 in the shader from a Float32Array.
  19382. * @param name Define the name of the uniform as defined in the shader
  19383. * @param value Define the value to give to the uniform
  19384. * @return the material itself allowing "fluent" like uniform updates
  19385. */
  19386. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19387. /**
  19388. * Set a mat2 in the shader from a Float32Array.
  19389. * @param name Define the name of the uniform as defined in the shader
  19390. * @param value Define the value to give to the uniform
  19391. * @return the material itself allowing "fluent" like uniform updates
  19392. */
  19393. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19394. /**
  19395. * Set a vec2 array in the shader from a number array.
  19396. * @param name Define the name of the uniform as defined in the shader
  19397. * @param value Define the value to give to the uniform
  19398. * @return the material itself allowing "fluent" like uniform updates
  19399. */
  19400. setArray2(name: string, value: number[]): ShaderMaterial;
  19401. /**
  19402. * Set a vec3 array in the shader from a number array.
  19403. * @param name Define the name of the uniform as defined in the shader
  19404. * @param value Define the value to give to the uniform
  19405. * @return the material itself allowing "fluent" like uniform updates
  19406. */
  19407. setArray3(name: string, value: number[]): ShaderMaterial;
  19408. /**
  19409. * Set a vec4 array in the shader from a number array.
  19410. * @param name Define the name of the uniform as defined in the shader
  19411. * @param value Define the value to give to the uniform
  19412. * @return the material itself allowing "fluent" like uniform updates
  19413. */
  19414. setArray4(name: string, value: number[]): ShaderMaterial;
  19415. private _checkCache;
  19416. /**
  19417. * Specifies that the submesh is ready to be used
  19418. * @param mesh defines the mesh to check
  19419. * @param subMesh defines which submesh to check
  19420. * @param useInstances specifies that instances should be used
  19421. * @returns a boolean indicating that the submesh is ready or not
  19422. */
  19423. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19424. /**
  19425. * Checks if the material is ready to render the requested mesh
  19426. * @param mesh Define the mesh to render
  19427. * @param useInstances Define whether or not the material is used with instances
  19428. * @returns true if ready, otherwise false
  19429. */
  19430. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19431. /**
  19432. * Binds the world matrix to the material
  19433. * @param world defines the world transformation matrix
  19434. */
  19435. bindOnlyWorldMatrix(world: Matrix): void;
  19436. /**
  19437. * Binds the material to the mesh
  19438. * @param world defines the world transformation matrix
  19439. * @param mesh defines the mesh to bind the material to
  19440. */
  19441. bind(world: Matrix, mesh?: Mesh): void;
  19442. /**
  19443. * Gets the active textures from the material
  19444. * @returns an array of textures
  19445. */
  19446. getActiveTextures(): BaseTexture[];
  19447. /**
  19448. * Specifies if the material uses a texture
  19449. * @param texture defines the texture to check against the material
  19450. * @returns a boolean specifying if the material uses the texture
  19451. */
  19452. hasTexture(texture: BaseTexture): boolean;
  19453. /**
  19454. * Makes a duplicate of the material, and gives it a new name
  19455. * @param name defines the new name for the duplicated material
  19456. * @returns the cloned material
  19457. */
  19458. clone(name: string): ShaderMaterial;
  19459. /**
  19460. * Disposes the material
  19461. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19462. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19463. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19464. */
  19465. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19466. /**
  19467. * Serializes this material in a JSON representation
  19468. * @returns the serialized material object
  19469. */
  19470. serialize(): any;
  19471. /**
  19472. * Creates a shader material from parsed shader material data
  19473. * @param source defines the JSON represnetation of the material
  19474. * @param scene defines the hosting scene
  19475. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19476. * @returns a new material
  19477. */
  19478. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19479. }
  19480. }
  19481. declare module "babylonjs/Shaders/color.fragment" {
  19482. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  19483. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  19484. /** @hidden */
  19485. export var colorPixelShader: {
  19486. name: string;
  19487. shader: string;
  19488. };
  19489. }
  19490. declare module "babylonjs/Shaders/color.vertex" {
  19491. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  19492. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  19493. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  19494. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  19495. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  19496. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  19497. /** @hidden */
  19498. export var colorVertexShader: {
  19499. name: string;
  19500. shader: string;
  19501. };
  19502. }
  19503. declare module "babylonjs/Meshes/linesMesh" {
  19504. import { Nullable } from "babylonjs/types";
  19505. import { Scene } from "babylonjs/scene";
  19506. import { Color3 } from "babylonjs/Maths/math.color";
  19507. import { Node } from "babylonjs/node";
  19508. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19509. import { Mesh } from "babylonjs/Meshes/mesh";
  19510. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  19511. import { Effect } from "babylonjs/Materials/effect";
  19512. import { Material } from "babylonjs/Materials/material";
  19513. import "babylonjs/Shaders/color.fragment";
  19514. import "babylonjs/Shaders/color.vertex";
  19515. /**
  19516. * Line mesh
  19517. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19518. */
  19519. export class LinesMesh extends Mesh {
  19520. /**
  19521. * If vertex color should be applied to the mesh
  19522. */
  19523. readonly useVertexColor?: boolean | undefined;
  19524. /**
  19525. * If vertex alpha should be applied to the mesh
  19526. */
  19527. readonly useVertexAlpha?: boolean | undefined;
  19528. /**
  19529. * Color of the line (Default: White)
  19530. */
  19531. color: Color3;
  19532. /**
  19533. * Alpha of the line (Default: 1)
  19534. */
  19535. alpha: number;
  19536. /**
  19537. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19538. * This margin is expressed in world space coordinates, so its value may vary.
  19539. * Default value is 0.1
  19540. */
  19541. intersectionThreshold: number;
  19542. private _colorShader;
  19543. private color4;
  19544. /**
  19545. * Creates a new LinesMesh
  19546. * @param name defines the name
  19547. * @param scene defines the hosting scene
  19548. * @param parent defines the parent mesh if any
  19549. * @param source defines the optional source LinesMesh used to clone data from
  19550. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19551. * When false, achieved by calling a clone(), also passing False.
  19552. * This will make creation of children, recursive.
  19553. * @param useVertexColor defines if this LinesMesh supports vertex color
  19554. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  19555. */
  19556. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: LinesMesh, doNotCloneChildren?: boolean,
  19557. /**
  19558. * If vertex color should be applied to the mesh
  19559. */
  19560. useVertexColor?: boolean | undefined,
  19561. /**
  19562. * If vertex alpha should be applied to the mesh
  19563. */
  19564. useVertexAlpha?: boolean | undefined);
  19565. private _addClipPlaneDefine;
  19566. private _removeClipPlaneDefine;
  19567. isReady(): boolean;
  19568. /**
  19569. * Returns the string "LineMesh"
  19570. */
  19571. getClassName(): string;
  19572. /**
  19573. * @hidden
  19574. */
  19575. /**
  19576. * @hidden
  19577. */
  19578. material: Material;
  19579. /**
  19580. * @hidden
  19581. */
  19582. readonly checkCollisions: boolean;
  19583. /** @hidden */
  19584. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): LinesMesh;
  19585. /** @hidden */
  19586. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): LinesMesh;
  19587. /**
  19588. * Disposes of the line mesh
  19589. * @param doNotRecurse If children should be disposed
  19590. */
  19591. dispose(doNotRecurse?: boolean): void;
  19592. /**
  19593. * Returns a new LineMesh object cloned from the current one.
  19594. */
  19595. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): LinesMesh;
  19596. /**
  19597. * Creates a new InstancedLinesMesh object from the mesh model.
  19598. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  19599. * @param name defines the name of the new instance
  19600. * @returns a new InstancedLinesMesh
  19601. */
  19602. createInstance(name: string): InstancedLinesMesh;
  19603. }
  19604. /**
  19605. * Creates an instance based on a source LinesMesh
  19606. */
  19607. export class InstancedLinesMesh extends InstancedMesh {
  19608. /**
  19609. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19610. * This margin is expressed in world space coordinates, so its value may vary.
  19611. * Initilized with the intersectionThreshold value of the source LinesMesh
  19612. */
  19613. intersectionThreshold: number;
  19614. constructor(name: string, source: LinesMesh);
  19615. /**
  19616. * Returns the string "InstancedLinesMesh".
  19617. */
  19618. getClassName(): string;
  19619. }
  19620. }
  19621. declare module "babylonjs/Shaders/line.fragment" {
  19622. /** @hidden */
  19623. export var linePixelShader: {
  19624. name: string;
  19625. shader: string;
  19626. };
  19627. }
  19628. declare module "babylonjs/Shaders/line.vertex" {
  19629. /** @hidden */
  19630. export var lineVertexShader: {
  19631. name: string;
  19632. shader: string;
  19633. };
  19634. }
  19635. declare module "babylonjs/Rendering/edgesRenderer" {
  19636. import { Nullable } from "babylonjs/types";
  19637. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19638. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19639. import { Vector3 } from "babylonjs/Maths/math.vector";
  19640. import { IDisposable } from "babylonjs/scene";
  19641. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  19642. import "babylonjs/Shaders/line.fragment";
  19643. import "babylonjs/Shaders/line.vertex";
  19644. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  19645. module "babylonjs/Meshes/abstractMesh" {
  19646. interface AbstractMesh {
  19647. /**
  19648. * Gets the edgesRenderer associated with the mesh
  19649. */
  19650. edgesRenderer: Nullable<EdgesRenderer>;
  19651. }
  19652. }
  19653. module "babylonjs/Meshes/linesMesh" {
  19654. interface LinesMesh {
  19655. /**
  19656. * Enables the edge rendering mode on the mesh.
  19657. * This mode makes the mesh edges visible
  19658. * @param epsilon defines the maximal distance between two angles to detect a face
  19659. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19660. * @returns the currentAbstractMesh
  19661. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19662. */
  19663. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  19664. }
  19665. }
  19666. module "babylonjs/Meshes/linesMesh" {
  19667. interface InstancedLinesMesh {
  19668. /**
  19669. * Enables the edge rendering mode on the mesh.
  19670. * This mode makes the mesh edges visible
  19671. * @param epsilon defines the maximal distance between two angles to detect a face
  19672. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19673. * @returns the current InstancedLinesMesh
  19674. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19675. */
  19676. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  19677. }
  19678. }
  19679. /**
  19680. * Defines the minimum contract an Edges renderer should follow.
  19681. */
  19682. export interface IEdgesRenderer extends IDisposable {
  19683. /**
  19684. * Gets or sets a boolean indicating if the edgesRenderer is active
  19685. */
  19686. isEnabled: boolean;
  19687. /**
  19688. * Renders the edges of the attached mesh,
  19689. */
  19690. render(): void;
  19691. /**
  19692. * Checks wether or not the edges renderer is ready to render.
  19693. * @return true if ready, otherwise false.
  19694. */
  19695. isReady(): boolean;
  19696. }
  19697. /**
  19698. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  19699. */
  19700. export class EdgesRenderer implements IEdgesRenderer {
  19701. /**
  19702. * Define the size of the edges with an orthographic camera
  19703. */
  19704. edgesWidthScalerForOrthographic: number;
  19705. /**
  19706. * Define the size of the edges with a perspective camera
  19707. */
  19708. edgesWidthScalerForPerspective: number;
  19709. protected _source: AbstractMesh;
  19710. protected _linesPositions: number[];
  19711. protected _linesNormals: number[];
  19712. protected _linesIndices: number[];
  19713. protected _epsilon: number;
  19714. protected _indicesCount: number;
  19715. protected _lineShader: ShaderMaterial;
  19716. protected _ib: DataBuffer;
  19717. protected _buffers: {
  19718. [key: string]: Nullable<VertexBuffer>;
  19719. };
  19720. protected _checkVerticesInsteadOfIndices: boolean;
  19721. private _meshRebuildObserver;
  19722. private _meshDisposeObserver;
  19723. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  19724. isEnabled: boolean;
  19725. /**
  19726. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  19727. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  19728. * @param source Mesh used to create edges
  19729. * @param epsilon sum of angles in adjacency to check for edge
  19730. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  19731. * @param generateEdgesLines - should generate Lines or only prepare resources.
  19732. */
  19733. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  19734. protected _prepareRessources(): void;
  19735. /** @hidden */
  19736. _rebuild(): void;
  19737. /**
  19738. * Releases the required resources for the edges renderer
  19739. */
  19740. dispose(): void;
  19741. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  19742. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  19743. /**
  19744. * Checks if the pair of p0 and p1 is en edge
  19745. * @param faceIndex
  19746. * @param edge
  19747. * @param faceNormals
  19748. * @param p0
  19749. * @param p1
  19750. * @private
  19751. */
  19752. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  19753. /**
  19754. * push line into the position, normal and index buffer
  19755. * @protected
  19756. */
  19757. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  19758. /**
  19759. * Generates lines edges from adjacencjes
  19760. * @private
  19761. */
  19762. _generateEdgesLines(): void;
  19763. /**
  19764. * Checks wether or not the edges renderer is ready to render.
  19765. * @return true if ready, otherwise false.
  19766. */
  19767. isReady(): boolean;
  19768. /**
  19769. * Renders the edges of the attached mesh,
  19770. */
  19771. render(): void;
  19772. }
  19773. /**
  19774. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  19775. */
  19776. export class LineEdgesRenderer extends EdgesRenderer {
  19777. /**
  19778. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  19779. * @param source LineMesh used to generate edges
  19780. * @param epsilon not important (specified angle for edge detection)
  19781. * @param checkVerticesInsteadOfIndices not important for LineMesh
  19782. */
  19783. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  19784. /**
  19785. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  19786. */
  19787. _generateEdgesLines(): void;
  19788. }
  19789. }
  19790. declare module "babylonjs/Rendering/renderingGroup" {
  19791. import { SmartArray } from "babylonjs/Misc/smartArray";
  19792. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19793. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19794. import { Nullable } from "babylonjs/types";
  19795. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19796. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  19797. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19798. import { Material } from "babylonjs/Materials/material";
  19799. import { Scene } from "babylonjs/scene";
  19800. /**
  19801. * This represents the object necessary to create a rendering group.
  19802. * This is exclusively used and created by the rendering manager.
  19803. * To modify the behavior, you use the available helpers in your scene or meshes.
  19804. * @hidden
  19805. */
  19806. export class RenderingGroup {
  19807. index: number;
  19808. private static _zeroVector;
  19809. private _scene;
  19810. private _opaqueSubMeshes;
  19811. private _transparentSubMeshes;
  19812. private _alphaTestSubMeshes;
  19813. private _depthOnlySubMeshes;
  19814. private _particleSystems;
  19815. private _spriteManagers;
  19816. private _opaqueSortCompareFn;
  19817. private _alphaTestSortCompareFn;
  19818. private _transparentSortCompareFn;
  19819. private _renderOpaque;
  19820. private _renderAlphaTest;
  19821. private _renderTransparent;
  19822. /** @hidden */
  19823. _edgesRenderers: SmartArray<IEdgesRenderer>;
  19824. onBeforeTransparentRendering: () => void;
  19825. /**
  19826. * Set the opaque sort comparison function.
  19827. * If null the sub meshes will be render in the order they were created
  19828. */
  19829. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19830. /**
  19831. * Set the alpha test sort comparison function.
  19832. * If null the sub meshes will be render in the order they were created
  19833. */
  19834. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19835. /**
  19836. * Set the transparent sort comparison function.
  19837. * If null the sub meshes will be render in the order they were created
  19838. */
  19839. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19840. /**
  19841. * Creates a new rendering group.
  19842. * @param index The rendering group index
  19843. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  19844. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  19845. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  19846. */
  19847. constructor(index: number, scene: Scene, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>);
  19848. /**
  19849. * Render all the sub meshes contained in the group.
  19850. * @param customRenderFunction Used to override the default render behaviour of the group.
  19851. * @returns true if rendered some submeshes.
  19852. */
  19853. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  19854. /**
  19855. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  19856. * @param subMeshes The submeshes to render
  19857. */
  19858. private renderOpaqueSorted;
  19859. /**
  19860. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  19861. * @param subMeshes The submeshes to render
  19862. */
  19863. private renderAlphaTestSorted;
  19864. /**
  19865. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  19866. * @param subMeshes The submeshes to render
  19867. */
  19868. private renderTransparentSorted;
  19869. /**
  19870. * Renders the submeshes in a specified order.
  19871. * @param subMeshes The submeshes to sort before render
  19872. * @param sortCompareFn The comparison function use to sort
  19873. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  19874. * @param transparent Specifies to activate blending if true
  19875. */
  19876. private static renderSorted;
  19877. /**
  19878. * Renders the submeshes in the order they were dispatched (no sort applied).
  19879. * @param subMeshes The submeshes to render
  19880. */
  19881. private static renderUnsorted;
  19882. /**
  19883. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19884. * are rendered back to front if in the same alpha index.
  19885. *
  19886. * @param a The first submesh
  19887. * @param b The second submesh
  19888. * @returns The result of the comparison
  19889. */
  19890. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  19891. /**
  19892. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19893. * are rendered back to front.
  19894. *
  19895. * @param a The first submesh
  19896. * @param b The second submesh
  19897. * @returns The result of the comparison
  19898. */
  19899. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  19900. /**
  19901. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19902. * are rendered front to back (prevent overdraw).
  19903. *
  19904. * @param a The first submesh
  19905. * @param b The second submesh
  19906. * @returns The result of the comparison
  19907. */
  19908. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  19909. /**
  19910. * Resets the different lists of submeshes to prepare a new frame.
  19911. */
  19912. prepare(): void;
  19913. dispose(): void;
  19914. /**
  19915. * Inserts the submesh in its correct queue depending on its material.
  19916. * @param subMesh The submesh to dispatch
  19917. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  19918. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  19919. */
  19920. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  19921. dispatchSprites(spriteManager: ISpriteManager): void;
  19922. dispatchParticles(particleSystem: IParticleSystem): void;
  19923. private _renderParticles;
  19924. private _renderSprites;
  19925. }
  19926. }
  19927. declare module "babylonjs/Rendering/renderingManager" {
  19928. import { Nullable } from "babylonjs/types";
  19929. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19930. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19931. import { SmartArray } from "babylonjs/Misc/smartArray";
  19932. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19933. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19934. import { Material } from "babylonjs/Materials/material";
  19935. import { Scene } from "babylonjs/scene";
  19936. import { Camera } from "babylonjs/Cameras/camera";
  19937. /**
  19938. * Interface describing the different options available in the rendering manager
  19939. * regarding Auto Clear between groups.
  19940. */
  19941. export interface IRenderingManagerAutoClearSetup {
  19942. /**
  19943. * Defines whether or not autoclear is enable.
  19944. */
  19945. autoClear: boolean;
  19946. /**
  19947. * Defines whether or not to autoclear the depth buffer.
  19948. */
  19949. depth: boolean;
  19950. /**
  19951. * Defines whether or not to autoclear the stencil buffer.
  19952. */
  19953. stencil: boolean;
  19954. }
  19955. /**
  19956. * This class is used by the onRenderingGroupObservable
  19957. */
  19958. export class RenderingGroupInfo {
  19959. /**
  19960. * The Scene that being rendered
  19961. */
  19962. scene: Scene;
  19963. /**
  19964. * The camera currently used for the rendering pass
  19965. */
  19966. camera: Nullable<Camera>;
  19967. /**
  19968. * The ID of the renderingGroup being processed
  19969. */
  19970. renderingGroupId: number;
  19971. }
  19972. /**
  19973. * This is the manager responsible of all the rendering for meshes sprites and particles.
  19974. * It is enable to manage the different groups as well as the different necessary sort functions.
  19975. * This should not be used directly aside of the few static configurations
  19976. */
  19977. export class RenderingManager {
  19978. /**
  19979. * The max id used for rendering groups (not included)
  19980. */
  19981. static MAX_RENDERINGGROUPS: number;
  19982. /**
  19983. * The min id used for rendering groups (included)
  19984. */
  19985. static MIN_RENDERINGGROUPS: number;
  19986. /**
  19987. * Used to globally prevent autoclearing scenes.
  19988. */
  19989. static AUTOCLEAR: boolean;
  19990. /**
  19991. * @hidden
  19992. */
  19993. _useSceneAutoClearSetup: boolean;
  19994. private _scene;
  19995. private _renderingGroups;
  19996. private _depthStencilBufferAlreadyCleaned;
  19997. private _autoClearDepthStencil;
  19998. private _customOpaqueSortCompareFn;
  19999. private _customAlphaTestSortCompareFn;
  20000. private _customTransparentSortCompareFn;
  20001. private _renderingGroupInfo;
  20002. /**
  20003. * Instantiates a new rendering group for a particular scene
  20004. * @param scene Defines the scene the groups belongs to
  20005. */
  20006. constructor(scene: Scene);
  20007. private _clearDepthStencilBuffer;
  20008. /**
  20009. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20010. * @hidden
  20011. */
  20012. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20013. /**
  20014. * Resets the different information of the group to prepare a new frame
  20015. * @hidden
  20016. */
  20017. reset(): void;
  20018. /**
  20019. * Dispose and release the group and its associated resources.
  20020. * @hidden
  20021. */
  20022. dispose(): void;
  20023. /**
  20024. * Clear the info related to rendering groups preventing retention points during dispose.
  20025. */
  20026. freeRenderingGroups(): void;
  20027. private _prepareRenderingGroup;
  20028. /**
  20029. * Add a sprite manager to the rendering manager in order to render it this frame.
  20030. * @param spriteManager Define the sprite manager to render
  20031. */
  20032. dispatchSprites(spriteManager: ISpriteManager): void;
  20033. /**
  20034. * Add a particle system to the rendering manager in order to render it this frame.
  20035. * @param particleSystem Define the particle system to render
  20036. */
  20037. dispatchParticles(particleSystem: IParticleSystem): void;
  20038. /**
  20039. * Add a submesh to the manager in order to render it this frame
  20040. * @param subMesh The submesh to dispatch
  20041. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20042. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20043. */
  20044. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20045. /**
  20046. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20047. * This allowed control for front to back rendering or reversly depending of the special needs.
  20048. *
  20049. * @param renderingGroupId The rendering group id corresponding to its index
  20050. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20051. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20052. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20053. */
  20054. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  20055. /**
  20056. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20057. *
  20058. * @param renderingGroupId The rendering group id corresponding to its index
  20059. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20060. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20061. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20062. */
  20063. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20064. /**
  20065. * Gets the current auto clear configuration for one rendering group of the rendering
  20066. * manager.
  20067. * @param index the rendering group index to get the information for
  20068. * @returns The auto clear setup for the requested rendering group
  20069. */
  20070. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20071. }
  20072. }
  20073. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20074. import { Observable } from "babylonjs/Misc/observable";
  20075. import { SmartArray } from "babylonjs/Misc/smartArray";
  20076. import { Nullable } from "babylonjs/types";
  20077. import { Camera } from "babylonjs/Cameras/camera";
  20078. import { Scene } from "babylonjs/scene";
  20079. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20080. import { Color4 } from "babylonjs/Maths/math.color";
  20081. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20082. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20083. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20084. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20085. import { Texture } from "babylonjs/Materials/Textures/texture";
  20086. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20087. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20088. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20089. import { Engine } from "babylonjs/Engines/engine";
  20090. /**
  20091. * This Helps creating a texture that will be created from a camera in your scene.
  20092. * It is basically a dynamic texture that could be used to create special effects for instance.
  20093. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20094. */
  20095. export class RenderTargetTexture extends Texture {
  20096. isCube: boolean;
  20097. /**
  20098. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20099. */
  20100. static readonly REFRESHRATE_RENDER_ONCE: number;
  20101. /**
  20102. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20103. */
  20104. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20105. /**
  20106. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20107. * the central point of your effect and can save a lot of performances.
  20108. */
  20109. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20110. /**
  20111. * Use this predicate to dynamically define the list of mesh you want to render.
  20112. * If set, the renderList property will be overwritten.
  20113. */
  20114. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20115. private _renderList;
  20116. /**
  20117. * Use this list to define the list of mesh you want to render.
  20118. */
  20119. renderList: Nullable<Array<AbstractMesh>>;
  20120. private _hookArray;
  20121. /**
  20122. * Define if particles should be rendered in your texture.
  20123. */
  20124. renderParticles: boolean;
  20125. /**
  20126. * Define if sprites should be rendered in your texture.
  20127. */
  20128. renderSprites: boolean;
  20129. /**
  20130. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20131. */
  20132. coordinatesMode: number;
  20133. /**
  20134. * Define the camera used to render the texture.
  20135. */
  20136. activeCamera: Nullable<Camera>;
  20137. /**
  20138. * Override the render function of the texture with your own one.
  20139. */
  20140. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20141. /**
  20142. * Define if camera post processes should be use while rendering the texture.
  20143. */
  20144. useCameraPostProcesses: boolean;
  20145. /**
  20146. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20147. */
  20148. ignoreCameraViewport: boolean;
  20149. private _postProcessManager;
  20150. private _postProcesses;
  20151. private _resizeObserver;
  20152. /**
  20153. * An event triggered when the texture is unbind.
  20154. */
  20155. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20156. /**
  20157. * An event triggered when the texture is unbind.
  20158. */
  20159. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20160. private _onAfterUnbindObserver;
  20161. /**
  20162. * Set a after unbind callback in the texture.
  20163. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20164. */
  20165. onAfterUnbind: () => void;
  20166. /**
  20167. * An event triggered before rendering the texture
  20168. */
  20169. onBeforeRenderObservable: Observable<number>;
  20170. private _onBeforeRenderObserver;
  20171. /**
  20172. * Set a before render callback in the texture.
  20173. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20174. */
  20175. onBeforeRender: (faceIndex: number) => void;
  20176. /**
  20177. * An event triggered after rendering the texture
  20178. */
  20179. onAfterRenderObservable: Observable<number>;
  20180. private _onAfterRenderObserver;
  20181. /**
  20182. * Set a after render callback in the texture.
  20183. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20184. */
  20185. onAfterRender: (faceIndex: number) => void;
  20186. /**
  20187. * An event triggered after the texture clear
  20188. */
  20189. onClearObservable: Observable<Engine>;
  20190. private _onClearObserver;
  20191. /**
  20192. * Set a clear callback in the texture.
  20193. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20194. */
  20195. onClear: (Engine: Engine) => void;
  20196. /**
  20197. * An event triggered when the texture is resized.
  20198. */
  20199. onResizeObservable: Observable<RenderTargetTexture>;
  20200. /**
  20201. * Define the clear color of the Render Target if it should be different from the scene.
  20202. */
  20203. clearColor: Color4;
  20204. protected _size: number | {
  20205. width: number;
  20206. height: number;
  20207. };
  20208. protected _initialSizeParameter: number | {
  20209. width: number;
  20210. height: number;
  20211. } | {
  20212. ratio: number;
  20213. };
  20214. protected _sizeRatio: Nullable<number>;
  20215. /** @hidden */
  20216. _generateMipMaps: boolean;
  20217. protected _renderingManager: RenderingManager;
  20218. /** @hidden */
  20219. _waitingRenderList: string[];
  20220. protected _doNotChangeAspectRatio: boolean;
  20221. protected _currentRefreshId: number;
  20222. protected _refreshRate: number;
  20223. protected _textureMatrix: Matrix;
  20224. protected _samples: number;
  20225. protected _renderTargetOptions: RenderTargetCreationOptions;
  20226. /**
  20227. * Gets render target creation options that were used.
  20228. */
  20229. readonly renderTargetOptions: RenderTargetCreationOptions;
  20230. protected _engine: Engine;
  20231. protected _onRatioRescale(): void;
  20232. /**
  20233. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20234. * It must define where the camera used to render the texture is set
  20235. */
  20236. boundingBoxPosition: Vector3;
  20237. private _boundingBoxSize;
  20238. /**
  20239. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20240. * When defined, the cubemap will switch to local mode
  20241. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20242. * @example https://www.babylonjs-playground.com/#RNASML
  20243. */
  20244. boundingBoxSize: Vector3;
  20245. /**
  20246. * In case the RTT has been created with a depth texture, get the associated
  20247. * depth texture.
  20248. * Otherwise, return null.
  20249. */
  20250. depthStencilTexture: Nullable<InternalTexture>;
  20251. /**
  20252. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20253. * or used a shadow, depth texture...
  20254. * @param name The friendly name of the texture
  20255. * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
  20256. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20257. * @param generateMipMaps True if mip maps need to be generated after render.
  20258. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20259. * @param type The type of the buffer in the RTT (int, half float, float...)
  20260. * @param isCube True if a cube texture needs to be created
  20261. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20262. * @param generateDepthBuffer True to generate a depth buffer
  20263. * @param generateStencilBuffer True to generate a stencil buffer
  20264. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20265. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20266. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20267. */
  20268. constructor(name: string, size: number | {
  20269. width: number;
  20270. height: number;
  20271. } | {
  20272. ratio: number;
  20273. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20274. /**
  20275. * Creates a depth stencil texture.
  20276. * This is only available in WebGL 2 or with the depth texture extension available.
  20277. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20278. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20279. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20280. */
  20281. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20282. private _processSizeParameter;
  20283. /**
  20284. * Define the number of samples to use in case of MSAA.
  20285. * It defaults to one meaning no MSAA has been enabled.
  20286. */
  20287. samples: number;
  20288. /**
  20289. * Resets the refresh counter of the texture and start bak from scratch.
  20290. * Could be useful to regenerate the texture if it is setup to render only once.
  20291. */
  20292. resetRefreshCounter(): void;
  20293. /**
  20294. * Define the refresh rate of the texture or the rendering frequency.
  20295. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20296. */
  20297. refreshRate: number;
  20298. /**
  20299. * Adds a post process to the render target rendering passes.
  20300. * @param postProcess define the post process to add
  20301. */
  20302. addPostProcess(postProcess: PostProcess): void;
  20303. /**
  20304. * Clear all the post processes attached to the render target
  20305. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20306. */
  20307. clearPostProcesses(dispose?: boolean): void;
  20308. /**
  20309. * Remove one of the post process from the list of attached post processes to the texture
  20310. * @param postProcess define the post process to remove from the list
  20311. */
  20312. removePostProcess(postProcess: PostProcess): void;
  20313. /** @hidden */
  20314. _shouldRender(): boolean;
  20315. /**
  20316. * Gets the actual render size of the texture.
  20317. * @returns the width of the render size
  20318. */
  20319. getRenderSize(): number;
  20320. /**
  20321. * Gets the actual render width of the texture.
  20322. * @returns the width of the render size
  20323. */
  20324. getRenderWidth(): number;
  20325. /**
  20326. * Gets the actual render height of the texture.
  20327. * @returns the height of the render size
  20328. */
  20329. getRenderHeight(): number;
  20330. /**
  20331. * Get if the texture can be rescaled or not.
  20332. */
  20333. readonly canRescale: boolean;
  20334. /**
  20335. * Resize the texture using a ratio.
  20336. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20337. */
  20338. scale(ratio: number): void;
  20339. /**
  20340. * Get the texture reflection matrix used to rotate/transform the reflection.
  20341. * @returns the reflection matrix
  20342. */
  20343. getReflectionTextureMatrix(): Matrix;
  20344. /**
  20345. * Resize the texture to a new desired size.
  20346. * Be carrefull as it will recreate all the data in the new texture.
  20347. * @param size Define the new size. It can be:
  20348. * - a number for squared texture,
  20349. * - an object containing { width: number, height: number }
  20350. * - or an object containing a ratio { ratio: number }
  20351. */
  20352. resize(size: number | {
  20353. width: number;
  20354. height: number;
  20355. } | {
  20356. ratio: number;
  20357. }): void;
  20358. /**
  20359. * Renders all the objects from the render list into the texture.
  20360. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20361. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20362. */
  20363. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20364. private _bestReflectionRenderTargetDimension;
  20365. /**
  20366. * @hidden
  20367. * @param faceIndex face index to bind to if this is a cubetexture
  20368. */
  20369. _bindFrameBuffer(faceIndex?: number): void;
  20370. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20371. private renderToTarget;
  20372. /**
  20373. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20374. * This allowed control for front to back rendering or reversly depending of the special needs.
  20375. *
  20376. * @param renderingGroupId The rendering group id corresponding to its index
  20377. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20378. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20379. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20380. */
  20381. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  20382. /**
  20383. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20384. *
  20385. * @param renderingGroupId The rendering group id corresponding to its index
  20386. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20387. */
  20388. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20389. /**
  20390. * Clones the texture.
  20391. * @returns the cloned texture
  20392. */
  20393. clone(): RenderTargetTexture;
  20394. /**
  20395. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20396. * @returns The JSON representation of the texture
  20397. */
  20398. serialize(): any;
  20399. /**
  20400. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20401. */
  20402. disposeFramebufferObjects(): void;
  20403. /**
  20404. * Dispose the texture and release its associated resources.
  20405. */
  20406. dispose(): void;
  20407. /** @hidden */
  20408. _rebuild(): void;
  20409. /**
  20410. * Clear the info related to rendering groups preventing retention point in material dispose.
  20411. */
  20412. freeRenderingGroups(): void;
  20413. /**
  20414. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20415. * @returns the view count
  20416. */
  20417. getViewCount(): number;
  20418. }
  20419. }
  20420. declare module "babylonjs/Materials/material" {
  20421. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20422. import { SmartArray } from "babylonjs/Misc/smartArray";
  20423. import { Observable } from "babylonjs/Misc/observable";
  20424. import { Nullable } from "babylonjs/types";
  20425. import { Scene } from "babylonjs/scene";
  20426. import { Matrix } from "babylonjs/Maths/math.vector";
  20427. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20428. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20429. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20430. import { Effect } from "babylonjs/Materials/effect";
  20431. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20432. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20433. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20434. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20435. import { Mesh } from "babylonjs/Meshes/mesh";
  20436. import { Animation } from "babylonjs/Animations/animation";
  20437. /**
  20438. * Base class for the main features of a material in Babylon.js
  20439. */
  20440. export class Material implements IAnimatable {
  20441. /**
  20442. * Returns the triangle fill mode
  20443. */
  20444. static readonly TriangleFillMode: number;
  20445. /**
  20446. * Returns the wireframe mode
  20447. */
  20448. static readonly WireFrameFillMode: number;
  20449. /**
  20450. * Returns the point fill mode
  20451. */
  20452. static readonly PointFillMode: number;
  20453. /**
  20454. * Returns the point list draw mode
  20455. */
  20456. static readonly PointListDrawMode: number;
  20457. /**
  20458. * Returns the line list draw mode
  20459. */
  20460. static readonly LineListDrawMode: number;
  20461. /**
  20462. * Returns the line loop draw mode
  20463. */
  20464. static readonly LineLoopDrawMode: number;
  20465. /**
  20466. * Returns the line strip draw mode
  20467. */
  20468. static readonly LineStripDrawMode: number;
  20469. /**
  20470. * Returns the triangle strip draw mode
  20471. */
  20472. static readonly TriangleStripDrawMode: number;
  20473. /**
  20474. * Returns the triangle fan draw mode
  20475. */
  20476. static readonly TriangleFanDrawMode: number;
  20477. /**
  20478. * Stores the clock-wise side orientation
  20479. */
  20480. static readonly ClockWiseSideOrientation: number;
  20481. /**
  20482. * Stores the counter clock-wise side orientation
  20483. */
  20484. static readonly CounterClockWiseSideOrientation: number;
  20485. /**
  20486. * The dirty texture flag value
  20487. */
  20488. static readonly TextureDirtyFlag: number;
  20489. /**
  20490. * The dirty light flag value
  20491. */
  20492. static readonly LightDirtyFlag: number;
  20493. /**
  20494. * The dirty fresnel flag value
  20495. */
  20496. static readonly FresnelDirtyFlag: number;
  20497. /**
  20498. * The dirty attribute flag value
  20499. */
  20500. static readonly AttributesDirtyFlag: number;
  20501. /**
  20502. * The dirty misc flag value
  20503. */
  20504. static readonly MiscDirtyFlag: number;
  20505. /**
  20506. * The all dirty flag value
  20507. */
  20508. static readonly AllDirtyFlag: number;
  20509. /**
  20510. * The ID of the material
  20511. */
  20512. id: string;
  20513. /**
  20514. * Gets or sets the unique id of the material
  20515. */
  20516. uniqueId: number;
  20517. /**
  20518. * The name of the material
  20519. */
  20520. name: string;
  20521. /**
  20522. * Gets or sets user defined metadata
  20523. */
  20524. metadata: any;
  20525. /**
  20526. * For internal use only. Please do not use.
  20527. */
  20528. reservedDataStore: any;
  20529. /**
  20530. * Specifies if the ready state should be checked on each call
  20531. */
  20532. checkReadyOnEveryCall: boolean;
  20533. /**
  20534. * Specifies if the ready state should be checked once
  20535. */
  20536. checkReadyOnlyOnce: boolean;
  20537. /**
  20538. * The state of the material
  20539. */
  20540. state: string;
  20541. /**
  20542. * The alpha value of the material
  20543. */
  20544. protected _alpha: number;
  20545. /**
  20546. * List of inspectable custom properties (used by the Inspector)
  20547. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  20548. */
  20549. inspectableCustomProperties: IInspectable[];
  20550. /**
  20551. * Sets the alpha value of the material
  20552. */
  20553. /**
  20554. * Gets the alpha value of the material
  20555. */
  20556. alpha: number;
  20557. /**
  20558. * Specifies if back face culling is enabled
  20559. */
  20560. protected _backFaceCulling: boolean;
  20561. /**
  20562. * Sets the back-face culling state
  20563. */
  20564. /**
  20565. * Gets the back-face culling state
  20566. */
  20567. backFaceCulling: boolean;
  20568. /**
  20569. * Stores the value for side orientation
  20570. */
  20571. sideOrientation: number;
  20572. /**
  20573. * Callback triggered when the material is compiled
  20574. */
  20575. onCompiled: Nullable<(effect: Effect) => void>;
  20576. /**
  20577. * Callback triggered when an error occurs
  20578. */
  20579. onError: Nullable<(effect: Effect, errors: string) => void>;
  20580. /**
  20581. * Callback triggered to get the render target textures
  20582. */
  20583. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  20584. /**
  20585. * Gets a boolean indicating that current material needs to register RTT
  20586. */
  20587. readonly hasRenderTargetTextures: boolean;
  20588. /**
  20589. * Specifies if the material should be serialized
  20590. */
  20591. doNotSerialize: boolean;
  20592. /**
  20593. * @hidden
  20594. */
  20595. _storeEffectOnSubMeshes: boolean;
  20596. /**
  20597. * Stores the animations for the material
  20598. */
  20599. animations: Nullable<Array<Animation>>;
  20600. /**
  20601. * An event triggered when the material is disposed
  20602. */
  20603. onDisposeObservable: Observable<Material>;
  20604. /**
  20605. * An observer which watches for dispose events
  20606. */
  20607. private _onDisposeObserver;
  20608. private _onUnBindObservable;
  20609. /**
  20610. * Called during a dispose event
  20611. */
  20612. onDispose: () => void;
  20613. private _onBindObservable;
  20614. /**
  20615. * An event triggered when the material is bound
  20616. */
  20617. readonly onBindObservable: Observable<AbstractMesh>;
  20618. /**
  20619. * An observer which watches for bind events
  20620. */
  20621. private _onBindObserver;
  20622. /**
  20623. * Called during a bind event
  20624. */
  20625. onBind: (Mesh: AbstractMesh) => void;
  20626. /**
  20627. * An event triggered when the material is unbound
  20628. */
  20629. readonly onUnBindObservable: Observable<Material>;
  20630. /**
  20631. * Stores the value of the alpha mode
  20632. */
  20633. private _alphaMode;
  20634. /**
  20635. * Sets the value of the alpha mode.
  20636. *
  20637. * | Value | Type | Description |
  20638. * | --- | --- | --- |
  20639. * | 0 | ALPHA_DISABLE | |
  20640. * | 1 | ALPHA_ADD | |
  20641. * | 2 | ALPHA_COMBINE | |
  20642. * | 3 | ALPHA_SUBTRACT | |
  20643. * | 4 | ALPHA_MULTIPLY | |
  20644. * | 5 | ALPHA_MAXIMIZED | |
  20645. * | 6 | ALPHA_ONEONE | |
  20646. * | 7 | ALPHA_PREMULTIPLIED | |
  20647. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  20648. * | 9 | ALPHA_INTERPOLATE | |
  20649. * | 10 | ALPHA_SCREENMODE | |
  20650. *
  20651. */
  20652. /**
  20653. * Gets the value of the alpha mode
  20654. */
  20655. alphaMode: number;
  20656. /**
  20657. * Stores the state of the need depth pre-pass value
  20658. */
  20659. private _needDepthPrePass;
  20660. /**
  20661. * Sets the need depth pre-pass value
  20662. */
  20663. /**
  20664. * Gets the depth pre-pass value
  20665. */
  20666. needDepthPrePass: boolean;
  20667. /**
  20668. * Specifies if depth writing should be disabled
  20669. */
  20670. disableDepthWrite: boolean;
  20671. /**
  20672. * Specifies if depth writing should be forced
  20673. */
  20674. forceDepthWrite: boolean;
  20675. /**
  20676. * Specifies if there should be a separate pass for culling
  20677. */
  20678. separateCullingPass: boolean;
  20679. /**
  20680. * Stores the state specifing if fog should be enabled
  20681. */
  20682. private _fogEnabled;
  20683. /**
  20684. * Sets the state for enabling fog
  20685. */
  20686. /**
  20687. * Gets the value of the fog enabled state
  20688. */
  20689. fogEnabled: boolean;
  20690. /**
  20691. * Stores the size of points
  20692. */
  20693. pointSize: number;
  20694. /**
  20695. * Stores the z offset value
  20696. */
  20697. zOffset: number;
  20698. /**
  20699. * Gets a value specifying if wireframe mode is enabled
  20700. */
  20701. /**
  20702. * Sets the state of wireframe mode
  20703. */
  20704. wireframe: boolean;
  20705. /**
  20706. * Gets the value specifying if point clouds are enabled
  20707. */
  20708. /**
  20709. * Sets the state of point cloud mode
  20710. */
  20711. pointsCloud: boolean;
  20712. /**
  20713. * Gets the material fill mode
  20714. */
  20715. /**
  20716. * Sets the material fill mode
  20717. */
  20718. fillMode: number;
  20719. /**
  20720. * @hidden
  20721. * Stores the effects for the material
  20722. */
  20723. _effect: Nullable<Effect>;
  20724. /**
  20725. * @hidden
  20726. * Specifies if the material was previously ready
  20727. */
  20728. _wasPreviouslyReady: boolean;
  20729. /**
  20730. * Specifies if uniform buffers should be used
  20731. */
  20732. private _useUBO;
  20733. /**
  20734. * Stores a reference to the scene
  20735. */
  20736. private _scene;
  20737. /**
  20738. * Stores the fill mode state
  20739. */
  20740. private _fillMode;
  20741. /**
  20742. * Specifies if the depth write state should be cached
  20743. */
  20744. private _cachedDepthWriteState;
  20745. /**
  20746. * Stores the uniform buffer
  20747. */
  20748. protected _uniformBuffer: UniformBuffer;
  20749. /** @hidden */
  20750. _indexInSceneMaterialArray: number;
  20751. /** @hidden */
  20752. meshMap: Nullable<{
  20753. [id: string]: AbstractMesh | undefined;
  20754. }>;
  20755. /**
  20756. * Creates a material instance
  20757. * @param name defines the name of the material
  20758. * @param scene defines the scene to reference
  20759. * @param doNotAdd specifies if the material should be added to the scene
  20760. */
  20761. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  20762. /**
  20763. * Returns a string representation of the current material
  20764. * @param fullDetails defines a boolean indicating which levels of logging is desired
  20765. * @returns a string with material information
  20766. */
  20767. toString(fullDetails?: boolean): string;
  20768. /**
  20769. * Gets the class name of the material
  20770. * @returns a string with the class name of the material
  20771. */
  20772. getClassName(): string;
  20773. /**
  20774. * Specifies if updates for the material been locked
  20775. */
  20776. readonly isFrozen: boolean;
  20777. /**
  20778. * Locks updates for the material
  20779. */
  20780. freeze(): void;
  20781. /**
  20782. * Unlocks updates for the material
  20783. */
  20784. unfreeze(): void;
  20785. /**
  20786. * Specifies if the material is ready to be used
  20787. * @param mesh defines the mesh to check
  20788. * @param useInstances specifies if instances should be used
  20789. * @returns a boolean indicating if the material is ready to be used
  20790. */
  20791. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  20792. /**
  20793. * Specifies that the submesh is ready to be used
  20794. * @param mesh defines the mesh to check
  20795. * @param subMesh defines which submesh to check
  20796. * @param useInstances specifies that instances should be used
  20797. * @returns a boolean indicating that the submesh is ready or not
  20798. */
  20799. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  20800. /**
  20801. * Returns the material effect
  20802. * @returns the effect associated with the material
  20803. */
  20804. getEffect(): Nullable<Effect>;
  20805. /**
  20806. * Returns the current scene
  20807. * @returns a Scene
  20808. */
  20809. getScene(): Scene;
  20810. /**
  20811. * Specifies if the material will require alpha blending
  20812. * @returns a boolean specifying if alpha blending is needed
  20813. */
  20814. needAlphaBlending(): boolean;
  20815. /**
  20816. * Specifies if the mesh will require alpha blending
  20817. * @param mesh defines the mesh to check
  20818. * @returns a boolean specifying if alpha blending is needed for the mesh
  20819. */
  20820. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  20821. /**
  20822. * Specifies if this material should be rendered in alpha test mode
  20823. * @returns a boolean specifying if an alpha test is needed.
  20824. */
  20825. needAlphaTesting(): boolean;
  20826. /**
  20827. * Gets the texture used for the alpha test
  20828. * @returns the texture to use for alpha testing
  20829. */
  20830. getAlphaTestTexture(): Nullable<BaseTexture>;
  20831. /**
  20832. * Marks the material to indicate that it needs to be re-calculated
  20833. */
  20834. markDirty(): void;
  20835. /** @hidden */
  20836. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  20837. /**
  20838. * Binds the material to the mesh
  20839. * @param world defines the world transformation matrix
  20840. * @param mesh defines the mesh to bind the material to
  20841. */
  20842. bind(world: Matrix, mesh?: Mesh): void;
  20843. /**
  20844. * Binds the submesh to the material
  20845. * @param world defines the world transformation matrix
  20846. * @param mesh defines the mesh containing the submesh
  20847. * @param subMesh defines the submesh to bind the material to
  20848. */
  20849. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  20850. /**
  20851. * Binds the world matrix to the material
  20852. * @param world defines the world transformation matrix
  20853. */
  20854. bindOnlyWorldMatrix(world: Matrix): void;
  20855. /**
  20856. * Binds the scene's uniform buffer to the effect.
  20857. * @param effect defines the effect to bind to the scene uniform buffer
  20858. * @param sceneUbo defines the uniform buffer storing scene data
  20859. */
  20860. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  20861. /**
  20862. * Binds the view matrix to the effect
  20863. * @param effect defines the effect to bind the view matrix to
  20864. */
  20865. bindView(effect: Effect): void;
  20866. /**
  20867. * Binds the view projection matrix to the effect
  20868. * @param effect defines the effect to bind the view projection matrix to
  20869. */
  20870. bindViewProjection(effect: Effect): void;
  20871. /**
  20872. * Specifies if material alpha testing should be turned on for the mesh
  20873. * @param mesh defines the mesh to check
  20874. */
  20875. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  20876. /**
  20877. * Processes to execute after binding the material to a mesh
  20878. * @param mesh defines the rendered mesh
  20879. */
  20880. protected _afterBind(mesh?: Mesh): void;
  20881. /**
  20882. * Unbinds the material from the mesh
  20883. */
  20884. unbind(): void;
  20885. /**
  20886. * Gets the active textures from the material
  20887. * @returns an array of textures
  20888. */
  20889. getActiveTextures(): BaseTexture[];
  20890. /**
  20891. * Specifies if the material uses a texture
  20892. * @param texture defines the texture to check against the material
  20893. * @returns a boolean specifying if the material uses the texture
  20894. */
  20895. hasTexture(texture: BaseTexture): boolean;
  20896. /**
  20897. * Makes a duplicate of the material, and gives it a new name
  20898. * @param name defines the new name for the duplicated material
  20899. * @returns the cloned material
  20900. */
  20901. clone(name: string): Nullable<Material>;
  20902. /**
  20903. * Gets the meshes bound to the material
  20904. * @returns an array of meshes bound to the material
  20905. */
  20906. getBindedMeshes(): AbstractMesh[];
  20907. /**
  20908. * Force shader compilation
  20909. * @param mesh defines the mesh associated with this material
  20910. * @param onCompiled defines a function to execute once the material is compiled
  20911. * @param options defines the options to configure the compilation
  20912. */
  20913. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  20914. clipPlane: boolean;
  20915. }>): void;
  20916. /**
  20917. * Force shader compilation
  20918. * @param mesh defines the mesh that will use this material
  20919. * @param options defines additional options for compiling the shaders
  20920. * @returns a promise that resolves when the compilation completes
  20921. */
  20922. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  20923. clipPlane: boolean;
  20924. }>): Promise<void>;
  20925. private static readonly _AllDirtyCallBack;
  20926. private static readonly _ImageProcessingDirtyCallBack;
  20927. private static readonly _TextureDirtyCallBack;
  20928. private static readonly _FresnelDirtyCallBack;
  20929. private static readonly _MiscDirtyCallBack;
  20930. private static readonly _LightsDirtyCallBack;
  20931. private static readonly _AttributeDirtyCallBack;
  20932. private static _FresnelAndMiscDirtyCallBack;
  20933. private static _TextureAndMiscDirtyCallBack;
  20934. private static readonly _DirtyCallbackArray;
  20935. private static readonly _RunDirtyCallBacks;
  20936. /**
  20937. * Marks a define in the material to indicate that it needs to be re-computed
  20938. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  20939. */
  20940. markAsDirty(flag: number): void;
  20941. /**
  20942. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  20943. * @param func defines a function which checks material defines against the submeshes
  20944. */
  20945. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  20946. /**
  20947. * Indicates that we need to re-calculated for all submeshes
  20948. */
  20949. protected _markAllSubMeshesAsAllDirty(): void;
  20950. /**
  20951. * Indicates that image processing needs to be re-calculated for all submeshes
  20952. */
  20953. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  20954. /**
  20955. * Indicates that textures need to be re-calculated for all submeshes
  20956. */
  20957. protected _markAllSubMeshesAsTexturesDirty(): void;
  20958. /**
  20959. * Indicates that fresnel needs to be re-calculated for all submeshes
  20960. */
  20961. protected _markAllSubMeshesAsFresnelDirty(): void;
  20962. /**
  20963. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  20964. */
  20965. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  20966. /**
  20967. * Indicates that lights need to be re-calculated for all submeshes
  20968. */
  20969. protected _markAllSubMeshesAsLightsDirty(): void;
  20970. /**
  20971. * Indicates that attributes need to be re-calculated for all submeshes
  20972. */
  20973. protected _markAllSubMeshesAsAttributesDirty(): void;
  20974. /**
  20975. * Indicates that misc needs to be re-calculated for all submeshes
  20976. */
  20977. protected _markAllSubMeshesAsMiscDirty(): void;
  20978. /**
  20979. * Indicates that textures and misc need to be re-calculated for all submeshes
  20980. */
  20981. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  20982. /**
  20983. * Disposes the material
  20984. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  20985. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  20986. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  20987. */
  20988. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  20989. /** @hidden */
  20990. private releaseVertexArrayObject;
  20991. /**
  20992. * Serializes this material
  20993. * @returns the serialized material object
  20994. */
  20995. serialize(): any;
  20996. /**
  20997. * Creates a material from parsed material data
  20998. * @param parsedMaterial defines parsed material data
  20999. * @param scene defines the hosting scene
  21000. * @param rootUrl defines the root URL to use to load textures
  21001. * @returns a new material
  21002. */
  21003. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21004. }
  21005. }
  21006. declare module "babylonjs/Materials/multiMaterial" {
  21007. import { Nullable } from "babylonjs/types";
  21008. import { Scene } from "babylonjs/scene";
  21009. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21010. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21011. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21012. import { Material } from "babylonjs/Materials/material";
  21013. /**
  21014. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21015. * separate meshes. This can be use to improve performances.
  21016. * @see http://doc.babylonjs.com/how_to/multi_materials
  21017. */
  21018. export class MultiMaterial extends Material {
  21019. private _subMaterials;
  21020. /**
  21021. * Gets or Sets the list of Materials used within the multi material.
  21022. * They need to be ordered according to the submeshes order in the associated mesh
  21023. */
  21024. subMaterials: Nullable<Material>[];
  21025. /**
  21026. * Function used to align with Node.getChildren()
  21027. * @returns the list of Materials used within the multi material
  21028. */
  21029. getChildren(): Nullable<Material>[];
  21030. /**
  21031. * Instantiates a new Multi Material
  21032. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21033. * separate meshes. This can be use to improve performances.
  21034. * @see http://doc.babylonjs.com/how_to/multi_materials
  21035. * @param name Define the name in the scene
  21036. * @param scene Define the scene the material belongs to
  21037. */
  21038. constructor(name: string, scene: Scene);
  21039. private _hookArray;
  21040. /**
  21041. * Get one of the submaterial by its index in the submaterials array
  21042. * @param index The index to look the sub material at
  21043. * @returns The Material if the index has been defined
  21044. */
  21045. getSubMaterial(index: number): Nullable<Material>;
  21046. /**
  21047. * Get the list of active textures for the whole sub materials list.
  21048. * @returns All the textures that will be used during the rendering
  21049. */
  21050. getActiveTextures(): BaseTexture[];
  21051. /**
  21052. * Gets the current class name of the material e.g. "MultiMaterial"
  21053. * Mainly use in serialization.
  21054. * @returns the class name
  21055. */
  21056. getClassName(): string;
  21057. /**
  21058. * Checks if the material is ready to render the requested sub mesh
  21059. * @param mesh Define the mesh the submesh belongs to
  21060. * @param subMesh Define the sub mesh to look readyness for
  21061. * @param useInstances Define whether or not the material is used with instances
  21062. * @returns true if ready, otherwise false
  21063. */
  21064. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21065. /**
  21066. * Clones the current material and its related sub materials
  21067. * @param name Define the name of the newly cloned material
  21068. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21069. * @returns the cloned material
  21070. */
  21071. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21072. /**
  21073. * Serializes the materials into a JSON representation.
  21074. * @returns the JSON representation
  21075. */
  21076. serialize(): any;
  21077. /**
  21078. * Dispose the material and release its associated resources
  21079. * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)
  21080. * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)
  21081. * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)
  21082. */
  21083. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21084. /**
  21085. * Creates a MultiMaterial from parsed MultiMaterial data.
  21086. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21087. * @param scene defines the hosting scene
  21088. * @returns a new MultiMaterial
  21089. */
  21090. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21091. }
  21092. }
  21093. declare module "babylonjs/Meshes/subMesh" {
  21094. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21095. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21096. import { Engine } from "babylonjs/Engines/engine";
  21097. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21098. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21099. import { Effect } from "babylonjs/Materials/effect";
  21100. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21101. import { Plane } from "babylonjs/Maths/math.plane";
  21102. import { Collider } from "babylonjs/Collisions/collider";
  21103. import { Material } from "babylonjs/Materials/material";
  21104. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21105. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21106. import { Mesh } from "babylonjs/Meshes/mesh";
  21107. import { Ray } from "babylonjs/Culling/ray";
  21108. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21109. /**
  21110. * Base class for submeshes
  21111. */
  21112. export class BaseSubMesh {
  21113. /** @hidden */
  21114. _materialDefines: Nullable<MaterialDefines>;
  21115. /** @hidden */
  21116. _materialEffect: Nullable<Effect>;
  21117. /**
  21118. * Gets associated effect
  21119. */
  21120. readonly effect: Nullable<Effect>;
  21121. /**
  21122. * Sets associated effect (effect used to render this submesh)
  21123. * @param effect defines the effect to associate with
  21124. * @param defines defines the set of defines used to compile this effect
  21125. */
  21126. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21127. }
  21128. /**
  21129. * Defines a subdivision inside a mesh
  21130. */
  21131. export class SubMesh extends BaseSubMesh implements ICullable {
  21132. /** the material index to use */
  21133. materialIndex: number;
  21134. /** vertex index start */
  21135. verticesStart: number;
  21136. /** vertices count */
  21137. verticesCount: number;
  21138. /** index start */
  21139. indexStart: number;
  21140. /** indices count */
  21141. indexCount: number;
  21142. /** @hidden */
  21143. _linesIndexCount: number;
  21144. private _mesh;
  21145. private _renderingMesh;
  21146. private _boundingInfo;
  21147. private _linesIndexBuffer;
  21148. /** @hidden */
  21149. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21150. /** @hidden */
  21151. _trianglePlanes: Plane[];
  21152. /** @hidden */
  21153. _lastColliderTransformMatrix: Nullable<Matrix>;
  21154. /** @hidden */
  21155. _renderId: number;
  21156. /** @hidden */
  21157. _alphaIndex: number;
  21158. /** @hidden */
  21159. _distanceToCamera: number;
  21160. /** @hidden */
  21161. _id: number;
  21162. private _currentMaterial;
  21163. /**
  21164. * Add a new submesh to a mesh
  21165. * @param materialIndex defines the material index to use
  21166. * @param verticesStart defines vertex index start
  21167. * @param verticesCount defines vertices count
  21168. * @param indexStart defines index start
  21169. * @param indexCount defines indices count
  21170. * @param mesh defines the parent mesh
  21171. * @param renderingMesh defines an optional rendering mesh
  21172. * @param createBoundingBox defines if bounding box should be created for this submesh
  21173. * @returns the new submesh
  21174. */
  21175. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21176. /**
  21177. * Creates a new submesh
  21178. * @param materialIndex defines the material index to use
  21179. * @param verticesStart defines vertex index start
  21180. * @param verticesCount defines vertices count
  21181. * @param indexStart defines index start
  21182. * @param indexCount defines indices count
  21183. * @param mesh defines the parent mesh
  21184. * @param renderingMesh defines an optional rendering mesh
  21185. * @param createBoundingBox defines if bounding box should be created for this submesh
  21186. */
  21187. constructor(
  21188. /** the material index to use */
  21189. materialIndex: number,
  21190. /** vertex index start */
  21191. verticesStart: number,
  21192. /** vertices count */
  21193. verticesCount: number,
  21194. /** index start */
  21195. indexStart: number,
  21196. /** indices count */
  21197. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21198. /**
  21199. * Returns true if this submesh covers the entire parent mesh
  21200. * @ignorenaming
  21201. */
  21202. readonly IsGlobal: boolean;
  21203. /**
  21204. * Returns the submesh BoudingInfo object
  21205. * @returns current bounding info (or mesh's one if the submesh is global)
  21206. */
  21207. getBoundingInfo(): BoundingInfo;
  21208. /**
  21209. * Sets the submesh BoundingInfo
  21210. * @param boundingInfo defines the new bounding info to use
  21211. * @returns the SubMesh
  21212. */
  21213. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21214. /**
  21215. * Returns the mesh of the current submesh
  21216. * @return the parent mesh
  21217. */
  21218. getMesh(): AbstractMesh;
  21219. /**
  21220. * Returns the rendering mesh of the submesh
  21221. * @returns the rendering mesh (could be different from parent mesh)
  21222. */
  21223. getRenderingMesh(): Mesh;
  21224. /**
  21225. * Returns the submesh material
  21226. * @returns null or the current material
  21227. */
  21228. getMaterial(): Nullable<Material>;
  21229. /**
  21230. * Sets a new updated BoundingInfo object to the submesh
  21231. * @param data defines an optional position array to use to determine the bounding info
  21232. * @returns the SubMesh
  21233. */
  21234. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21235. /** @hidden */
  21236. _checkCollision(collider: Collider): boolean;
  21237. /**
  21238. * Updates the submesh BoundingInfo
  21239. * @param world defines the world matrix to use to update the bounding info
  21240. * @returns the submesh
  21241. */
  21242. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21243. /**
  21244. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21245. * @param frustumPlanes defines the frustum planes
  21246. * @returns true if the submesh is intersecting with the frustum
  21247. */
  21248. isInFrustum(frustumPlanes: Plane[]): boolean;
  21249. /**
  21250. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21251. * @param frustumPlanes defines the frustum planes
  21252. * @returns true if the submesh is inside the frustum
  21253. */
  21254. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21255. /**
  21256. * Renders the submesh
  21257. * @param enableAlphaMode defines if alpha needs to be used
  21258. * @returns the submesh
  21259. */
  21260. render(enableAlphaMode: boolean): SubMesh;
  21261. /**
  21262. * @hidden
  21263. */
  21264. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21265. /**
  21266. * Checks if the submesh intersects with a ray
  21267. * @param ray defines the ray to test
  21268. * @returns true is the passed ray intersects the submesh bounding box
  21269. */
  21270. canIntersects(ray: Ray): boolean;
  21271. /**
  21272. * Intersects current submesh with a ray
  21273. * @param ray defines the ray to test
  21274. * @param positions defines mesh's positions array
  21275. * @param indices defines mesh's indices array
  21276. * @param fastCheck defines if only bounding info should be used
  21277. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21278. * @returns intersection info or null if no intersection
  21279. */
  21280. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21281. /** @hidden */
  21282. private _intersectLines;
  21283. /** @hidden */
  21284. private _intersectUnIndexedLines;
  21285. /** @hidden */
  21286. private _intersectTriangles;
  21287. /** @hidden */
  21288. private _intersectUnIndexedTriangles;
  21289. /** @hidden */
  21290. _rebuild(): void;
  21291. /**
  21292. * Creates a new submesh from the passed mesh
  21293. * @param newMesh defines the new hosting mesh
  21294. * @param newRenderingMesh defines an optional rendering mesh
  21295. * @returns the new submesh
  21296. */
  21297. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21298. /**
  21299. * Release associated resources
  21300. */
  21301. dispose(): void;
  21302. /**
  21303. * Gets the class name
  21304. * @returns the string "SubMesh".
  21305. */
  21306. getClassName(): string;
  21307. /**
  21308. * Creates a new submesh from indices data
  21309. * @param materialIndex the index of the main mesh material
  21310. * @param startIndex the index where to start the copy in the mesh indices array
  21311. * @param indexCount the number of indices to copy then from the startIndex
  21312. * @param mesh the main mesh to create the submesh from
  21313. * @param renderingMesh the optional rendering mesh
  21314. * @returns a new submesh
  21315. */
  21316. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21317. }
  21318. }
  21319. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21320. /**
  21321. * Class used to represent data loading progression
  21322. */
  21323. export class SceneLoaderFlags {
  21324. private static _ForceFullSceneLoadingForIncremental;
  21325. private static _ShowLoadingScreen;
  21326. private static _CleanBoneMatrixWeights;
  21327. private static _loggingLevel;
  21328. /**
  21329. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21330. */
  21331. static ForceFullSceneLoadingForIncremental: boolean;
  21332. /**
  21333. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21334. */
  21335. static ShowLoadingScreen: boolean;
  21336. /**
  21337. * Defines the current logging level (while loading the scene)
  21338. * @ignorenaming
  21339. */
  21340. static loggingLevel: number;
  21341. /**
  21342. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21343. */
  21344. static CleanBoneMatrixWeights: boolean;
  21345. }
  21346. }
  21347. declare module "babylonjs/Meshes/geometry" {
  21348. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21349. import { Scene } from "babylonjs/scene";
  21350. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21351. import { Engine } from "babylonjs/Engines/engine";
  21352. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21353. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21354. import { Effect } from "babylonjs/Materials/effect";
  21355. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21356. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21357. import { Mesh } from "babylonjs/Meshes/mesh";
  21358. /**
  21359. * Class used to store geometry data (vertex buffers + index buffer)
  21360. */
  21361. export class Geometry implements IGetSetVerticesData {
  21362. /**
  21363. * Gets or sets the ID of the geometry
  21364. */
  21365. id: string;
  21366. /**
  21367. * Gets or sets the unique ID of the geometry
  21368. */
  21369. uniqueId: number;
  21370. /**
  21371. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21372. */
  21373. delayLoadState: number;
  21374. /**
  21375. * Gets the file containing the data to load when running in delay load state
  21376. */
  21377. delayLoadingFile: Nullable<string>;
  21378. /**
  21379. * Callback called when the geometry is updated
  21380. */
  21381. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21382. private _scene;
  21383. private _engine;
  21384. private _meshes;
  21385. private _totalVertices;
  21386. /** @hidden */
  21387. _indices: IndicesArray;
  21388. /** @hidden */
  21389. _vertexBuffers: {
  21390. [key: string]: VertexBuffer;
  21391. };
  21392. private _isDisposed;
  21393. private _extend;
  21394. private _boundingBias;
  21395. /** @hidden */
  21396. _delayInfo: Array<string>;
  21397. private _indexBuffer;
  21398. private _indexBufferIsUpdatable;
  21399. /** @hidden */
  21400. _boundingInfo: Nullable<BoundingInfo>;
  21401. /** @hidden */
  21402. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21403. /** @hidden */
  21404. _softwareSkinningFrameId: number;
  21405. private _vertexArrayObjects;
  21406. private _updatable;
  21407. /** @hidden */
  21408. _positions: Nullable<Vector3[]>;
  21409. /**
  21410. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  21411. */
  21412. /**
  21413. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  21414. */
  21415. boundingBias: Vector2;
  21416. /**
  21417. * Static function used to attach a new empty geometry to a mesh
  21418. * @param mesh defines the mesh to attach the geometry to
  21419. * @returns the new Geometry
  21420. */
  21421. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21422. /**
  21423. * Creates a new geometry
  21424. * @param id defines the unique ID
  21425. * @param scene defines the hosting scene
  21426. * @param vertexData defines the VertexData used to get geometry data
  21427. * @param updatable defines if geometry must be updatable (false by default)
  21428. * @param mesh defines the mesh that will be associated with the geometry
  21429. */
  21430. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21431. /**
  21432. * Gets the current extend of the geometry
  21433. */
  21434. readonly extend: {
  21435. minimum: Vector3;
  21436. maximum: Vector3;
  21437. };
  21438. /**
  21439. * Gets the hosting scene
  21440. * @returns the hosting Scene
  21441. */
  21442. getScene(): Scene;
  21443. /**
  21444. * Gets the hosting engine
  21445. * @returns the hosting Engine
  21446. */
  21447. getEngine(): Engine;
  21448. /**
  21449. * Defines if the geometry is ready to use
  21450. * @returns true if the geometry is ready to be used
  21451. */
  21452. isReady(): boolean;
  21453. /**
  21454. * Gets a value indicating that the geometry should not be serialized
  21455. */
  21456. readonly doNotSerialize: boolean;
  21457. /** @hidden */
  21458. _rebuild(): void;
  21459. /**
  21460. * Affects all geometry data in one call
  21461. * @param vertexData defines the geometry data
  21462. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21463. */
  21464. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21465. /**
  21466. * Set specific vertex data
  21467. * @param kind defines the data kind (Position, normal, etc...)
  21468. * @param data defines the vertex data to use
  21469. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21470. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21471. */
  21472. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21473. /**
  21474. * Removes a specific vertex data
  21475. * @param kind defines the data kind (Position, normal, etc...)
  21476. */
  21477. removeVerticesData(kind: string): void;
  21478. /**
  21479. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21480. * @param buffer defines the vertex buffer to use
  21481. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21482. */
  21483. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21484. /**
  21485. * Update a specific vertex buffer
  21486. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21487. * It will do nothing if the buffer is not updatable
  21488. * @param kind defines the data kind (Position, normal, etc...)
  21489. * @param data defines the data to use
  21490. * @param offset defines the offset in the target buffer where to store the data
  21491. * @param useBytes set to true if the offset is in bytes
  21492. */
  21493. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21494. /**
  21495. * Update a specific vertex buffer
  21496. * This function will create a new buffer if the current one is not updatable
  21497. * @param kind defines the data kind (Position, normal, etc...)
  21498. * @param data defines the data to use
  21499. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21500. */
  21501. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21502. private _updateBoundingInfo;
  21503. /** @hidden */
  21504. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21505. /**
  21506. * Gets total number of vertices
  21507. * @returns the total number of vertices
  21508. */
  21509. getTotalVertices(): number;
  21510. /**
  21511. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21512. * @param kind defines the data kind (Position, normal, etc...)
  21513. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21514. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21515. * @returns a float array containing vertex data
  21516. */
  21517. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21518. /**
  21519. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21520. * @param kind defines the data kind (Position, normal, etc...)
  21521. * @returns true if the vertex buffer with the specified kind is updatable
  21522. */
  21523. isVertexBufferUpdatable(kind: string): boolean;
  21524. /**
  21525. * Gets a specific vertex buffer
  21526. * @param kind defines the data kind (Position, normal, etc...)
  21527. * @returns a VertexBuffer
  21528. */
  21529. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21530. /**
  21531. * Returns all vertex buffers
  21532. * @return an object holding all vertex buffers indexed by kind
  21533. */
  21534. getVertexBuffers(): Nullable<{
  21535. [key: string]: VertexBuffer;
  21536. }>;
  21537. /**
  21538. * Gets a boolean indicating if specific vertex buffer is present
  21539. * @param kind defines the data kind (Position, normal, etc...)
  21540. * @returns true if data is present
  21541. */
  21542. isVerticesDataPresent(kind: string): boolean;
  21543. /**
  21544. * Gets a list of all attached data kinds (Position, normal, etc...)
  21545. * @returns a list of string containing all kinds
  21546. */
  21547. getVerticesDataKinds(): string[];
  21548. /**
  21549. * Update index buffer
  21550. * @param indices defines the indices to store in the index buffer
  21551. * @param offset defines the offset in the target buffer where to store the data
  21552. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  21553. */
  21554. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  21555. /**
  21556. * Creates a new index buffer
  21557. * @param indices defines the indices to store in the index buffer
  21558. * @param totalVertices defines the total number of vertices (could be null)
  21559. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21560. */
  21561. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  21562. /**
  21563. * Return the total number of indices
  21564. * @returns the total number of indices
  21565. */
  21566. getTotalIndices(): number;
  21567. /**
  21568. * Gets the index buffer array
  21569. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21570. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21571. * @returns the index buffer array
  21572. */
  21573. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21574. /**
  21575. * Gets the index buffer
  21576. * @return the index buffer
  21577. */
  21578. getIndexBuffer(): Nullable<DataBuffer>;
  21579. /** @hidden */
  21580. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  21581. /**
  21582. * Release the associated resources for a specific mesh
  21583. * @param mesh defines the source mesh
  21584. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  21585. */
  21586. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  21587. /**
  21588. * Apply current geometry to a given mesh
  21589. * @param mesh defines the mesh to apply geometry to
  21590. */
  21591. applyToMesh(mesh: Mesh): void;
  21592. private _updateExtend;
  21593. private _applyToMesh;
  21594. private notifyUpdate;
  21595. /**
  21596. * Load the geometry if it was flagged as delay loaded
  21597. * @param scene defines the hosting scene
  21598. * @param onLoaded defines a callback called when the geometry is loaded
  21599. */
  21600. load(scene: Scene, onLoaded?: () => void): void;
  21601. private _queueLoad;
  21602. /**
  21603. * Invert the geometry to move from a right handed system to a left handed one.
  21604. */
  21605. toLeftHanded(): void;
  21606. /** @hidden */
  21607. _resetPointsArrayCache(): void;
  21608. /** @hidden */
  21609. _generatePointsArray(): boolean;
  21610. /**
  21611. * Gets a value indicating if the geometry is disposed
  21612. * @returns true if the geometry was disposed
  21613. */
  21614. isDisposed(): boolean;
  21615. private _disposeVertexArrayObjects;
  21616. /**
  21617. * Free all associated resources
  21618. */
  21619. dispose(): void;
  21620. /**
  21621. * Clone the current geometry into a new geometry
  21622. * @param id defines the unique ID of the new geometry
  21623. * @returns a new geometry object
  21624. */
  21625. copy(id: string): Geometry;
  21626. /**
  21627. * Serialize the current geometry info (and not the vertices data) into a JSON object
  21628. * @return a JSON representation of the current geometry data (without the vertices data)
  21629. */
  21630. serialize(): any;
  21631. private toNumberArray;
  21632. /**
  21633. * Serialize all vertices data into a JSON oject
  21634. * @returns a JSON representation of the current geometry data
  21635. */
  21636. serializeVerticeData(): any;
  21637. /**
  21638. * Extracts a clone of a mesh geometry
  21639. * @param mesh defines the source mesh
  21640. * @param id defines the unique ID of the new geometry object
  21641. * @returns the new geometry object
  21642. */
  21643. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  21644. /**
  21645. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  21646. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  21647. * Be aware Math.random() could cause collisions, but:
  21648. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  21649. * @returns a string containing a new GUID
  21650. */
  21651. static RandomId(): string;
  21652. /** @hidden */
  21653. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  21654. private static _CleanMatricesWeights;
  21655. /**
  21656. * Create a new geometry from persisted data (Using .babylon file format)
  21657. * @param parsedVertexData defines the persisted data
  21658. * @param scene defines the hosting scene
  21659. * @param rootUrl defines the root url to use to load assets (like delayed data)
  21660. * @returns the new geometry object
  21661. */
  21662. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  21663. }
  21664. }
  21665. declare module "babylonjs/Meshes/mesh.vertexData" {
  21666. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  21667. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  21668. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  21669. import { Geometry } from "babylonjs/Meshes/geometry";
  21670. import { Mesh } from "babylonjs/Meshes/mesh";
  21671. /**
  21672. * Define an interface for all classes that will get and set the data on vertices
  21673. */
  21674. export interface IGetSetVerticesData {
  21675. /**
  21676. * Gets a boolean indicating if specific vertex data is present
  21677. * @param kind defines the vertex data kind to use
  21678. * @returns true is data kind is present
  21679. */
  21680. isVerticesDataPresent(kind: string): boolean;
  21681. /**
  21682. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21683. * @param kind defines the data kind (Position, normal, etc...)
  21684. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21685. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21686. * @returns a float array containing vertex data
  21687. */
  21688. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21689. /**
  21690. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  21691. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  21692. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21693. * @returns the indices array or an empty array if the mesh has no geometry
  21694. */
  21695. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21696. /**
  21697. * Set specific vertex data
  21698. * @param kind defines the data kind (Position, normal, etc...)
  21699. * @param data defines the vertex data to use
  21700. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21701. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21702. */
  21703. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  21704. /**
  21705. * Update a specific associated vertex buffer
  21706. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  21707. * - VertexBuffer.PositionKind
  21708. * - VertexBuffer.UVKind
  21709. * - VertexBuffer.UV2Kind
  21710. * - VertexBuffer.UV3Kind
  21711. * - VertexBuffer.UV4Kind
  21712. * - VertexBuffer.UV5Kind
  21713. * - VertexBuffer.UV6Kind
  21714. * - VertexBuffer.ColorKind
  21715. * - VertexBuffer.MatricesIndicesKind
  21716. * - VertexBuffer.MatricesIndicesExtraKind
  21717. * - VertexBuffer.MatricesWeightsKind
  21718. * - VertexBuffer.MatricesWeightsExtraKind
  21719. * @param data defines the data source
  21720. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  21721. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  21722. */
  21723. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  21724. /**
  21725. * Creates a new index buffer
  21726. * @param indices defines the indices to store in the index buffer
  21727. * @param totalVertices defines the total number of vertices (could be null)
  21728. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21729. */
  21730. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  21731. }
  21732. /**
  21733. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  21734. */
  21735. export class VertexData {
  21736. /**
  21737. * Mesh side orientation : usually the external or front surface
  21738. */
  21739. static readonly FRONTSIDE: number;
  21740. /**
  21741. * Mesh side orientation : usually the internal or back surface
  21742. */
  21743. static readonly BACKSIDE: number;
  21744. /**
  21745. * Mesh side orientation : both internal and external or front and back surfaces
  21746. */
  21747. static readonly DOUBLESIDE: number;
  21748. /**
  21749. * Mesh side orientation : by default, `FRONTSIDE`
  21750. */
  21751. static readonly DEFAULTSIDE: number;
  21752. /**
  21753. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  21754. */
  21755. positions: Nullable<FloatArray>;
  21756. /**
  21757. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  21758. */
  21759. normals: Nullable<FloatArray>;
  21760. /**
  21761. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  21762. */
  21763. tangents: Nullable<FloatArray>;
  21764. /**
  21765. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21766. */
  21767. uvs: Nullable<FloatArray>;
  21768. /**
  21769. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21770. */
  21771. uvs2: Nullable<FloatArray>;
  21772. /**
  21773. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21774. */
  21775. uvs3: Nullable<FloatArray>;
  21776. /**
  21777. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21778. */
  21779. uvs4: Nullable<FloatArray>;
  21780. /**
  21781. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21782. */
  21783. uvs5: Nullable<FloatArray>;
  21784. /**
  21785. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21786. */
  21787. uvs6: Nullable<FloatArray>;
  21788. /**
  21789. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  21790. */
  21791. colors: Nullable<FloatArray>;
  21792. /**
  21793. * An array containing the list of indices to the array of matrices produced by bones, each vertex have up to 4 indices (8 if the matricesIndicesExtra is set).
  21794. */
  21795. matricesIndices: Nullable<FloatArray>;
  21796. /**
  21797. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  21798. */
  21799. matricesWeights: Nullable<FloatArray>;
  21800. /**
  21801. * An array extending the number of possible indices
  21802. */
  21803. matricesIndicesExtra: Nullable<FloatArray>;
  21804. /**
  21805. * An array extending the number of possible weights when the number of indices is extended
  21806. */
  21807. matricesWeightsExtra: Nullable<FloatArray>;
  21808. /**
  21809. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  21810. */
  21811. indices: Nullable<IndicesArray>;
  21812. /**
  21813. * Uses the passed data array to set the set the values for the specified kind of data
  21814. * @param data a linear array of floating numbers
  21815. * @param kind the type of data that is being set, eg positions, colors etc
  21816. */
  21817. set(data: FloatArray, kind: string): void;
  21818. /**
  21819. * Associates the vertexData to the passed Mesh.
  21820. * Sets it as updatable or not (default `false`)
  21821. * @param mesh the mesh the vertexData is applied to
  21822. * @param updatable when used and having the value true allows new data to update the vertexData
  21823. * @returns the VertexData
  21824. */
  21825. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  21826. /**
  21827. * Associates the vertexData to the passed Geometry.
  21828. * Sets it as updatable or not (default `false`)
  21829. * @param geometry the geometry the vertexData is applied to
  21830. * @param updatable when used and having the value true allows new data to update the vertexData
  21831. * @returns VertexData
  21832. */
  21833. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  21834. /**
  21835. * Updates the associated mesh
  21836. * @param mesh the mesh to be updated
  21837. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21838. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  21839. * @returns VertexData
  21840. */
  21841. updateMesh(mesh: Mesh): VertexData;
  21842. /**
  21843. * Updates the associated geometry
  21844. * @param geometry the geometry to be updated
  21845. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21846. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  21847. * @returns VertexData.
  21848. */
  21849. updateGeometry(geometry: Geometry): VertexData;
  21850. private _applyTo;
  21851. private _update;
  21852. /**
  21853. * Transforms each position and each normal of the vertexData according to the passed Matrix
  21854. * @param matrix the transforming matrix
  21855. * @returns the VertexData
  21856. */
  21857. transform(matrix: Matrix): VertexData;
  21858. /**
  21859. * Merges the passed VertexData into the current one
  21860. * @param other the VertexData to be merged into the current one
  21861. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  21862. * @returns the modified VertexData
  21863. */
  21864. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  21865. private _mergeElement;
  21866. private _validate;
  21867. /**
  21868. * Serializes the VertexData
  21869. * @returns a serialized object
  21870. */
  21871. serialize(): any;
  21872. /**
  21873. * Extracts the vertexData from a mesh
  21874. * @param mesh the mesh from which to extract the VertexData
  21875. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  21876. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21877. * @returns the object VertexData associated to the passed mesh
  21878. */
  21879. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21880. /**
  21881. * Extracts the vertexData from the geometry
  21882. * @param geometry the geometry from which to extract the VertexData
  21883. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  21884. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21885. * @returns the object VertexData associated to the passed mesh
  21886. */
  21887. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21888. private static _ExtractFrom;
  21889. /**
  21890. * Creates the VertexData for a Ribbon
  21891. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  21892. * * pathArray array of paths, each of which an array of successive Vector3
  21893. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  21894. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  21895. * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length
  21896. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21897. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  21898. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  21899. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  21900. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  21901. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  21902. * @returns the VertexData of the ribbon
  21903. */
  21904. static CreateRibbon(options: {
  21905. pathArray: Vector3[][];
  21906. closeArray?: boolean;
  21907. closePath?: boolean;
  21908. offset?: number;
  21909. sideOrientation?: number;
  21910. frontUVs?: Vector4;
  21911. backUVs?: Vector4;
  21912. invertUV?: boolean;
  21913. uvs?: Vector2[];
  21914. colors?: Color4[];
  21915. }): VertexData;
  21916. /**
  21917. * Creates the VertexData for a box
  21918. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21919. * * size sets the width, height and depth of the box to the value of size, optional default 1
  21920. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  21921. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  21922. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  21923. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  21924. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  21925. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21926. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  21927. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  21928. * @returns the VertexData of the box
  21929. */
  21930. static CreateBox(options: {
  21931. size?: number;
  21932. width?: number;
  21933. height?: number;
  21934. depth?: number;
  21935. faceUV?: Vector4[];
  21936. faceColors?: Color4[];
  21937. sideOrientation?: number;
  21938. frontUVs?: Vector4;
  21939. backUVs?: Vector4;
  21940. }): VertexData;
  21941. /**
  21942. * Creates the VertexData for a tiled box
  21943. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21944. * * faceTiles sets the pattern, tile size and number of tiles for a face
  21945. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  21946. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  21947. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21948. * @returns the VertexData of the box
  21949. */
  21950. static CreateTiledBox(options: {
  21951. pattern?: number;
  21952. width?: number;
  21953. height?: number;
  21954. depth?: number;
  21955. tileSize?: number;
  21956. tileWidth?: number;
  21957. tileHeight?: number;
  21958. alignHorizontal?: number;
  21959. alignVertical?: number;
  21960. faceUV?: Vector4[];
  21961. faceColors?: Color4[];
  21962. sideOrientation?: number;
  21963. }): VertexData;
  21964. /**
  21965. * Creates the VertexData for a tiled plane
  21966. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21967. * * pattern a limited pattern arrangement depending on the number
  21968. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  21969. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  21970. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  21971. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21972. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  21973. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  21974. * @returns the VertexData of the tiled plane
  21975. */
  21976. static CreateTiledPlane(options: {
  21977. pattern?: number;
  21978. tileSize?: number;
  21979. tileWidth?: number;
  21980. tileHeight?: number;
  21981. size?: number;
  21982. width?: number;
  21983. height?: number;
  21984. alignHorizontal?: number;
  21985. alignVertical?: number;
  21986. sideOrientation?: number;
  21987. frontUVs?: Vector4;
  21988. backUVs?: Vector4;
  21989. }): VertexData;
  21990. /**
  21991. * Creates the VertexData for an ellipsoid, defaults to a sphere
  21992. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21993. * * segments sets the number of horizontal strips optional, default 32
  21994. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  21995. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  21996. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  21997. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  21998. * * arc a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the circumference (latitude) given by the arc value, optional, default 1
  21999. * * slice a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the height (latitude) given by the arc value, optional, default 1
  22000. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22001. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22002. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22003. * @returns the VertexData of the ellipsoid
  22004. */
  22005. static CreateSphere(options: {
  22006. segments?: number;
  22007. diameter?: number;
  22008. diameterX?: number;
  22009. diameterY?: number;
  22010. diameterZ?: number;
  22011. arc?: number;
  22012. slice?: number;
  22013. sideOrientation?: number;
  22014. frontUVs?: Vector4;
  22015. backUVs?: Vector4;
  22016. }): VertexData;
  22017. /**
  22018. * Creates the VertexData for a cylinder, cone or prism
  22019. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22020. * * height sets the height (y direction) of the cylinder, optional, default 2
  22021. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22022. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22023. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22024. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22025. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22026. * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
  22027. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22028. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22029. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22030. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22031. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22032. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22033. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22034. * @returns the VertexData of the cylinder, cone or prism
  22035. */
  22036. static CreateCylinder(options: {
  22037. height?: number;
  22038. diameterTop?: number;
  22039. diameterBottom?: number;
  22040. diameter?: number;
  22041. tessellation?: number;
  22042. subdivisions?: number;
  22043. arc?: number;
  22044. faceColors?: Color4[];
  22045. faceUV?: Vector4[];
  22046. hasRings?: boolean;
  22047. enclose?: boolean;
  22048. sideOrientation?: number;
  22049. frontUVs?: Vector4;
  22050. backUVs?: Vector4;
  22051. }): VertexData;
  22052. /**
  22053. * Creates the VertexData for a torus
  22054. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22055. * * diameter the diameter of the torus, optional default 1
  22056. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22057. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22058. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22059. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22060. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22061. * @returns the VertexData of the torus
  22062. */
  22063. static CreateTorus(options: {
  22064. diameter?: number;
  22065. thickness?: number;
  22066. tessellation?: number;
  22067. sideOrientation?: number;
  22068. frontUVs?: Vector4;
  22069. backUVs?: Vector4;
  22070. }): VertexData;
  22071. /**
  22072. * Creates the VertexData of the LineSystem
  22073. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22074. * - lines an array of lines, each line being an array of successive Vector3
  22075. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22076. * @returns the VertexData of the LineSystem
  22077. */
  22078. static CreateLineSystem(options: {
  22079. lines: Vector3[][];
  22080. colors?: Nullable<Color4[][]>;
  22081. }): VertexData;
  22082. /**
  22083. * Create the VertexData for a DashedLines
  22084. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22085. * - points an array successive Vector3
  22086. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22087. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22088. * - dashNb the intended total number of dashes, optional, default 200
  22089. * @returns the VertexData for the DashedLines
  22090. */
  22091. static CreateDashedLines(options: {
  22092. points: Vector3[];
  22093. dashSize?: number;
  22094. gapSize?: number;
  22095. dashNb?: number;
  22096. }): VertexData;
  22097. /**
  22098. * Creates the VertexData for a Ground
  22099. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22100. * - width the width (x direction) of the ground, optional, default 1
  22101. * - height the height (z direction) of the ground, optional, default 1
  22102. * - subdivisions the number of subdivisions per side, optional, default 1
  22103. * @returns the VertexData of the Ground
  22104. */
  22105. static CreateGround(options: {
  22106. width?: number;
  22107. height?: number;
  22108. subdivisions?: number;
  22109. subdivisionsX?: number;
  22110. subdivisionsY?: number;
  22111. }): VertexData;
  22112. /**
  22113. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22114. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22115. * * xmin the ground minimum X coordinate, optional, default -1
  22116. * * zmin the ground minimum Z coordinate, optional, default -1
  22117. * * xmax the ground maximum X coordinate, optional, default 1
  22118. * * zmax the ground maximum Z coordinate, optional, default 1
  22119. * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}
  22120. * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}
  22121. * @returns the VertexData of the TiledGround
  22122. */
  22123. static CreateTiledGround(options: {
  22124. xmin: number;
  22125. zmin: number;
  22126. xmax: number;
  22127. zmax: number;
  22128. subdivisions?: {
  22129. w: number;
  22130. h: number;
  22131. };
  22132. precision?: {
  22133. w: number;
  22134. h: number;
  22135. };
  22136. }): VertexData;
  22137. /**
  22138. * Creates the VertexData of the Ground designed from a heightmap
  22139. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22140. * * width the width (x direction) of the ground
  22141. * * height the height (z direction) of the ground
  22142. * * subdivisions the number of subdivisions per side
  22143. * * minHeight the minimum altitude on the ground, optional, default 0
  22144. * * maxHeight the maximum altitude on the ground, optional default 1
  22145. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22146. * * buffer the array holding the image color data
  22147. * * bufferWidth the width of image
  22148. * * bufferHeight the height of image
  22149. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22150. * @returns the VertexData of the Ground designed from a heightmap
  22151. */
  22152. static CreateGroundFromHeightMap(options: {
  22153. width: number;
  22154. height: number;
  22155. subdivisions: number;
  22156. minHeight: number;
  22157. maxHeight: number;
  22158. colorFilter: Color3;
  22159. buffer: Uint8Array;
  22160. bufferWidth: number;
  22161. bufferHeight: number;
  22162. alphaFilter: number;
  22163. }): VertexData;
  22164. /**
  22165. * Creates the VertexData for a Plane
  22166. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22167. * * size sets the width and height of the plane to the value of size, optional default 1
  22168. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22169. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22170. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22171. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22172. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22173. * @returns the VertexData of the box
  22174. */
  22175. static CreatePlane(options: {
  22176. size?: number;
  22177. width?: number;
  22178. height?: number;
  22179. sideOrientation?: number;
  22180. frontUVs?: Vector4;
  22181. backUVs?: Vector4;
  22182. }): VertexData;
  22183. /**
  22184. * Creates the VertexData of the Disc or regular Polygon
  22185. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22186. * * radius the radius of the disc, optional default 0.5
  22187. * * tessellation the number of polygon sides, optional, default 64
  22188. * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1
  22189. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22190. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22191. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22192. * @returns the VertexData of the box
  22193. */
  22194. static CreateDisc(options: {
  22195. radius?: number;
  22196. tessellation?: number;
  22197. arc?: number;
  22198. sideOrientation?: number;
  22199. frontUVs?: Vector4;
  22200. backUVs?: Vector4;
  22201. }): VertexData;
  22202. /**
  22203. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22204. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22205. * @param polygon a mesh built from polygonTriangulation.build()
  22206. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22207. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22208. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22209. * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22210. * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22211. * @returns the VertexData of the Polygon
  22212. */
  22213. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22214. /**
  22215. * Creates the VertexData of the IcoSphere
  22216. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22217. * * radius the radius of the IcoSphere, optional default 1
  22218. * * radiusX allows stretching in the x direction, optional, default radius
  22219. * * radiusY allows stretching in the y direction, optional, default radius
  22220. * * radiusZ allows stretching in the z direction, optional, default radius
  22221. * * flat when true creates a flat shaded mesh, optional, default true
  22222. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22223. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22224. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22225. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22226. * @returns the VertexData of the IcoSphere
  22227. */
  22228. static CreateIcoSphere(options: {
  22229. radius?: number;
  22230. radiusX?: number;
  22231. radiusY?: number;
  22232. radiusZ?: number;
  22233. flat?: boolean;
  22234. subdivisions?: number;
  22235. sideOrientation?: number;
  22236. frontUVs?: Vector4;
  22237. backUVs?: Vector4;
  22238. }): VertexData;
  22239. /**
  22240. * Creates the VertexData for a Polyhedron
  22241. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22242. * * type provided types are:
  22243. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22244. * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)
  22245. * * size the size of the IcoSphere, optional default 1
  22246. * * sizeX allows stretching in the x direction, optional, default size
  22247. * * sizeY allows stretching in the y direction, optional, default size
  22248. * * sizeZ allows stretching in the z direction, optional, default size
  22249. * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor
  22250. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22251. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22252. * * flat when true creates a flat shaded mesh, optional, default true
  22253. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22254. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22255. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22256. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22257. * @returns the VertexData of the Polyhedron
  22258. */
  22259. static CreatePolyhedron(options: {
  22260. type?: number;
  22261. size?: number;
  22262. sizeX?: number;
  22263. sizeY?: number;
  22264. sizeZ?: number;
  22265. custom?: any;
  22266. faceUV?: Vector4[];
  22267. faceColors?: Color4[];
  22268. flat?: boolean;
  22269. sideOrientation?: number;
  22270. frontUVs?: Vector4;
  22271. backUVs?: Vector4;
  22272. }): VertexData;
  22273. /**
  22274. * Creates the VertexData for a TorusKnot
  22275. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22276. * * radius the radius of the torus knot, optional, default 2
  22277. * * tube the thickness of the tube, optional, default 0.5
  22278. * * radialSegments the number of sides on each tube segments, optional, default 32
  22279. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22280. * * p the number of windings around the z axis, optional, default 2
  22281. * * q the number of windings around the x axis, optional, default 3
  22282. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22283. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22284. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22285. * @returns the VertexData of the Torus Knot
  22286. */
  22287. static CreateTorusKnot(options: {
  22288. radius?: number;
  22289. tube?: number;
  22290. radialSegments?: number;
  22291. tubularSegments?: number;
  22292. p?: number;
  22293. q?: number;
  22294. sideOrientation?: number;
  22295. frontUVs?: Vector4;
  22296. backUVs?: Vector4;
  22297. }): VertexData;
  22298. /**
  22299. * Compute normals for given positions and indices
  22300. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22301. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22302. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22303. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22304. * * facetNormals : optional array of facet normals (vector3)
  22305. * * facetPositions : optional array of facet positions (vector3)
  22306. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22307. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22308. * * bInfo : optional bounding info, required for facetPartitioning computation
  22309. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22310. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22311. * * useRightHandedSystem: optional boolean to for right handed system computation
  22312. * * depthSort : optional boolean to enable the facet depth sort computation
  22313. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22314. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22315. */
  22316. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22317. facetNormals?: any;
  22318. facetPositions?: any;
  22319. facetPartitioning?: any;
  22320. ratio?: number;
  22321. bInfo?: any;
  22322. bbSize?: Vector3;
  22323. subDiv?: any;
  22324. useRightHandedSystem?: boolean;
  22325. depthSort?: boolean;
  22326. distanceTo?: Vector3;
  22327. depthSortedFacets?: any;
  22328. }): void;
  22329. /** @hidden */
  22330. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22331. /**
  22332. * Applies VertexData created from the imported parameters to the geometry
  22333. * @param parsedVertexData the parsed data from an imported file
  22334. * @param geometry the geometry to apply the VertexData to
  22335. */
  22336. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22337. }
  22338. }
  22339. declare module "babylonjs/Morph/morphTarget" {
  22340. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22341. import { Observable } from "babylonjs/Misc/observable";
  22342. import { Nullable, FloatArray } from "babylonjs/types";
  22343. import { Scene } from "babylonjs/scene";
  22344. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22345. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22346. /**
  22347. * Defines a target to use with MorphTargetManager
  22348. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22349. */
  22350. export class MorphTarget implements IAnimatable {
  22351. /** defines the name of the target */
  22352. name: string;
  22353. /**
  22354. * Gets or sets the list of animations
  22355. */
  22356. animations: import("babylonjs/Animations/animation").Animation[];
  22357. private _scene;
  22358. private _positions;
  22359. private _normals;
  22360. private _tangents;
  22361. private _uvs;
  22362. private _influence;
  22363. /**
  22364. * Observable raised when the influence changes
  22365. */
  22366. onInfluenceChanged: Observable<boolean>;
  22367. /** @hidden */
  22368. _onDataLayoutChanged: Observable<void>;
  22369. /**
  22370. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22371. */
  22372. influence: number;
  22373. /**
  22374. * Gets or sets the id of the morph Target
  22375. */
  22376. id: string;
  22377. private _animationPropertiesOverride;
  22378. /**
  22379. * Gets or sets the animation properties override
  22380. */
  22381. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22382. /**
  22383. * Creates a new MorphTarget
  22384. * @param name defines the name of the target
  22385. * @param influence defines the influence to use
  22386. * @param scene defines the scene the morphtarget belongs to
  22387. */
  22388. constructor(
  22389. /** defines the name of the target */
  22390. name: string, influence?: number, scene?: Nullable<Scene>);
  22391. /**
  22392. * Gets a boolean defining if the target contains position data
  22393. */
  22394. readonly hasPositions: boolean;
  22395. /**
  22396. * Gets a boolean defining if the target contains normal data
  22397. */
  22398. readonly hasNormals: boolean;
  22399. /**
  22400. * Gets a boolean defining if the target contains tangent data
  22401. */
  22402. readonly hasTangents: boolean;
  22403. /**
  22404. * Gets a boolean defining if the target contains texture coordinates data
  22405. */
  22406. readonly hasUVs: boolean;
  22407. /**
  22408. * Affects position data to this target
  22409. * @param data defines the position data to use
  22410. */
  22411. setPositions(data: Nullable<FloatArray>): void;
  22412. /**
  22413. * Gets the position data stored in this target
  22414. * @returns a FloatArray containing the position data (or null if not present)
  22415. */
  22416. getPositions(): Nullable<FloatArray>;
  22417. /**
  22418. * Affects normal data to this target
  22419. * @param data defines the normal data to use
  22420. */
  22421. setNormals(data: Nullable<FloatArray>): void;
  22422. /**
  22423. * Gets the normal data stored in this target
  22424. * @returns a FloatArray containing the normal data (or null if not present)
  22425. */
  22426. getNormals(): Nullable<FloatArray>;
  22427. /**
  22428. * Affects tangent data to this target
  22429. * @param data defines the tangent data to use
  22430. */
  22431. setTangents(data: Nullable<FloatArray>): void;
  22432. /**
  22433. * Gets the tangent data stored in this target
  22434. * @returns a FloatArray containing the tangent data (or null if not present)
  22435. */
  22436. getTangents(): Nullable<FloatArray>;
  22437. /**
  22438. * Affects texture coordinates data to this target
  22439. * @param data defines the texture coordinates data to use
  22440. */
  22441. setUVs(data: Nullable<FloatArray>): void;
  22442. /**
  22443. * Gets the texture coordinates data stored in this target
  22444. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22445. */
  22446. getUVs(): Nullable<FloatArray>;
  22447. /**
  22448. * Serializes the current target into a Serialization object
  22449. * @returns the serialized object
  22450. */
  22451. serialize(): any;
  22452. /**
  22453. * Returns the string "MorphTarget"
  22454. * @returns "MorphTarget"
  22455. */
  22456. getClassName(): string;
  22457. /**
  22458. * Creates a new target from serialized data
  22459. * @param serializationObject defines the serialized data to use
  22460. * @returns a new MorphTarget
  22461. */
  22462. static Parse(serializationObject: any): MorphTarget;
  22463. /**
  22464. * Creates a MorphTarget from mesh data
  22465. * @param mesh defines the source mesh
  22466. * @param name defines the name to use for the new target
  22467. * @param influence defines the influence to attach to the target
  22468. * @returns a new MorphTarget
  22469. */
  22470. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22471. }
  22472. }
  22473. declare module "babylonjs/Morph/morphTargetManager" {
  22474. import { Nullable } from "babylonjs/types";
  22475. import { Scene } from "babylonjs/scene";
  22476. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  22477. /**
  22478. * This class is used to deform meshes using morphing between different targets
  22479. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22480. */
  22481. export class MorphTargetManager {
  22482. private _targets;
  22483. private _targetInfluenceChangedObservers;
  22484. private _targetDataLayoutChangedObservers;
  22485. private _activeTargets;
  22486. private _scene;
  22487. private _influences;
  22488. private _supportsNormals;
  22489. private _supportsTangents;
  22490. private _supportsUVs;
  22491. private _vertexCount;
  22492. private _uniqueId;
  22493. private _tempInfluences;
  22494. /**
  22495. * Gets or sets a boolean indicating if normals must be morphed
  22496. */
  22497. enableNormalMorphing: boolean;
  22498. /**
  22499. * Gets or sets a boolean indicating if tangents must be morphed
  22500. */
  22501. enableTangentMorphing: boolean;
  22502. /**
  22503. * Gets or sets a boolean indicating if UV must be morphed
  22504. */
  22505. enableUVMorphing: boolean;
  22506. /**
  22507. * Creates a new MorphTargetManager
  22508. * @param scene defines the current scene
  22509. */
  22510. constructor(scene?: Nullable<Scene>);
  22511. /**
  22512. * Gets the unique ID of this manager
  22513. */
  22514. readonly uniqueId: number;
  22515. /**
  22516. * Gets the number of vertices handled by this manager
  22517. */
  22518. readonly vertexCount: number;
  22519. /**
  22520. * Gets a boolean indicating if this manager supports morphing of normals
  22521. */
  22522. readonly supportsNormals: boolean;
  22523. /**
  22524. * Gets a boolean indicating if this manager supports morphing of tangents
  22525. */
  22526. readonly supportsTangents: boolean;
  22527. /**
  22528. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22529. */
  22530. readonly supportsUVs: boolean;
  22531. /**
  22532. * Gets the number of targets stored in this manager
  22533. */
  22534. readonly numTargets: number;
  22535. /**
  22536. * Gets the number of influencers (ie. the number of targets with influences > 0)
  22537. */
  22538. readonly numInfluencers: number;
  22539. /**
  22540. * Gets the list of influences (one per target)
  22541. */
  22542. readonly influences: Float32Array;
  22543. /**
  22544. * Gets the active target at specified index. An active target is a target with an influence > 0
  22545. * @param index defines the index to check
  22546. * @returns the requested target
  22547. */
  22548. getActiveTarget(index: number): MorphTarget;
  22549. /**
  22550. * Gets the target at specified index
  22551. * @param index defines the index to check
  22552. * @returns the requested target
  22553. */
  22554. getTarget(index: number): MorphTarget;
  22555. /**
  22556. * Add a new target to this manager
  22557. * @param target defines the target to add
  22558. */
  22559. addTarget(target: MorphTarget): void;
  22560. /**
  22561. * Removes a target from the manager
  22562. * @param target defines the target to remove
  22563. */
  22564. removeTarget(target: MorphTarget): void;
  22565. /**
  22566. * Serializes the current manager into a Serialization object
  22567. * @returns the serialized object
  22568. */
  22569. serialize(): any;
  22570. private _syncActiveTargets;
  22571. /**
  22572. * Syncrhonize the targets with all the meshes using this morph target manager
  22573. */
  22574. synchronize(): void;
  22575. /**
  22576. * Creates a new MorphTargetManager from serialized data
  22577. * @param serializationObject defines the serialized data
  22578. * @param scene defines the hosting scene
  22579. * @returns the new MorphTargetManager
  22580. */
  22581. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  22582. }
  22583. }
  22584. declare module "babylonjs/Meshes/meshLODLevel" {
  22585. import { Mesh } from "babylonjs/Meshes/mesh";
  22586. import { Nullable } from "babylonjs/types";
  22587. /**
  22588. * Class used to represent a specific level of detail of a mesh
  22589. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  22590. */
  22591. export class MeshLODLevel {
  22592. /** Defines the distance where this level should star being displayed */
  22593. distance: number;
  22594. /** Defines the mesh to use to render this level */
  22595. mesh: Nullable<Mesh>;
  22596. /**
  22597. * Creates a new LOD level
  22598. * @param distance defines the distance where this level should star being displayed
  22599. * @param mesh defines the mesh to use to render this level
  22600. */
  22601. constructor(
  22602. /** Defines the distance where this level should star being displayed */
  22603. distance: number,
  22604. /** Defines the mesh to use to render this level */
  22605. mesh: Nullable<Mesh>);
  22606. }
  22607. }
  22608. declare module "babylonjs/Meshes/groundMesh" {
  22609. import { Scene } from "babylonjs/scene";
  22610. import { Vector3 } from "babylonjs/Maths/math.vector";
  22611. import { Mesh } from "babylonjs/Meshes/mesh";
  22612. /**
  22613. * Mesh representing the gorund
  22614. */
  22615. export class GroundMesh extends Mesh {
  22616. /** If octree should be generated */
  22617. generateOctree: boolean;
  22618. private _heightQuads;
  22619. /** @hidden */
  22620. _subdivisionsX: number;
  22621. /** @hidden */
  22622. _subdivisionsY: number;
  22623. /** @hidden */
  22624. _width: number;
  22625. /** @hidden */
  22626. _height: number;
  22627. /** @hidden */
  22628. _minX: number;
  22629. /** @hidden */
  22630. _maxX: number;
  22631. /** @hidden */
  22632. _minZ: number;
  22633. /** @hidden */
  22634. _maxZ: number;
  22635. constructor(name: string, scene: Scene);
  22636. /**
  22637. * "GroundMesh"
  22638. * @returns "GroundMesh"
  22639. */
  22640. getClassName(): string;
  22641. /**
  22642. * The minimum of x and y subdivisions
  22643. */
  22644. readonly subdivisions: number;
  22645. /**
  22646. * X subdivisions
  22647. */
  22648. readonly subdivisionsX: number;
  22649. /**
  22650. * Y subdivisions
  22651. */
  22652. readonly subdivisionsY: number;
  22653. /**
  22654. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  22655. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  22656. * @param chunksCount the number of subdivisions for x and y
  22657. * @param octreeBlocksSize (Default: 32)
  22658. */
  22659. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  22660. /**
  22661. * Returns a height (y) value in the Worl system :
  22662. * the ground altitude at the coordinates (x, z) expressed in the World system.
  22663. * @param x x coordinate
  22664. * @param z z coordinate
  22665. * @returns the ground y position if (x, z) are outside the ground surface.
  22666. */
  22667. getHeightAtCoordinates(x: number, z: number): number;
  22668. /**
  22669. * Returns a normalized vector (Vector3) orthogonal to the ground
  22670. * at the ground coordinates (x, z) expressed in the World system.
  22671. * @param x x coordinate
  22672. * @param z z coordinate
  22673. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  22674. */
  22675. getNormalAtCoordinates(x: number, z: number): Vector3;
  22676. /**
  22677. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  22678. * at the ground coordinates (x, z) expressed in the World system.
  22679. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  22680. * @param x x coordinate
  22681. * @param z z coordinate
  22682. * @param ref vector to store the result
  22683. * @returns the GroundMesh.
  22684. */
  22685. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  22686. /**
  22687. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  22688. * if the ground has been updated.
  22689. * This can be used in the render loop.
  22690. * @returns the GroundMesh.
  22691. */
  22692. updateCoordinateHeights(): GroundMesh;
  22693. private _getFacetAt;
  22694. private _initHeightQuads;
  22695. private _computeHeightQuads;
  22696. /**
  22697. * Serializes this ground mesh
  22698. * @param serializationObject object to write serialization to
  22699. */
  22700. serialize(serializationObject: any): void;
  22701. /**
  22702. * Parses a serialized ground mesh
  22703. * @param parsedMesh the serialized mesh
  22704. * @param scene the scene to create the ground mesh in
  22705. * @returns the created ground mesh
  22706. */
  22707. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  22708. }
  22709. }
  22710. declare module "babylonjs/Physics/physicsJoint" {
  22711. import { Vector3 } from "babylonjs/Maths/math.vector";
  22712. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  22713. /**
  22714. * Interface for Physics-Joint data
  22715. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22716. */
  22717. export interface PhysicsJointData {
  22718. /**
  22719. * The main pivot of the joint
  22720. */
  22721. mainPivot?: Vector3;
  22722. /**
  22723. * The connected pivot of the joint
  22724. */
  22725. connectedPivot?: Vector3;
  22726. /**
  22727. * The main axis of the joint
  22728. */
  22729. mainAxis?: Vector3;
  22730. /**
  22731. * The connected axis of the joint
  22732. */
  22733. connectedAxis?: Vector3;
  22734. /**
  22735. * The collision of the joint
  22736. */
  22737. collision?: boolean;
  22738. /**
  22739. * Native Oimo/Cannon/Energy data
  22740. */
  22741. nativeParams?: any;
  22742. }
  22743. /**
  22744. * This is a holder class for the physics joint created by the physics plugin
  22745. * It holds a set of functions to control the underlying joint
  22746. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22747. */
  22748. export class PhysicsJoint {
  22749. /**
  22750. * The type of the physics joint
  22751. */
  22752. type: number;
  22753. /**
  22754. * The data for the physics joint
  22755. */
  22756. jointData: PhysicsJointData;
  22757. private _physicsJoint;
  22758. protected _physicsPlugin: IPhysicsEnginePlugin;
  22759. /**
  22760. * Initializes the physics joint
  22761. * @param type The type of the physics joint
  22762. * @param jointData The data for the physics joint
  22763. */
  22764. constructor(
  22765. /**
  22766. * The type of the physics joint
  22767. */
  22768. type: number,
  22769. /**
  22770. * The data for the physics joint
  22771. */
  22772. jointData: PhysicsJointData);
  22773. /**
  22774. * Gets the physics joint
  22775. */
  22776. /**
  22777. * Sets the physics joint
  22778. */
  22779. physicsJoint: any;
  22780. /**
  22781. * Sets the physics plugin
  22782. */
  22783. physicsPlugin: IPhysicsEnginePlugin;
  22784. /**
  22785. * Execute a function that is physics-plugin specific.
  22786. * @param {Function} func the function that will be executed.
  22787. * It accepts two parameters: the physics world and the physics joint
  22788. */
  22789. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  22790. /**
  22791. * Distance-Joint type
  22792. */
  22793. static DistanceJoint: number;
  22794. /**
  22795. * Hinge-Joint type
  22796. */
  22797. static HingeJoint: number;
  22798. /**
  22799. * Ball-and-Socket joint type
  22800. */
  22801. static BallAndSocketJoint: number;
  22802. /**
  22803. * Wheel-Joint type
  22804. */
  22805. static WheelJoint: number;
  22806. /**
  22807. * Slider-Joint type
  22808. */
  22809. static SliderJoint: number;
  22810. /**
  22811. * Prismatic-Joint type
  22812. */
  22813. static PrismaticJoint: number;
  22814. /**
  22815. * Universal-Joint type
  22816. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  22817. */
  22818. static UniversalJoint: number;
  22819. /**
  22820. * Hinge-Joint 2 type
  22821. */
  22822. static Hinge2Joint: number;
  22823. /**
  22824. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  22825. */
  22826. static PointToPointJoint: number;
  22827. /**
  22828. * Spring-Joint type
  22829. */
  22830. static SpringJoint: number;
  22831. /**
  22832. * Lock-Joint type
  22833. */
  22834. static LockJoint: number;
  22835. }
  22836. /**
  22837. * A class representing a physics distance joint
  22838. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22839. */
  22840. export class DistanceJoint extends PhysicsJoint {
  22841. /**
  22842. *
  22843. * @param jointData The data for the Distance-Joint
  22844. */
  22845. constructor(jointData: DistanceJointData);
  22846. /**
  22847. * Update the predefined distance.
  22848. * @param maxDistance The maximum preferred distance
  22849. * @param minDistance The minimum preferred distance
  22850. */
  22851. updateDistance(maxDistance: number, minDistance?: number): void;
  22852. }
  22853. /**
  22854. * Represents a Motor-Enabled Joint
  22855. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22856. */
  22857. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  22858. /**
  22859. * Initializes the Motor-Enabled Joint
  22860. * @param type The type of the joint
  22861. * @param jointData The physica joint data for the joint
  22862. */
  22863. constructor(type: number, jointData: PhysicsJointData);
  22864. /**
  22865. * Set the motor values.
  22866. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22867. * @param force the force to apply
  22868. * @param maxForce max force for this motor.
  22869. */
  22870. setMotor(force?: number, maxForce?: number): void;
  22871. /**
  22872. * Set the motor's limits.
  22873. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22874. * @param upperLimit The upper limit of the motor
  22875. * @param lowerLimit The lower limit of the motor
  22876. */
  22877. setLimit(upperLimit: number, lowerLimit?: number): void;
  22878. }
  22879. /**
  22880. * This class represents a single physics Hinge-Joint
  22881. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22882. */
  22883. export class HingeJoint extends MotorEnabledJoint {
  22884. /**
  22885. * Initializes the Hinge-Joint
  22886. * @param jointData The joint data for the Hinge-Joint
  22887. */
  22888. constructor(jointData: PhysicsJointData);
  22889. /**
  22890. * Set the motor values.
  22891. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22892. * @param {number} force the force to apply
  22893. * @param {number} maxForce max force for this motor.
  22894. */
  22895. setMotor(force?: number, maxForce?: number): void;
  22896. /**
  22897. * Set the motor's limits.
  22898. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22899. * @param upperLimit The upper limit of the motor
  22900. * @param lowerLimit The lower limit of the motor
  22901. */
  22902. setLimit(upperLimit: number, lowerLimit?: number): void;
  22903. }
  22904. /**
  22905. * This class represents a dual hinge physics joint (same as wheel joint)
  22906. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22907. */
  22908. export class Hinge2Joint extends MotorEnabledJoint {
  22909. /**
  22910. * Initializes the Hinge2-Joint
  22911. * @param jointData The joint data for the Hinge2-Joint
  22912. */
  22913. constructor(jointData: PhysicsJointData);
  22914. /**
  22915. * Set the motor values.
  22916. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22917. * @param {number} targetSpeed the speed the motor is to reach
  22918. * @param {number} maxForce max force for this motor.
  22919. * @param {motorIndex} the motor's index, 0 or 1.
  22920. */
  22921. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  22922. /**
  22923. * Set the motor limits.
  22924. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22925. * @param {number} upperLimit the upper limit
  22926. * @param {number} lowerLimit lower limit
  22927. * @param {motorIndex} the motor's index, 0 or 1.
  22928. */
  22929. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22930. }
  22931. /**
  22932. * Interface for a motor enabled joint
  22933. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22934. */
  22935. export interface IMotorEnabledJoint {
  22936. /**
  22937. * Physics joint
  22938. */
  22939. physicsJoint: any;
  22940. /**
  22941. * Sets the motor of the motor-enabled joint
  22942. * @param force The force of the motor
  22943. * @param maxForce The maximum force of the motor
  22944. * @param motorIndex The index of the motor
  22945. */
  22946. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  22947. /**
  22948. * Sets the limit of the motor
  22949. * @param upperLimit The upper limit of the motor
  22950. * @param lowerLimit The lower limit of the motor
  22951. * @param motorIndex The index of the motor
  22952. */
  22953. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22954. }
  22955. /**
  22956. * Joint data for a Distance-Joint
  22957. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22958. */
  22959. export interface DistanceJointData extends PhysicsJointData {
  22960. /**
  22961. * Max distance the 2 joint objects can be apart
  22962. */
  22963. maxDistance: number;
  22964. }
  22965. /**
  22966. * Joint data from a spring joint
  22967. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22968. */
  22969. export interface SpringJointData extends PhysicsJointData {
  22970. /**
  22971. * Length of the spring
  22972. */
  22973. length: number;
  22974. /**
  22975. * Stiffness of the spring
  22976. */
  22977. stiffness: number;
  22978. /**
  22979. * Damping of the spring
  22980. */
  22981. damping: number;
  22982. /** this callback will be called when applying the force to the impostors. */
  22983. forceApplicationCallback: () => void;
  22984. }
  22985. }
  22986. declare module "babylonjs/Physics/physicsRaycastResult" {
  22987. import { Vector3 } from "babylonjs/Maths/math.vector";
  22988. /**
  22989. * Holds the data for the raycast result
  22990. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22991. */
  22992. export class PhysicsRaycastResult {
  22993. private _hasHit;
  22994. private _hitDistance;
  22995. private _hitNormalWorld;
  22996. private _hitPointWorld;
  22997. private _rayFromWorld;
  22998. private _rayToWorld;
  22999. /**
  23000. * Gets if there was a hit
  23001. */
  23002. readonly hasHit: boolean;
  23003. /**
  23004. * Gets the distance from the hit
  23005. */
  23006. readonly hitDistance: number;
  23007. /**
  23008. * Gets the hit normal/direction in the world
  23009. */
  23010. readonly hitNormalWorld: Vector3;
  23011. /**
  23012. * Gets the hit point in the world
  23013. */
  23014. readonly hitPointWorld: Vector3;
  23015. /**
  23016. * Gets the ray "start point" of the ray in the world
  23017. */
  23018. readonly rayFromWorld: Vector3;
  23019. /**
  23020. * Gets the ray "end point" of the ray in the world
  23021. */
  23022. readonly rayToWorld: Vector3;
  23023. /**
  23024. * Sets the hit data (normal & point in world space)
  23025. * @param hitNormalWorld defines the normal in world space
  23026. * @param hitPointWorld defines the point in world space
  23027. */
  23028. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23029. /**
  23030. * Sets the distance from the start point to the hit point
  23031. * @param distance
  23032. */
  23033. setHitDistance(distance: number): void;
  23034. /**
  23035. * Calculates the distance manually
  23036. */
  23037. calculateHitDistance(): void;
  23038. /**
  23039. * Resets all the values to default
  23040. * @param from The from point on world space
  23041. * @param to The to point on world space
  23042. */
  23043. reset(from?: Vector3, to?: Vector3): void;
  23044. }
  23045. /**
  23046. * Interface for the size containing width and height
  23047. */
  23048. interface IXYZ {
  23049. /**
  23050. * X
  23051. */
  23052. x: number;
  23053. /**
  23054. * Y
  23055. */
  23056. y: number;
  23057. /**
  23058. * Z
  23059. */
  23060. z: number;
  23061. }
  23062. }
  23063. declare module "babylonjs/Physics/IPhysicsEngine" {
  23064. import { Nullable } from "babylonjs/types";
  23065. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23066. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23067. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23068. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23069. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23070. /**
  23071. * Interface used to describe a physics joint
  23072. */
  23073. export interface PhysicsImpostorJoint {
  23074. /** Defines the main impostor to which the joint is linked */
  23075. mainImpostor: PhysicsImpostor;
  23076. /** Defines the impostor that is connected to the main impostor using this joint */
  23077. connectedImpostor: PhysicsImpostor;
  23078. /** Defines the joint itself */
  23079. joint: PhysicsJoint;
  23080. }
  23081. /** @hidden */
  23082. export interface IPhysicsEnginePlugin {
  23083. world: any;
  23084. name: string;
  23085. setGravity(gravity: Vector3): void;
  23086. setTimeStep(timeStep: number): void;
  23087. getTimeStep(): number;
  23088. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23089. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23090. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23091. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23092. removePhysicsBody(impostor: PhysicsImpostor): void;
  23093. generateJoint(joint: PhysicsImpostorJoint): void;
  23094. removeJoint(joint: PhysicsImpostorJoint): void;
  23095. isSupported(): boolean;
  23096. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23097. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23098. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23099. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23100. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23101. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23102. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23103. getBodyMass(impostor: PhysicsImpostor): number;
  23104. getBodyFriction(impostor: PhysicsImpostor): number;
  23105. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23106. getBodyRestitution(impostor: PhysicsImpostor): number;
  23107. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23108. getBodyPressure?(impostor: PhysicsImpostor): number;
  23109. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23110. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23111. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23112. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23113. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23114. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23115. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23116. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23117. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23118. sleepBody(impostor: PhysicsImpostor): void;
  23119. wakeUpBody(impostor: PhysicsImpostor): void;
  23120. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23121. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23122. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23123. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23124. getRadius(impostor: PhysicsImpostor): number;
  23125. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23126. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23127. dispose(): void;
  23128. }
  23129. /**
  23130. * Interface used to define a physics engine
  23131. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23132. */
  23133. export interface IPhysicsEngine {
  23134. /**
  23135. * Gets the gravity vector used by the simulation
  23136. */
  23137. gravity: Vector3;
  23138. /**
  23139. * Sets the gravity vector used by the simulation
  23140. * @param gravity defines the gravity vector to use
  23141. */
  23142. setGravity(gravity: Vector3): void;
  23143. /**
  23144. * Set the time step of the physics engine.
  23145. * Default is 1/60.
  23146. * To slow it down, enter 1/600 for example.
  23147. * To speed it up, 1/30
  23148. * @param newTimeStep the new timestep to apply to this world.
  23149. */
  23150. setTimeStep(newTimeStep: number): void;
  23151. /**
  23152. * Get the time step of the physics engine.
  23153. * @returns the current time step
  23154. */
  23155. getTimeStep(): number;
  23156. /**
  23157. * Release all resources
  23158. */
  23159. dispose(): void;
  23160. /**
  23161. * Gets the name of the current physics plugin
  23162. * @returns the name of the plugin
  23163. */
  23164. getPhysicsPluginName(): string;
  23165. /**
  23166. * Adding a new impostor for the impostor tracking.
  23167. * This will be done by the impostor itself.
  23168. * @param impostor the impostor to add
  23169. */
  23170. addImpostor(impostor: PhysicsImpostor): void;
  23171. /**
  23172. * Remove an impostor from the engine.
  23173. * This impostor and its mesh will not longer be updated by the physics engine.
  23174. * @param impostor the impostor to remove
  23175. */
  23176. removeImpostor(impostor: PhysicsImpostor): void;
  23177. /**
  23178. * Add a joint to the physics engine
  23179. * @param mainImpostor defines the main impostor to which the joint is added.
  23180. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23181. * @param joint defines the joint that will connect both impostors.
  23182. */
  23183. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23184. /**
  23185. * Removes a joint from the simulation
  23186. * @param mainImpostor defines the impostor used with the joint
  23187. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23188. * @param joint defines the joint to remove
  23189. */
  23190. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23191. /**
  23192. * Gets the current plugin used to run the simulation
  23193. * @returns current plugin
  23194. */
  23195. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23196. /**
  23197. * Gets the list of physic impostors
  23198. * @returns an array of PhysicsImpostor
  23199. */
  23200. getImpostors(): Array<PhysicsImpostor>;
  23201. /**
  23202. * Gets the impostor for a physics enabled object
  23203. * @param object defines the object impersonated by the impostor
  23204. * @returns the PhysicsImpostor or null if not found
  23205. */
  23206. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23207. /**
  23208. * Gets the impostor for a physics body object
  23209. * @param body defines physics body used by the impostor
  23210. * @returns the PhysicsImpostor or null if not found
  23211. */
  23212. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23213. /**
  23214. * Does a raycast in the physics world
  23215. * @param from when should the ray start?
  23216. * @param to when should the ray end?
  23217. * @returns PhysicsRaycastResult
  23218. */
  23219. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23220. /**
  23221. * Called by the scene. No need to call it.
  23222. * @param delta defines the timespam between frames
  23223. */
  23224. _step(delta: number): void;
  23225. }
  23226. }
  23227. declare module "babylonjs/Physics/physicsImpostor" {
  23228. import { Nullable, IndicesArray } from "babylonjs/types";
  23229. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23230. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23231. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23232. import { Scene } from "babylonjs/scene";
  23233. import { Bone } from "babylonjs/Bones/bone";
  23234. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23235. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23236. import { Space } from "babylonjs/Maths/math.axis";
  23237. /**
  23238. * The interface for the physics imposter parameters
  23239. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23240. */
  23241. export interface PhysicsImpostorParameters {
  23242. /**
  23243. * The mass of the physics imposter
  23244. */
  23245. mass: number;
  23246. /**
  23247. * The friction of the physics imposter
  23248. */
  23249. friction?: number;
  23250. /**
  23251. * The coefficient of restitution of the physics imposter
  23252. */
  23253. restitution?: number;
  23254. /**
  23255. * The native options of the physics imposter
  23256. */
  23257. nativeOptions?: any;
  23258. /**
  23259. * Specifies if the parent should be ignored
  23260. */
  23261. ignoreParent?: boolean;
  23262. /**
  23263. * Specifies if bi-directional transformations should be disabled
  23264. */
  23265. disableBidirectionalTransformation?: boolean;
  23266. /**
  23267. * The pressure inside the physics imposter, soft object only
  23268. */
  23269. pressure?: number;
  23270. /**
  23271. * The stiffness the physics imposter, soft object only
  23272. */
  23273. stiffness?: number;
  23274. /**
  23275. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23276. */
  23277. velocityIterations?: number;
  23278. /**
  23279. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23280. */
  23281. positionIterations?: number;
  23282. /**
  23283. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23284. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23285. * Add to fix multiple points
  23286. */
  23287. fixedPoints?: number;
  23288. /**
  23289. * The collision margin around a soft object
  23290. */
  23291. margin?: number;
  23292. /**
  23293. * The collision margin around a soft object
  23294. */
  23295. damping?: number;
  23296. /**
  23297. * The path for a rope based on an extrusion
  23298. */
  23299. path?: any;
  23300. /**
  23301. * The shape of an extrusion used for a rope based on an extrusion
  23302. */
  23303. shape?: any;
  23304. }
  23305. /**
  23306. * Interface for a physics-enabled object
  23307. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23308. */
  23309. export interface IPhysicsEnabledObject {
  23310. /**
  23311. * The position of the physics-enabled object
  23312. */
  23313. position: Vector3;
  23314. /**
  23315. * The rotation of the physics-enabled object
  23316. */
  23317. rotationQuaternion: Nullable<Quaternion>;
  23318. /**
  23319. * The scale of the physics-enabled object
  23320. */
  23321. scaling: Vector3;
  23322. /**
  23323. * The rotation of the physics-enabled object
  23324. */
  23325. rotation?: Vector3;
  23326. /**
  23327. * The parent of the physics-enabled object
  23328. */
  23329. parent?: any;
  23330. /**
  23331. * The bounding info of the physics-enabled object
  23332. * @returns The bounding info of the physics-enabled object
  23333. */
  23334. getBoundingInfo(): BoundingInfo;
  23335. /**
  23336. * Computes the world matrix
  23337. * @param force Specifies if the world matrix should be computed by force
  23338. * @returns A world matrix
  23339. */
  23340. computeWorldMatrix(force: boolean): Matrix;
  23341. /**
  23342. * Gets the world matrix
  23343. * @returns A world matrix
  23344. */
  23345. getWorldMatrix?(): Matrix;
  23346. /**
  23347. * Gets the child meshes
  23348. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23349. * @returns An array of abstract meshes
  23350. */
  23351. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23352. /**
  23353. * Gets the vertex data
  23354. * @param kind The type of vertex data
  23355. * @returns A nullable array of numbers, or a float32 array
  23356. */
  23357. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23358. /**
  23359. * Gets the indices from the mesh
  23360. * @returns A nullable array of index arrays
  23361. */
  23362. getIndices?(): Nullable<IndicesArray>;
  23363. /**
  23364. * Gets the scene from the mesh
  23365. * @returns the indices array or null
  23366. */
  23367. getScene?(): Scene;
  23368. /**
  23369. * Gets the absolute position from the mesh
  23370. * @returns the absolute position
  23371. */
  23372. getAbsolutePosition(): Vector3;
  23373. /**
  23374. * Gets the absolute pivot point from the mesh
  23375. * @returns the absolute pivot point
  23376. */
  23377. getAbsolutePivotPoint(): Vector3;
  23378. /**
  23379. * Rotates the mesh
  23380. * @param axis The axis of rotation
  23381. * @param amount The amount of rotation
  23382. * @param space The space of the rotation
  23383. * @returns The rotation transform node
  23384. */
  23385. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23386. /**
  23387. * Translates the mesh
  23388. * @param axis The axis of translation
  23389. * @param distance The distance of translation
  23390. * @param space The space of the translation
  23391. * @returns The transform node
  23392. */
  23393. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23394. /**
  23395. * Sets the absolute position of the mesh
  23396. * @param absolutePosition The absolute position of the mesh
  23397. * @returns The transform node
  23398. */
  23399. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23400. /**
  23401. * Gets the class name of the mesh
  23402. * @returns The class name
  23403. */
  23404. getClassName(): string;
  23405. }
  23406. /**
  23407. * Represents a physics imposter
  23408. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23409. */
  23410. export class PhysicsImpostor {
  23411. /**
  23412. * The physics-enabled object used as the physics imposter
  23413. */
  23414. object: IPhysicsEnabledObject;
  23415. /**
  23416. * The type of the physics imposter
  23417. */
  23418. type: number;
  23419. private _options;
  23420. private _scene?;
  23421. /**
  23422. * The default object size of the imposter
  23423. */
  23424. static DEFAULT_OBJECT_SIZE: Vector3;
  23425. /**
  23426. * The identity quaternion of the imposter
  23427. */
  23428. static IDENTITY_QUATERNION: Quaternion;
  23429. /** @hidden */
  23430. _pluginData: any;
  23431. private _physicsEngine;
  23432. private _physicsBody;
  23433. private _bodyUpdateRequired;
  23434. private _onBeforePhysicsStepCallbacks;
  23435. private _onAfterPhysicsStepCallbacks;
  23436. /** @hidden */
  23437. _onPhysicsCollideCallbacks: Array<{
  23438. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  23439. otherImpostors: Array<PhysicsImpostor>;
  23440. }>;
  23441. private _deltaPosition;
  23442. private _deltaRotation;
  23443. private _deltaRotationConjugated;
  23444. /** @hidden */
  23445. _isFromLine: boolean;
  23446. private _parent;
  23447. private _isDisposed;
  23448. private static _tmpVecs;
  23449. private static _tmpQuat;
  23450. /**
  23451. * Specifies if the physics imposter is disposed
  23452. */
  23453. readonly isDisposed: boolean;
  23454. /**
  23455. * Gets the mass of the physics imposter
  23456. */
  23457. mass: number;
  23458. /**
  23459. * Gets the coefficient of friction
  23460. */
  23461. /**
  23462. * Sets the coefficient of friction
  23463. */
  23464. friction: number;
  23465. /**
  23466. * Gets the coefficient of restitution
  23467. */
  23468. /**
  23469. * Sets the coefficient of restitution
  23470. */
  23471. restitution: number;
  23472. /**
  23473. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23474. */
  23475. /**
  23476. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23477. */
  23478. pressure: number;
  23479. /**
  23480. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23481. */
  23482. /**
  23483. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23484. */
  23485. stiffness: number;
  23486. /**
  23487. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23488. */
  23489. /**
  23490. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23491. */
  23492. velocityIterations: number;
  23493. /**
  23494. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23495. */
  23496. /**
  23497. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23498. */
  23499. positionIterations: number;
  23500. /**
  23501. * The unique id of the physics imposter
  23502. * set by the physics engine when adding this impostor to the array
  23503. */
  23504. uniqueId: number;
  23505. /**
  23506. * @hidden
  23507. */
  23508. soft: boolean;
  23509. /**
  23510. * @hidden
  23511. */
  23512. segments: number;
  23513. private _joints;
  23514. /**
  23515. * Initializes the physics imposter
  23516. * @param object The physics-enabled object used as the physics imposter
  23517. * @param type The type of the physics imposter
  23518. * @param _options The options for the physics imposter
  23519. * @param _scene The Babylon scene
  23520. */
  23521. constructor(
  23522. /**
  23523. * The physics-enabled object used as the physics imposter
  23524. */
  23525. object: IPhysicsEnabledObject,
  23526. /**
  23527. * The type of the physics imposter
  23528. */
  23529. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  23530. /**
  23531. * This function will completly initialize this impostor.
  23532. * It will create a new body - but only if this mesh has no parent.
  23533. * If it has, this impostor will not be used other than to define the impostor
  23534. * of the child mesh.
  23535. * @hidden
  23536. */
  23537. _init(): void;
  23538. private _getPhysicsParent;
  23539. /**
  23540. * Should a new body be generated.
  23541. * @returns boolean specifying if body initialization is required
  23542. */
  23543. isBodyInitRequired(): boolean;
  23544. /**
  23545. * Sets the updated scaling
  23546. * @param updated Specifies if the scaling is updated
  23547. */
  23548. setScalingUpdated(): void;
  23549. /**
  23550. * Force a regeneration of this or the parent's impostor's body.
  23551. * Use under cautious - This will remove all joints already implemented.
  23552. */
  23553. forceUpdate(): void;
  23554. /**
  23555. * Gets the body that holds this impostor. Either its own, or its parent.
  23556. */
  23557. /**
  23558. * Set the physics body. Used mainly by the physics engine/plugin
  23559. */
  23560. physicsBody: any;
  23561. /**
  23562. * Get the parent of the physics imposter
  23563. * @returns Physics imposter or null
  23564. */
  23565. /**
  23566. * Sets the parent of the physics imposter
  23567. */
  23568. parent: Nullable<PhysicsImpostor>;
  23569. /**
  23570. * Resets the update flags
  23571. */
  23572. resetUpdateFlags(): void;
  23573. /**
  23574. * Gets the object extend size
  23575. * @returns the object extend size
  23576. */
  23577. getObjectExtendSize(): Vector3;
  23578. /**
  23579. * Gets the object center
  23580. * @returns The object center
  23581. */
  23582. getObjectCenter(): Vector3;
  23583. /**
  23584. * Get a specific parametes from the options parameter
  23585. * @param paramName The object parameter name
  23586. * @returns The object parameter
  23587. */
  23588. getParam(paramName: string): any;
  23589. /**
  23590. * Sets a specific parameter in the options given to the physics plugin
  23591. * @param paramName The parameter name
  23592. * @param value The value of the parameter
  23593. */
  23594. setParam(paramName: string, value: number): void;
  23595. /**
  23596. * Specifically change the body's mass option. Won't recreate the physics body object
  23597. * @param mass The mass of the physics imposter
  23598. */
  23599. setMass(mass: number): void;
  23600. /**
  23601. * Gets the linear velocity
  23602. * @returns linear velocity or null
  23603. */
  23604. getLinearVelocity(): Nullable<Vector3>;
  23605. /**
  23606. * Sets the linear velocity
  23607. * @param velocity linear velocity or null
  23608. */
  23609. setLinearVelocity(velocity: Nullable<Vector3>): void;
  23610. /**
  23611. * Gets the angular velocity
  23612. * @returns angular velocity or null
  23613. */
  23614. getAngularVelocity(): Nullable<Vector3>;
  23615. /**
  23616. * Sets the angular velocity
  23617. * @param velocity The velocity or null
  23618. */
  23619. setAngularVelocity(velocity: Nullable<Vector3>): void;
  23620. /**
  23621. * Execute a function with the physics plugin native code
  23622. * Provide a function the will have two variables - the world object and the physics body object
  23623. * @param func The function to execute with the physics plugin native code
  23624. */
  23625. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  23626. /**
  23627. * Register a function that will be executed before the physics world is stepping forward
  23628. * @param func The function to execute before the physics world is stepped forward
  23629. */
  23630. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23631. /**
  23632. * Unregister a function that will be executed before the physics world is stepping forward
  23633. * @param func The function to execute before the physics world is stepped forward
  23634. */
  23635. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23636. /**
  23637. * Register a function that will be executed after the physics step
  23638. * @param func The function to execute after physics step
  23639. */
  23640. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23641. /**
  23642. * Unregisters a function that will be executed after the physics step
  23643. * @param func The function to execute after physics step
  23644. */
  23645. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23646. /**
  23647. * register a function that will be executed when this impostor collides against a different body
  23648. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  23649. * @param func Callback that is executed on collision
  23650. */
  23651. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  23652. /**
  23653. * Unregisters the physics imposter on contact
  23654. * @param collideAgainst The physics object to collide against
  23655. * @param func Callback to execute on collision
  23656. */
  23657. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  23658. private _tmpQuat;
  23659. private _tmpQuat2;
  23660. /**
  23661. * Get the parent rotation
  23662. * @returns The parent rotation
  23663. */
  23664. getParentsRotation(): Quaternion;
  23665. /**
  23666. * this function is executed by the physics engine.
  23667. */
  23668. beforeStep: () => void;
  23669. /**
  23670. * this function is executed by the physics engine
  23671. */
  23672. afterStep: () => void;
  23673. /**
  23674. * Legacy collision detection event support
  23675. */
  23676. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  23677. /**
  23678. * event and body object due to cannon's event-based architecture.
  23679. */
  23680. onCollide: (e: {
  23681. body: any;
  23682. }) => void;
  23683. /**
  23684. * Apply a force
  23685. * @param force The force to apply
  23686. * @param contactPoint The contact point for the force
  23687. * @returns The physics imposter
  23688. */
  23689. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23690. /**
  23691. * Apply an impulse
  23692. * @param force The impulse force
  23693. * @param contactPoint The contact point for the impulse force
  23694. * @returns The physics imposter
  23695. */
  23696. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23697. /**
  23698. * A help function to create a joint
  23699. * @param otherImpostor A physics imposter used to create a joint
  23700. * @param jointType The type of joint
  23701. * @param jointData The data for the joint
  23702. * @returns The physics imposter
  23703. */
  23704. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  23705. /**
  23706. * Add a joint to this impostor with a different impostor
  23707. * @param otherImpostor A physics imposter used to add a joint
  23708. * @param joint The joint to add
  23709. * @returns The physics imposter
  23710. */
  23711. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  23712. /**
  23713. * Add an anchor to a cloth impostor
  23714. * @param otherImpostor rigid impostor to anchor to
  23715. * @param width ratio across width from 0 to 1
  23716. * @param height ratio up height from 0 to 1
  23717. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  23718. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  23719. * @returns impostor the soft imposter
  23720. */
  23721. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23722. /**
  23723. * Add a hook to a rope impostor
  23724. * @param otherImpostor rigid impostor to anchor to
  23725. * @param length ratio across rope from 0 to 1
  23726. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  23727. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  23728. * @returns impostor the rope imposter
  23729. */
  23730. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23731. /**
  23732. * Will keep this body still, in a sleep mode.
  23733. * @returns the physics imposter
  23734. */
  23735. sleep(): PhysicsImpostor;
  23736. /**
  23737. * Wake the body up.
  23738. * @returns The physics imposter
  23739. */
  23740. wakeUp(): PhysicsImpostor;
  23741. /**
  23742. * Clones the physics imposter
  23743. * @param newObject The physics imposter clones to this physics-enabled object
  23744. * @returns A nullable physics imposter
  23745. */
  23746. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23747. /**
  23748. * Disposes the physics imposter
  23749. */
  23750. dispose(): void;
  23751. /**
  23752. * Sets the delta position
  23753. * @param position The delta position amount
  23754. */
  23755. setDeltaPosition(position: Vector3): void;
  23756. /**
  23757. * Sets the delta rotation
  23758. * @param rotation The delta rotation amount
  23759. */
  23760. setDeltaRotation(rotation: Quaternion): void;
  23761. /**
  23762. * Gets the box size of the physics imposter and stores the result in the input parameter
  23763. * @param result Stores the box size
  23764. * @returns The physics imposter
  23765. */
  23766. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  23767. /**
  23768. * Gets the radius of the physics imposter
  23769. * @returns Radius of the physics imposter
  23770. */
  23771. getRadius(): number;
  23772. /**
  23773. * Sync a bone with this impostor
  23774. * @param bone The bone to sync to the impostor.
  23775. * @param boneMesh The mesh that the bone is influencing.
  23776. * @param jointPivot The pivot of the joint / bone in local space.
  23777. * @param distToJoint Optional distance from the impostor to the joint.
  23778. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23779. */
  23780. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  23781. /**
  23782. * Sync impostor to a bone
  23783. * @param bone The bone that the impostor will be synced to.
  23784. * @param boneMesh The mesh that the bone is influencing.
  23785. * @param jointPivot The pivot of the joint / bone in local space.
  23786. * @param distToJoint Optional distance from the impostor to the joint.
  23787. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23788. * @param boneAxis Optional vector3 axis the bone is aligned with
  23789. */
  23790. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  23791. /**
  23792. * No-Imposter type
  23793. */
  23794. static NoImpostor: number;
  23795. /**
  23796. * Sphere-Imposter type
  23797. */
  23798. static SphereImpostor: number;
  23799. /**
  23800. * Box-Imposter type
  23801. */
  23802. static BoxImpostor: number;
  23803. /**
  23804. * Plane-Imposter type
  23805. */
  23806. static PlaneImpostor: number;
  23807. /**
  23808. * Mesh-imposter type
  23809. */
  23810. static MeshImpostor: number;
  23811. /**
  23812. * Capsule-Impostor type (Ammo.js plugin only)
  23813. */
  23814. static CapsuleImpostor: number;
  23815. /**
  23816. * Cylinder-Imposter type
  23817. */
  23818. static CylinderImpostor: number;
  23819. /**
  23820. * Particle-Imposter type
  23821. */
  23822. static ParticleImpostor: number;
  23823. /**
  23824. * Heightmap-Imposter type
  23825. */
  23826. static HeightmapImpostor: number;
  23827. /**
  23828. * ConvexHull-Impostor type (Ammo.js plugin only)
  23829. */
  23830. static ConvexHullImpostor: number;
  23831. /**
  23832. * Rope-Imposter type
  23833. */
  23834. static RopeImpostor: number;
  23835. /**
  23836. * Cloth-Imposter type
  23837. */
  23838. static ClothImpostor: number;
  23839. /**
  23840. * Softbody-Imposter type
  23841. */
  23842. static SoftbodyImpostor: number;
  23843. }
  23844. }
  23845. declare module "babylonjs/Meshes/mesh" {
  23846. import { Observable } from "babylonjs/Misc/observable";
  23847. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  23848. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  23849. import { Camera } from "babylonjs/Cameras/camera";
  23850. import { Scene } from "babylonjs/scene";
  23851. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  23852. import { Color4 } from "babylonjs/Maths/math.color";
  23853. import { Engine } from "babylonjs/Engines/engine";
  23854. import { Node } from "babylonjs/node";
  23855. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  23856. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  23857. import { Buffer } from "babylonjs/Meshes/buffer";
  23858. import { Geometry } from "babylonjs/Meshes/geometry";
  23859. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23860. import { SubMesh } from "babylonjs/Meshes/subMesh";
  23861. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  23862. import { Effect } from "babylonjs/Materials/effect";
  23863. import { Material } from "babylonjs/Materials/material";
  23864. import { Skeleton } from "babylonjs/Bones/skeleton";
  23865. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  23866. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  23867. import { Path3D } from "babylonjs/Maths/math.path";
  23868. import { Plane } from "babylonjs/Maths/math.plane";
  23869. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  23870. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  23871. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  23872. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23873. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  23874. /**
  23875. * @hidden
  23876. **/
  23877. export class _CreationDataStorage {
  23878. closePath?: boolean;
  23879. closeArray?: boolean;
  23880. idx: number[];
  23881. dashSize: number;
  23882. gapSize: number;
  23883. path3D: Path3D;
  23884. pathArray: Vector3[][];
  23885. arc: number;
  23886. radius: number;
  23887. cap: number;
  23888. tessellation: number;
  23889. }
  23890. /**
  23891. * @hidden
  23892. **/
  23893. class _InstanceDataStorage {
  23894. visibleInstances: any;
  23895. batchCache: _InstancesBatch;
  23896. instancesBufferSize: number;
  23897. instancesBuffer: Nullable<Buffer>;
  23898. instancesData: Float32Array;
  23899. overridenInstanceCount: number;
  23900. isFrozen: boolean;
  23901. previousBatch: Nullable<_InstancesBatch>;
  23902. hardwareInstancedRendering: boolean;
  23903. sideOrientation: number;
  23904. }
  23905. /**
  23906. * @hidden
  23907. **/
  23908. export class _InstancesBatch {
  23909. mustReturn: boolean;
  23910. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  23911. renderSelf: boolean[];
  23912. hardwareInstancedRendering: boolean[];
  23913. }
  23914. /**
  23915. * Class used to represent renderable models
  23916. */
  23917. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  23918. /**
  23919. * Mesh side orientation : usually the external or front surface
  23920. */
  23921. static readonly FRONTSIDE: number;
  23922. /**
  23923. * Mesh side orientation : usually the internal or back surface
  23924. */
  23925. static readonly BACKSIDE: number;
  23926. /**
  23927. * Mesh side orientation : both internal and external or front and back surfaces
  23928. */
  23929. static readonly DOUBLESIDE: number;
  23930. /**
  23931. * Mesh side orientation : by default, `FRONTSIDE`
  23932. */
  23933. static readonly DEFAULTSIDE: number;
  23934. /**
  23935. * Mesh cap setting : no cap
  23936. */
  23937. static readonly NO_CAP: number;
  23938. /**
  23939. * Mesh cap setting : one cap at the beginning of the mesh
  23940. */
  23941. static readonly CAP_START: number;
  23942. /**
  23943. * Mesh cap setting : one cap at the end of the mesh
  23944. */
  23945. static readonly CAP_END: number;
  23946. /**
  23947. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  23948. */
  23949. static readonly CAP_ALL: number;
  23950. /**
  23951. * Mesh pattern setting : no flip or rotate
  23952. */
  23953. static readonly NO_FLIP: number;
  23954. /**
  23955. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  23956. */
  23957. static readonly FLIP_TILE: number;
  23958. /**
  23959. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  23960. */
  23961. static readonly ROTATE_TILE: number;
  23962. /**
  23963. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  23964. */
  23965. static readonly FLIP_ROW: number;
  23966. /**
  23967. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  23968. */
  23969. static readonly ROTATE_ROW: number;
  23970. /**
  23971. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  23972. */
  23973. static readonly FLIP_N_ROTATE_TILE: number;
  23974. /**
  23975. * Mesh pattern setting : rotate pattern and rotate
  23976. */
  23977. static readonly FLIP_N_ROTATE_ROW: number;
  23978. /**
  23979. * Mesh tile positioning : part tiles same on left/right or top/bottom
  23980. */
  23981. static readonly CENTER: number;
  23982. /**
  23983. * Mesh tile positioning : part tiles on left
  23984. */
  23985. static readonly LEFT: number;
  23986. /**
  23987. * Mesh tile positioning : part tiles on right
  23988. */
  23989. static readonly RIGHT: number;
  23990. /**
  23991. * Mesh tile positioning : part tiles on top
  23992. */
  23993. static readonly TOP: number;
  23994. /**
  23995. * Mesh tile positioning : part tiles on bottom
  23996. */
  23997. static readonly BOTTOM: number;
  23998. /**
  23999. * Gets the default side orientation.
  24000. * @param orientation the orientation to value to attempt to get
  24001. * @returns the default orientation
  24002. * @hidden
  24003. */
  24004. static _GetDefaultSideOrientation(orientation?: number): number;
  24005. private _internalMeshDataInfo;
  24006. /**
  24007. * An event triggered before rendering the mesh
  24008. */
  24009. readonly onBeforeRenderObservable: Observable<Mesh>;
  24010. /**
  24011. * An event triggered before binding the mesh
  24012. */
  24013. readonly onBeforeBindObservable: Observable<Mesh>;
  24014. /**
  24015. * An event triggered after rendering the mesh
  24016. */
  24017. readonly onAfterRenderObservable: Observable<Mesh>;
  24018. /**
  24019. * An event triggered before drawing the mesh
  24020. */
  24021. readonly onBeforeDrawObservable: Observable<Mesh>;
  24022. private _onBeforeDrawObserver;
  24023. /**
  24024. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24025. */
  24026. onBeforeDraw: () => void;
  24027. /**
  24028. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24029. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24030. */
  24031. delayLoadState: number;
  24032. /**
  24033. * Gets the list of instances created from this mesh
  24034. * it is not supposed to be modified manually.
  24035. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24036. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24037. */
  24038. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24039. /**
  24040. * Gets the file containing delay loading data for this mesh
  24041. */
  24042. delayLoadingFile: string;
  24043. /** @hidden */
  24044. _binaryInfo: any;
  24045. /**
  24046. * User defined function used to change how LOD level selection is done
  24047. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24048. */
  24049. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24050. /**
  24051. * Gets or sets the morph target manager
  24052. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24053. */
  24054. morphTargetManager: Nullable<MorphTargetManager>;
  24055. /** @hidden */
  24056. _creationDataStorage: Nullable<_CreationDataStorage>;
  24057. /** @hidden */
  24058. _geometry: Nullable<Geometry>;
  24059. /** @hidden */
  24060. _delayInfo: Array<string>;
  24061. /** @hidden */
  24062. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24063. /** @hidden */
  24064. _instanceDataStorage: _InstanceDataStorage;
  24065. private _effectiveMaterial;
  24066. /** @hidden */
  24067. _shouldGenerateFlatShading: boolean;
  24068. /** @hidden */
  24069. _originalBuilderSideOrientation: number;
  24070. /**
  24071. * Use this property to change the original side orientation defined at construction time
  24072. */
  24073. overrideMaterialSideOrientation: Nullable<number>;
  24074. /**
  24075. * Gets the source mesh (the one used to clone this one from)
  24076. */
  24077. readonly source: Nullable<Mesh>;
  24078. /**
  24079. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24080. */
  24081. isUnIndexed: boolean;
  24082. /**
  24083. * @constructor
  24084. * @param name The value used by scene.getMeshByName() to do a lookup.
  24085. * @param scene The scene to add this mesh to.
  24086. * @param parent The parent of this mesh, if it has one
  24087. * @param source An optional Mesh from which geometry is shared, cloned.
  24088. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24089. * When false, achieved by calling a clone(), also passing False.
  24090. * This will make creation of children, recursive.
  24091. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24092. */
  24093. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24094. /**
  24095. * Gets the class name
  24096. * @returns the string "Mesh".
  24097. */
  24098. getClassName(): string;
  24099. /** @hidden */
  24100. readonly _isMesh: boolean;
  24101. /**
  24102. * Returns a description of this mesh
  24103. * @param fullDetails define if full details about this mesh must be used
  24104. * @returns a descriptive string representing this mesh
  24105. */
  24106. toString(fullDetails?: boolean): string;
  24107. /** @hidden */
  24108. _unBindEffect(): void;
  24109. /**
  24110. * Gets a boolean indicating if this mesh has LOD
  24111. */
  24112. readonly hasLODLevels: boolean;
  24113. /**
  24114. * Gets the list of MeshLODLevel associated with the current mesh
  24115. * @returns an array of MeshLODLevel
  24116. */
  24117. getLODLevels(): MeshLODLevel[];
  24118. private _sortLODLevels;
  24119. /**
  24120. * Add a mesh as LOD level triggered at the given distance.
  24121. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24122. * @param distance The distance from the center of the object to show this level
  24123. * @param mesh The mesh to be added as LOD level (can be null)
  24124. * @return This mesh (for chaining)
  24125. */
  24126. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24127. /**
  24128. * Returns the LOD level mesh at the passed distance or null if not found.
  24129. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24130. * @param distance The distance from the center of the object to show this level
  24131. * @returns a Mesh or `null`
  24132. */
  24133. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24134. /**
  24135. * Remove a mesh from the LOD array
  24136. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24137. * @param mesh defines the mesh to be removed
  24138. * @return This mesh (for chaining)
  24139. */
  24140. removeLODLevel(mesh: Mesh): Mesh;
  24141. /**
  24142. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24143. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24144. * @param camera defines the camera to use to compute distance
  24145. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24146. * @return This mesh (for chaining)
  24147. */
  24148. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24149. /**
  24150. * Gets the mesh internal Geometry object
  24151. */
  24152. readonly geometry: Nullable<Geometry>;
  24153. /**
  24154. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24155. * @returns the total number of vertices
  24156. */
  24157. getTotalVertices(): number;
  24158. /**
  24159. * Returns the content of an associated vertex buffer
  24160. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24161. * - VertexBuffer.PositionKind
  24162. * - VertexBuffer.UVKind
  24163. * - VertexBuffer.UV2Kind
  24164. * - VertexBuffer.UV3Kind
  24165. * - VertexBuffer.UV4Kind
  24166. * - VertexBuffer.UV5Kind
  24167. * - VertexBuffer.UV6Kind
  24168. * - VertexBuffer.ColorKind
  24169. * - VertexBuffer.MatricesIndicesKind
  24170. * - VertexBuffer.MatricesIndicesExtraKind
  24171. * - VertexBuffer.MatricesWeightsKind
  24172. * - VertexBuffer.MatricesWeightsExtraKind
  24173. * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
  24174. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24175. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24176. */
  24177. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24178. /**
  24179. * Returns the mesh VertexBuffer object from the requested `kind`
  24180. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24181. * - VertexBuffer.PositionKind
  24182. * - VertexBuffer.NormalKind
  24183. * - VertexBuffer.UVKind
  24184. * - VertexBuffer.UV2Kind
  24185. * - VertexBuffer.UV3Kind
  24186. * - VertexBuffer.UV4Kind
  24187. * - VertexBuffer.UV5Kind
  24188. * - VertexBuffer.UV6Kind
  24189. * - VertexBuffer.ColorKind
  24190. * - VertexBuffer.MatricesIndicesKind
  24191. * - VertexBuffer.MatricesIndicesExtraKind
  24192. * - VertexBuffer.MatricesWeightsKind
  24193. * - VertexBuffer.MatricesWeightsExtraKind
  24194. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24195. */
  24196. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24197. /**
  24198. * Tests if a specific vertex buffer is associated with this mesh
  24199. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24200. * - VertexBuffer.PositionKind
  24201. * - VertexBuffer.NormalKind
  24202. * - VertexBuffer.UVKind
  24203. * - VertexBuffer.UV2Kind
  24204. * - VertexBuffer.UV3Kind
  24205. * - VertexBuffer.UV4Kind
  24206. * - VertexBuffer.UV5Kind
  24207. * - VertexBuffer.UV6Kind
  24208. * - VertexBuffer.ColorKind
  24209. * - VertexBuffer.MatricesIndicesKind
  24210. * - VertexBuffer.MatricesIndicesExtraKind
  24211. * - VertexBuffer.MatricesWeightsKind
  24212. * - VertexBuffer.MatricesWeightsExtraKind
  24213. * @returns a boolean
  24214. */
  24215. isVerticesDataPresent(kind: string): boolean;
  24216. /**
  24217. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24218. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24219. * - VertexBuffer.PositionKind
  24220. * - VertexBuffer.UVKind
  24221. * - VertexBuffer.UV2Kind
  24222. * - VertexBuffer.UV3Kind
  24223. * - VertexBuffer.UV4Kind
  24224. * - VertexBuffer.UV5Kind
  24225. * - VertexBuffer.UV6Kind
  24226. * - VertexBuffer.ColorKind
  24227. * - VertexBuffer.MatricesIndicesKind
  24228. * - VertexBuffer.MatricesIndicesExtraKind
  24229. * - VertexBuffer.MatricesWeightsKind
  24230. * - VertexBuffer.MatricesWeightsExtraKind
  24231. * @returns a boolean
  24232. */
  24233. isVertexBufferUpdatable(kind: string): boolean;
  24234. /**
  24235. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24236. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24237. * - VertexBuffer.PositionKind
  24238. * - VertexBuffer.NormalKind
  24239. * - VertexBuffer.UVKind
  24240. * - VertexBuffer.UV2Kind
  24241. * - VertexBuffer.UV3Kind
  24242. * - VertexBuffer.UV4Kind
  24243. * - VertexBuffer.UV5Kind
  24244. * - VertexBuffer.UV6Kind
  24245. * - VertexBuffer.ColorKind
  24246. * - VertexBuffer.MatricesIndicesKind
  24247. * - VertexBuffer.MatricesIndicesExtraKind
  24248. * - VertexBuffer.MatricesWeightsKind
  24249. * - VertexBuffer.MatricesWeightsExtraKind
  24250. * @returns an array of strings
  24251. */
  24252. getVerticesDataKinds(): string[];
  24253. /**
  24254. * Returns a positive integer : the total number of indices in this mesh geometry.
  24255. * @returns the numner of indices or zero if the mesh has no geometry.
  24256. */
  24257. getTotalIndices(): number;
  24258. /**
  24259. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24260. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  24261. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24262. * @returns the indices array or an empty array if the mesh has no geometry
  24263. */
  24264. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24265. readonly isBlocked: boolean;
  24266. /**
  24267. * Determine if the current mesh is ready to be rendered
  24268. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24269. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24270. * @returns true if all associated assets are ready (material, textures, shaders)
  24271. */
  24272. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24273. /**
  24274. * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.
  24275. */
  24276. readonly areNormalsFrozen: boolean;
  24277. /**
  24278. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.
  24279. * @returns the current mesh
  24280. */
  24281. freezeNormals(): Mesh;
  24282. /**
  24283. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen
  24284. * @returns the current mesh
  24285. */
  24286. unfreezeNormals(): Mesh;
  24287. /**
  24288. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24289. */
  24290. overridenInstanceCount: number;
  24291. /** @hidden */
  24292. _preActivate(): Mesh;
  24293. /** @hidden */
  24294. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24295. /** @hidden */
  24296. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24297. /**
  24298. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24299. * This means the mesh underlying bounding box and sphere are recomputed.
  24300. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24301. * @returns the current mesh
  24302. */
  24303. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24304. /** @hidden */
  24305. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24306. /**
  24307. * This function will subdivide the mesh into multiple submeshes
  24308. * @param count defines the expected number of submeshes
  24309. */
  24310. subdivide(count: number): void;
  24311. /**
  24312. * Copy a FloatArray into a specific associated vertex buffer
  24313. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24314. * - VertexBuffer.PositionKind
  24315. * - VertexBuffer.UVKind
  24316. * - VertexBuffer.UV2Kind
  24317. * - VertexBuffer.UV3Kind
  24318. * - VertexBuffer.UV4Kind
  24319. * - VertexBuffer.UV5Kind
  24320. * - VertexBuffer.UV6Kind
  24321. * - VertexBuffer.ColorKind
  24322. * - VertexBuffer.MatricesIndicesKind
  24323. * - VertexBuffer.MatricesIndicesExtraKind
  24324. * - VertexBuffer.MatricesWeightsKind
  24325. * - VertexBuffer.MatricesWeightsExtraKind
  24326. * @param data defines the data source
  24327. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24328. * @param stride defines the data stride size (can be null)
  24329. * @returns the current mesh
  24330. */
  24331. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  24332. /**
  24333. * Flags an associated vertex buffer as updatable
  24334. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24335. * - VertexBuffer.PositionKind
  24336. * - VertexBuffer.UVKind
  24337. * - VertexBuffer.UV2Kind
  24338. * - VertexBuffer.UV3Kind
  24339. * - VertexBuffer.UV4Kind
  24340. * - VertexBuffer.UV5Kind
  24341. * - VertexBuffer.UV6Kind
  24342. * - VertexBuffer.ColorKind
  24343. * - VertexBuffer.MatricesIndicesKind
  24344. * - VertexBuffer.MatricesIndicesExtraKind
  24345. * - VertexBuffer.MatricesWeightsKind
  24346. * - VertexBuffer.MatricesWeightsExtraKind
  24347. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24348. */
  24349. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24350. /**
  24351. * Sets the mesh global Vertex Buffer
  24352. * @param buffer defines the buffer to use
  24353. * @returns the current mesh
  24354. */
  24355. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24356. /**
  24357. * Update a specific associated vertex buffer
  24358. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24359. * - VertexBuffer.PositionKind
  24360. * - VertexBuffer.UVKind
  24361. * - VertexBuffer.UV2Kind
  24362. * - VertexBuffer.UV3Kind
  24363. * - VertexBuffer.UV4Kind
  24364. * - VertexBuffer.UV5Kind
  24365. * - VertexBuffer.UV6Kind
  24366. * - VertexBuffer.ColorKind
  24367. * - VertexBuffer.MatricesIndicesKind
  24368. * - VertexBuffer.MatricesIndicesExtraKind
  24369. * - VertexBuffer.MatricesWeightsKind
  24370. * - VertexBuffer.MatricesWeightsExtraKind
  24371. * @param data defines the data source
  24372. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24373. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  24374. * @returns the current mesh
  24375. */
  24376. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  24377. /**
  24378. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24379. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24380. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24381. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24382. * @returns the current mesh
  24383. */
  24384. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24385. /**
  24386. * Creates a un-shared specific occurence of the geometry for the mesh.
  24387. * @returns the current mesh
  24388. */
  24389. makeGeometryUnique(): Mesh;
  24390. /**
  24391. * Set the index buffer of this mesh
  24392. * @param indices defines the source data
  24393. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24394. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24395. * @returns the current mesh
  24396. */
  24397. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): Mesh;
  24398. /**
  24399. * Update the current index buffer
  24400. * @param indices defines the source data
  24401. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  24402. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  24403. * @returns the current mesh
  24404. */
  24405. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): Mesh;
  24406. /**
  24407. * Invert the geometry to move from a right handed system to a left handed one.
  24408. * @returns the current mesh
  24409. */
  24410. toLeftHanded(): Mesh;
  24411. /** @hidden */
  24412. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  24413. /** @hidden */
  24414. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  24415. /**
  24416. * Registers for this mesh a javascript function called just before the rendering process
  24417. * @param func defines the function to call before rendering this mesh
  24418. * @returns the current mesh
  24419. */
  24420. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24421. /**
  24422. * Disposes a previously registered javascript function called before the rendering
  24423. * @param func defines the function to remove
  24424. * @returns the current mesh
  24425. */
  24426. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24427. /**
  24428. * Registers for this mesh a javascript function called just after the rendering is complete
  24429. * @param func defines the function to call after rendering this mesh
  24430. * @returns the current mesh
  24431. */
  24432. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24433. /**
  24434. * Disposes a previously registered javascript function called after the rendering.
  24435. * @param func defines the function to remove
  24436. * @returns the current mesh
  24437. */
  24438. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24439. /** @hidden */
  24440. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  24441. /** @hidden */
  24442. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  24443. /** @hidden */
  24444. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  24445. /** @hidden */
  24446. _rebuild(): void;
  24447. /** @hidden */
  24448. _freeze(): void;
  24449. /** @hidden */
  24450. _unFreeze(): void;
  24451. /**
  24452. * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
  24453. * @param subMesh defines the subMesh to render
  24454. * @param enableAlphaMode defines if alpha mode can be changed
  24455. * @returns the current mesh
  24456. */
  24457. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  24458. private _onBeforeDraw;
  24459. /**
  24460. * Renormalize the mesh and patch it up if there are no weights
  24461. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  24462. * However in the case of zero weights then we set just a single influence to 1.
  24463. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  24464. */
  24465. cleanMatrixWeights(): void;
  24466. private normalizeSkinFourWeights;
  24467. private normalizeSkinWeightsAndExtra;
  24468. /**
  24469. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24470. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24471. * the user know there was an issue with importing the mesh
  24472. * @returns a validation object with skinned, valid and report string
  24473. */
  24474. validateSkinning(): {
  24475. skinned: boolean;
  24476. valid: boolean;
  24477. report: string;
  24478. };
  24479. /** @hidden */
  24480. _checkDelayState(): Mesh;
  24481. private _queueLoad;
  24482. /**
  24483. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24484. * A mesh is in the frustum if its bounding box intersects the frustum
  24485. * @param frustumPlanes defines the frustum to test
  24486. * @returns true if the mesh is in the frustum planes
  24487. */
  24488. isInFrustum(frustumPlanes: Plane[]): boolean;
  24489. /**
  24490. * Sets the mesh material by the material or multiMaterial `id` property
  24491. * @param id is a string identifying the material or the multiMaterial
  24492. * @returns the current mesh
  24493. */
  24494. setMaterialByID(id: string): Mesh;
  24495. /**
  24496. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24497. * @returns an array of IAnimatable
  24498. */
  24499. getAnimatables(): IAnimatable[];
  24500. /**
  24501. * Modifies the mesh geometry according to the passed transformation matrix.
  24502. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  24503. * The mesh normals are modified using the same transformation.
  24504. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24505. * @param transform defines the transform matrix to use
  24506. * @see http://doc.babylonjs.com/resources/baking_transformations
  24507. * @returns the current mesh
  24508. */
  24509. bakeTransformIntoVertices(transform: Matrix): Mesh;
  24510. /**
  24511. * Modifies the mesh geometry according to its own current World Matrix.
  24512. * The mesh World Matrix is then reset.
  24513. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  24514. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24515. * @see http://doc.babylonjs.com/resources/baking_transformations
  24516. * @returns the current mesh
  24517. */
  24518. bakeCurrentTransformIntoVertices(): Mesh;
  24519. /** @hidden */
  24520. readonly _positions: Nullable<Vector3[]>;
  24521. /** @hidden */
  24522. _resetPointsArrayCache(): Mesh;
  24523. /** @hidden */
  24524. _generatePointsArray(): boolean;
  24525. /**
  24526. * Returns a new Mesh object generated from the current mesh properties.
  24527. * This method must not get confused with createInstance()
  24528. * @param name is a string, the name given to the new mesh
  24529. * @param newParent can be any Node object (default `null`)
  24530. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  24531. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  24532. * @returns a new mesh
  24533. */
  24534. clone(name?: string, newParent?: Node, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh;
  24535. /**
  24536. * Releases resources associated with this mesh.
  24537. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24538. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24539. */
  24540. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  24541. /**
  24542. * Modifies the mesh geometry according to a displacement map.
  24543. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  24544. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24545. * @param url is a string, the URL from the image file is to be downloaded.
  24546. * @param minHeight is the lower limit of the displacement.
  24547. * @param maxHeight is the upper limit of the displacement.
  24548. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  24549. * @param uvOffset is an optional vector2 used to offset UV.
  24550. * @param uvScale is an optional vector2 used to scale UV.
  24551. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  24552. * @returns the Mesh.
  24553. */
  24554. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24555. /**
  24556. * Modifies the mesh geometry according to a displacementMap buffer.
  24557. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  24558. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24559. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  24560. * @param heightMapWidth is the width of the buffer image.
  24561. * @param heightMapHeight is the height of the buffer image.
  24562. * @param minHeight is the lower limit of the displacement.
  24563. * @param maxHeight is the upper limit of the displacement.
  24564. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  24565. * @param uvOffset is an optional vector2 used to offset UV.
  24566. * @param uvScale is an optional vector2 used to scale UV.
  24567. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  24568. * @returns the Mesh.
  24569. */
  24570. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24571. /**
  24572. * Modify the mesh to get a flat shading rendering.
  24573. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  24574. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  24575. * @returns current mesh
  24576. */
  24577. convertToFlatShadedMesh(): Mesh;
  24578. /**
  24579. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  24580. * In other words, more vertices, no more indices and a single bigger VBO.
  24581. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  24582. * @returns current mesh
  24583. */
  24584. convertToUnIndexedMesh(): Mesh;
  24585. /**
  24586. * Inverses facet orientations.
  24587. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24588. * @param flipNormals will also inverts the normals
  24589. * @returns current mesh
  24590. */
  24591. flipFaces(flipNormals?: boolean): Mesh;
  24592. /**
  24593. * Increase the number of facets and hence vertices in a mesh
  24594. * Vertex normals are interpolated from existing vertex normals
  24595. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24596. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  24597. */
  24598. increaseVertices(numberPerEdge: number): void;
  24599. /**
  24600. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  24601. * This will undo any application of covertToFlatShadedMesh
  24602. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24603. */
  24604. forceSharedVertices(): void;
  24605. /** @hidden */
  24606. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  24607. /** @hidden */
  24608. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  24609. /**
  24610. * Creates a new InstancedMesh object from the mesh model.
  24611. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24612. * @param name defines the name of the new instance
  24613. * @returns a new InstancedMesh
  24614. */
  24615. createInstance(name: string): InstancedMesh;
  24616. /**
  24617. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  24618. * After this call, all the mesh instances have the same submeshes than the current mesh.
  24619. * @returns the current mesh
  24620. */
  24621. synchronizeInstances(): Mesh;
  24622. /**
  24623. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  24624. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  24625. * This should be used together with the simplification to avoid disappearing triangles.
  24626. * @param successCallback an optional success callback to be called after the optimization finished.
  24627. * @returns the current mesh
  24628. */
  24629. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  24630. /**
  24631. * Serialize current mesh
  24632. * @param serializationObject defines the object which will receive the serialization data
  24633. */
  24634. serialize(serializationObject: any): void;
  24635. /** @hidden */
  24636. _syncGeometryWithMorphTargetManager(): void;
  24637. /** @hidden */
  24638. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  24639. /**
  24640. * Returns a new Mesh object parsed from the source provided.
  24641. * @param parsedMesh is the source
  24642. * @param scene defines the hosting scene
  24643. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  24644. * @returns a new Mesh
  24645. */
  24646. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  24647. /**
  24648. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  24649. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24650. * @param name defines the name of the mesh to create
  24651. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  24652. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  24653. * @param closePath creates a seam between the first and the last points of each path of the path array
  24654. * @param offset is taken in account only if the `pathArray` is containing a single path
  24655. * @param scene defines the hosting scene
  24656. * @param updatable defines if the mesh must be flagged as updatable
  24657. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24658. * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)
  24659. * @returns a new Mesh
  24660. */
  24661. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24662. /**
  24663. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  24664. * @param name defines the name of the mesh to create
  24665. * @param radius sets the radius size (float) of the polygon (default 0.5)
  24666. * @param tessellation sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  24667. * @param scene defines the hosting scene
  24668. * @param updatable defines if the mesh must be flagged as updatable
  24669. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24670. * @returns a new Mesh
  24671. */
  24672. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24673. /**
  24674. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  24675. * @param name defines the name of the mesh to create
  24676. * @param size sets the size (float) of each box side (default 1)
  24677. * @param scene defines the hosting scene
  24678. * @param updatable defines if the mesh must be flagged as updatable
  24679. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24680. * @returns a new Mesh
  24681. */
  24682. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24683. /**
  24684. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  24685. * @param name defines the name of the mesh to create
  24686. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24687. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24688. * @param scene defines the hosting scene
  24689. * @param updatable defines if the mesh must be flagged as updatable
  24690. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24691. * @returns a new Mesh
  24692. */
  24693. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24694. /**
  24695. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  24696. * @param name defines the name of the mesh to create
  24697. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24698. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24699. * @param scene defines the hosting scene
  24700. * @returns a new Mesh
  24701. */
  24702. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  24703. /**
  24704. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  24705. * @param name defines the name of the mesh to create
  24706. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  24707. * @param diameterTop set the top cap diameter (floats, default 1)
  24708. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  24709. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  24710. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  24711. * @param scene defines the hosting scene
  24712. * @param updatable defines if the mesh must be flagged as updatable
  24713. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24714. * @returns a new Mesh
  24715. */
  24716. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  24717. /**
  24718. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  24719. * @param name defines the name of the mesh to create
  24720. * @param diameter sets the diameter size (float) of the torus (default 1)
  24721. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  24722. * @param tessellation sets the number of torus sides (postive integer, default 16)
  24723. * @param scene defines the hosting scene
  24724. * @param updatable defines if the mesh must be flagged as updatable
  24725. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24726. * @returns a new Mesh
  24727. */
  24728. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24729. /**
  24730. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  24731. * @param name defines the name of the mesh to create
  24732. * @param radius sets the global radius size (float) of the torus knot (default 2)
  24733. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  24734. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  24735. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  24736. * @param p the number of windings on X axis (positive integers, default 2)
  24737. * @param q the number of windings on Y axis (positive integers, default 3)
  24738. * @param scene defines the hosting scene
  24739. * @param updatable defines if the mesh must be flagged as updatable
  24740. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24741. * @returns a new Mesh
  24742. */
  24743. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24744. /**
  24745. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  24746. * @param name defines the name of the mesh to create
  24747. * @param points is an array successive Vector3
  24748. * @param scene defines the hosting scene
  24749. * @param updatable defines if the mesh must be flagged as updatable
  24750. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).
  24751. * @returns a new Mesh
  24752. */
  24753. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  24754. /**
  24755. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  24756. * @param name defines the name of the mesh to create
  24757. * @param points is an array successive Vector3
  24758. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  24759. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  24760. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  24761. * @param scene defines the hosting scene
  24762. * @param updatable defines if the mesh must be flagged as updatable
  24763. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)
  24764. * @returns a new Mesh
  24765. */
  24766. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  24767. /**
  24768. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  24769. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  24770. * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.
  24771. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24772. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  24773. * Remember you can only change the shape positions, not their number when updating a polygon.
  24774. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  24775. * @param name defines the name of the mesh to create
  24776. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  24777. * @param scene defines the hosting scene
  24778. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24779. * @param updatable defines if the mesh must be flagged as updatable
  24780. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24781. * @param earcutInjection can be used to inject your own earcut reference
  24782. * @returns a new Mesh
  24783. */
  24784. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24785. /**
  24786. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  24787. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  24788. * @param name defines the name of the mesh to create
  24789. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  24790. * @param depth defines the height of extrusion
  24791. * @param scene defines the hosting scene
  24792. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24793. * @param updatable defines if the mesh must be flagged as updatable
  24794. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24795. * @param earcutInjection can be used to inject your own earcut reference
  24796. * @returns a new Mesh
  24797. */
  24798. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24799. /**
  24800. * Creates an extruded shape mesh.
  24801. * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead
  24802. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24803. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24804. * @param name defines the name of the mesh to create
  24805. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  24806. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24807. * @param scale is the value to scale the shape
  24808. * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
  24809. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  24810. * @param scene defines the hosting scene
  24811. * @param updatable defines if the mesh must be flagged as updatable
  24812. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24813. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)
  24814. * @returns a new Mesh
  24815. */
  24816. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24817. /**
  24818. * Creates an custom extruded shape mesh.
  24819. * The custom extrusion is a parametric shape.
  24820. * It has no predefined shape. Its final shape will depend on the input parameters.
  24821. * Please consider using the same method from the MeshBuilder class instead
  24822. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24823. * @param name defines the name of the mesh to create
  24824. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  24825. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24826. * @param scaleFunction is a custom Javascript function called on each path point
  24827. * @param rotationFunction is a custom Javascript function called on each path point
  24828. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  24829. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  24830. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  24831. * @param scene defines the hosting scene
  24832. * @param updatable defines if the mesh must be flagged as updatable
  24833. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24834. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)
  24835. * @returns a new Mesh
  24836. */
  24837. static ExtrudeShapeCustom(name: string, shape: Vector3[], path: Vector3[], scaleFunction: Function, rotationFunction: Function, ribbonCloseArray: boolean, ribbonClosePath: boolean, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24838. /**
  24839. * Creates lathe mesh.
  24840. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  24841. * Please consider using the same method from the MeshBuilder class instead
  24842. * @param name defines the name of the mesh to create
  24843. * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  24844. * @param radius is the radius value of the lathe
  24845. * @param tessellation is the side number of the lathe.
  24846. * @param scene defines the hosting scene
  24847. * @param updatable defines if the mesh must be flagged as updatable
  24848. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24849. * @returns a new Mesh
  24850. */
  24851. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24852. /**
  24853. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  24854. * @param name defines the name of the mesh to create
  24855. * @param size sets the size (float) of both sides of the plane at once (default 1)
  24856. * @param scene defines the hosting scene
  24857. * @param updatable defines if the mesh must be flagged as updatable
  24858. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24859. * @returns a new Mesh
  24860. */
  24861. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24862. /**
  24863. * Creates a ground mesh.
  24864. * Please consider using the same method from the MeshBuilder class instead
  24865. * @param name defines the name of the mesh to create
  24866. * @param width set the width of the ground
  24867. * @param height set the height of the ground
  24868. * @param subdivisions sets the number of subdivisions per side
  24869. * @param scene defines the hosting scene
  24870. * @param updatable defines if the mesh must be flagged as updatable
  24871. * @returns a new Mesh
  24872. */
  24873. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  24874. /**
  24875. * Creates a tiled ground mesh.
  24876. * Please consider using the same method from the MeshBuilder class instead
  24877. * @param name defines the name of the mesh to create
  24878. * @param xmin set the ground minimum X coordinate
  24879. * @param zmin set the ground minimum Y coordinate
  24880. * @param xmax set the ground maximum X coordinate
  24881. * @param zmax set the ground maximum Z coordinate
  24882. * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  24883. * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  24884. * @param scene defines the hosting scene
  24885. * @param updatable defines if the mesh must be flagged as updatable
  24886. * @returns a new Mesh
  24887. */
  24888. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  24889. w: number;
  24890. h: number;
  24891. }, precision: {
  24892. w: number;
  24893. h: number;
  24894. }, scene: Scene, updatable?: boolean): Mesh;
  24895. /**
  24896. * Creates a ground mesh from a height map.
  24897. * Please consider using the same method from the MeshBuilder class instead
  24898. * @see http://doc.babylonjs.com/babylon101/height_map
  24899. * @param name defines the name of the mesh to create
  24900. * @param url sets the URL of the height map image resource
  24901. * @param width set the ground width size
  24902. * @param height set the ground height size
  24903. * @param subdivisions sets the number of subdivision per side
  24904. * @param minHeight is the minimum altitude on the ground
  24905. * @param maxHeight is the maximum altitude on the ground
  24906. * @param scene defines the hosting scene
  24907. * @param updatable defines if the mesh must be flagged as updatable
  24908. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  24909. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  24910. * @returns a new Mesh
  24911. */
  24912. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean, onReady?: (mesh: GroundMesh) => void, alphaFilter?: number): GroundMesh;
  24913. /**
  24914. * Creates a tube mesh.
  24915. * The tube is a parametric shape.
  24916. * It has no predefined shape. Its final shape will depend on the input parameters.
  24917. * Please consider using the same method from the MeshBuilder class instead
  24918. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24919. * @param name defines the name of the mesh to create
  24920. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  24921. * @param radius sets the tube radius size
  24922. * @param tessellation is the number of sides on the tubular surface
  24923. * @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path
  24924. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  24925. * @param scene defines the hosting scene
  24926. * @param updatable defines if the mesh must be flagged as updatable
  24927. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24928. * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)
  24929. * @returns a new Mesh
  24930. */
  24931. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  24932. (i: number, distance: number): number;
  24933. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24934. /**
  24935. * Creates a polyhedron mesh.
  24936. * Please consider using the same method from the MeshBuilder class instead.
  24937. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  24938. * * The parameter `size` (positive float, default 1) sets the polygon size
  24939. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  24940. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  24941. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  24942. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  24943. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  24944. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  24945. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24946. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  24947. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  24948. * @param name defines the name of the mesh to create
  24949. * @param options defines the options used to create the mesh
  24950. * @param scene defines the hosting scene
  24951. * @returns a new Mesh
  24952. */
  24953. static CreatePolyhedron(name: string, options: {
  24954. type?: number;
  24955. size?: number;
  24956. sizeX?: number;
  24957. sizeY?: number;
  24958. sizeZ?: number;
  24959. custom?: any;
  24960. faceUV?: Vector4[];
  24961. faceColors?: Color4[];
  24962. updatable?: boolean;
  24963. sideOrientation?: number;
  24964. }, scene: Scene): Mesh;
  24965. /**
  24966. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  24967. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  24968. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)
  24969. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  24970. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  24971. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24972. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  24973. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  24974. * @param name defines the name of the mesh
  24975. * @param options defines the options used to create the mesh
  24976. * @param scene defines the hosting scene
  24977. * @returns a new Mesh
  24978. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  24979. */
  24980. static CreateIcoSphere(name: string, options: {
  24981. radius?: number;
  24982. flat?: boolean;
  24983. subdivisions?: number;
  24984. sideOrientation?: number;
  24985. updatable?: boolean;
  24986. }, scene: Scene): Mesh;
  24987. /**
  24988. * Creates a decal mesh.
  24989. * Please consider using the same method from the MeshBuilder class instead.
  24990. * A decal is a mesh usually applied as a model onto the surface of another mesh
  24991. * @param name defines the name of the mesh
  24992. * @param sourceMesh defines the mesh receiving the decal
  24993. * @param position sets the position of the decal in world coordinates
  24994. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  24995. * @param size sets the decal scaling
  24996. * @param angle sets the angle to rotate the decal
  24997. * @returns a new Mesh
  24998. */
  24999. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25000. /**
  25001. * Prepare internal position array for software CPU skinning
  25002. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25003. */
  25004. setPositionsForCPUSkinning(): Float32Array;
  25005. /**
  25006. * Prepare internal normal array for software CPU skinning
  25007. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25008. */
  25009. setNormalsForCPUSkinning(): Float32Array;
  25010. /**
  25011. * Updates the vertex buffer by applying transformation from the bones
  25012. * @param skeleton defines the skeleton to apply to current mesh
  25013. * @returns the current mesh
  25014. */
  25015. applySkeleton(skeleton: Skeleton): Mesh;
  25016. /**
  25017. * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates
  25018. * @param meshes defines the list of meshes to scan
  25019. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25020. */
  25021. static MinMax(meshes: AbstractMesh[]): {
  25022. min: Vector3;
  25023. max: Vector3;
  25024. };
  25025. /**
  25026. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25027. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25028. * @returns a vector3
  25029. */
  25030. static Center(meshesOrMinMaxVector: {
  25031. min: Vector3;
  25032. max: Vector3;
  25033. } | AbstractMesh[]): Vector3;
  25034. /**
  25035. * Merge the array of meshes into a single mesh for performance reasons.
  25036. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25037. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25038. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25039. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25040. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25041. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25042. * @returns a new mesh
  25043. */
  25044. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25045. /** @hidden */
  25046. addInstance(instance: InstancedMesh): void;
  25047. /** @hidden */
  25048. removeInstance(instance: InstancedMesh): void;
  25049. }
  25050. }
  25051. declare module "babylonjs/Cameras/camera" {
  25052. import { SmartArray } from "babylonjs/Misc/smartArray";
  25053. import { Observable } from "babylonjs/Misc/observable";
  25054. import { Nullable } from "babylonjs/types";
  25055. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25056. import { Scene } from "babylonjs/scene";
  25057. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  25058. import { Node } from "babylonjs/node";
  25059. import { Mesh } from "babylonjs/Meshes/mesh";
  25060. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25061. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25062. import { Viewport } from "babylonjs/Maths/math.viewport";
  25063. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25064. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25065. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25066. import { Ray } from "babylonjs/Culling/ray";
  25067. /**
  25068. * This is the base class of all the camera used in the application.
  25069. * @see http://doc.babylonjs.com/features/cameras
  25070. */
  25071. export class Camera extends Node {
  25072. /** @hidden */
  25073. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25074. /**
  25075. * This is the default projection mode used by the cameras.
  25076. * It helps recreating a feeling of perspective and better appreciate depth.
  25077. * This is the best way to simulate real life cameras.
  25078. */
  25079. static readonly PERSPECTIVE_CAMERA: number;
  25080. /**
  25081. * This helps creating camera with an orthographic mode.
  25082. * Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.
  25083. */
  25084. static readonly ORTHOGRAPHIC_CAMERA: number;
  25085. /**
  25086. * This is the default FOV mode for perspective cameras.
  25087. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25088. */
  25089. static readonly FOVMODE_VERTICAL_FIXED: number;
  25090. /**
  25091. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25092. */
  25093. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25094. /**
  25095. * This specifies ther is no need for a camera rig.
  25096. * Basically only one eye is rendered corresponding to the camera.
  25097. */
  25098. static readonly RIG_MODE_NONE: number;
  25099. /**
  25100. * Simulates a camera Rig with one blue eye and one red eye.
  25101. * This can be use with 3d blue and red glasses.
  25102. */
  25103. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25104. /**
  25105. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25106. */
  25107. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25108. /**
  25109. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25110. */
  25111. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25112. /**
  25113. * Defines that both eyes of the camera will be rendered over under each other.
  25114. */
  25115. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25116. /**
  25117. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25118. */
  25119. static readonly RIG_MODE_VR: number;
  25120. /**
  25121. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25122. */
  25123. static readonly RIG_MODE_WEBVR: number;
  25124. /**
  25125. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25126. */
  25127. static readonly RIG_MODE_CUSTOM: number;
  25128. /**
  25129. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25130. */
  25131. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25132. /**
  25133. * Define the input manager associated with the camera.
  25134. */
  25135. inputs: CameraInputsManager<Camera>;
  25136. /** @hidden */
  25137. _position: Vector3;
  25138. /**
  25139. * Define the current local position of the camera in the scene
  25140. */
  25141. position: Vector3;
  25142. /**
  25143. * The vector the camera should consider as up.
  25144. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25145. */
  25146. upVector: Vector3;
  25147. /**
  25148. * Define the current limit on the left side for an orthographic camera
  25149. * In scene unit
  25150. */
  25151. orthoLeft: Nullable<number>;
  25152. /**
  25153. * Define the current limit on the right side for an orthographic camera
  25154. * In scene unit
  25155. */
  25156. orthoRight: Nullable<number>;
  25157. /**
  25158. * Define the current limit on the bottom side for an orthographic camera
  25159. * In scene unit
  25160. */
  25161. orthoBottom: Nullable<number>;
  25162. /**
  25163. * Define the current limit on the top side for an orthographic camera
  25164. * In scene unit
  25165. */
  25166. orthoTop: Nullable<number>;
  25167. /**
  25168. * Field Of View is set in Radians. (default is 0.8)
  25169. */
  25170. fov: number;
  25171. /**
  25172. * Define the minimum distance the camera can see from.
  25173. * This is important to note that the depth buffer are not infinite and the closer it starts
  25174. * the more your scene might encounter depth fighting issue.
  25175. */
  25176. minZ: number;
  25177. /**
  25178. * Define the maximum distance the camera can see to.
  25179. * This is important to note that the depth buffer are not infinite and the further it end
  25180. * the more your scene might encounter depth fighting issue.
  25181. */
  25182. maxZ: number;
  25183. /**
  25184. * Define the default inertia of the camera.
  25185. * This helps giving a smooth feeling to the camera movement.
  25186. */
  25187. inertia: number;
  25188. /**
  25189. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25190. */
  25191. mode: number;
  25192. /**
  25193. * Define wether the camera is intermediate.
  25194. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25195. */
  25196. isIntermediate: boolean;
  25197. /**
  25198. * Define the viewport of the camera.
  25199. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25200. */
  25201. viewport: Viewport;
  25202. /**
  25203. * Restricts the camera to viewing objects with the same layerMask.
  25204. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25205. */
  25206. layerMask: number;
  25207. /**
  25208. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25209. */
  25210. fovMode: number;
  25211. /**
  25212. * Rig mode of the camera.
  25213. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25214. * This is normally controlled byt the camera themselves as internal use.
  25215. */
  25216. cameraRigMode: number;
  25217. /**
  25218. * Defines the distance between both "eyes" in case of a RIG
  25219. */
  25220. interaxialDistance: number;
  25221. /**
  25222. * Defines if stereoscopic rendering is done side by side or over under.
  25223. */
  25224. isStereoscopicSideBySide: boolean;
  25225. /**
  25226. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  25227. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25228. * else in the scene. (Eg. security camera)
  25229. *
  25230. * To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corrisponding to an HMD)
  25231. */
  25232. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25233. /**
  25234. * When set, the camera will render to this render target instead of the default canvas
  25235. *
  25236. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25237. */
  25238. outputRenderTarget: Nullable<RenderTargetTexture>;
  25239. /**
  25240. * Observable triggered when the camera view matrix has changed.
  25241. */
  25242. onViewMatrixChangedObservable: Observable<Camera>;
  25243. /**
  25244. * Observable triggered when the camera Projection matrix has changed.
  25245. */
  25246. onProjectionMatrixChangedObservable: Observable<Camera>;
  25247. /**
  25248. * Observable triggered when the inputs have been processed.
  25249. */
  25250. onAfterCheckInputsObservable: Observable<Camera>;
  25251. /**
  25252. * Observable triggered when reset has been called and applied to the camera.
  25253. */
  25254. onRestoreStateObservable: Observable<Camera>;
  25255. /** @hidden */
  25256. _cameraRigParams: any;
  25257. /** @hidden */
  25258. _rigCameras: Camera[];
  25259. /** @hidden */
  25260. _rigPostProcess: Nullable<PostProcess>;
  25261. protected _webvrViewMatrix: Matrix;
  25262. /** @hidden */
  25263. _skipRendering: boolean;
  25264. /** @hidden */
  25265. _projectionMatrix: Matrix;
  25266. /** @hidden */
  25267. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25268. /** @hidden */
  25269. _activeMeshes: SmartArray<AbstractMesh>;
  25270. protected _globalPosition: Vector3;
  25271. /** @hidden */
  25272. _computedViewMatrix: Matrix;
  25273. private _doNotComputeProjectionMatrix;
  25274. private _transformMatrix;
  25275. private _frustumPlanes;
  25276. private _refreshFrustumPlanes;
  25277. private _storedFov;
  25278. private _stateStored;
  25279. /**
  25280. * Instantiates a new camera object.
  25281. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25282. * @see http://doc.babylonjs.com/features/cameras
  25283. * @param name Defines the name of the camera in the scene
  25284. * @param position Defines the position of the camera
  25285. * @param scene Defines the scene the camera belongs too
  25286. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25287. */
  25288. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25289. /**
  25290. * Store current camera state (fov, position, etc..)
  25291. * @returns the camera
  25292. */
  25293. storeState(): Camera;
  25294. /**
  25295. * Restores the camera state values if it has been stored. You must call storeState() first
  25296. */
  25297. protected _restoreStateValues(): boolean;
  25298. /**
  25299. * Restored camera state. You must call storeState() first.
  25300. * @returns true if restored and false otherwise
  25301. */
  25302. restoreState(): boolean;
  25303. /**
  25304. * Gets the class name of the camera.
  25305. * @returns the class name
  25306. */
  25307. getClassName(): string;
  25308. /** @hidden */
  25309. readonly _isCamera: boolean;
  25310. /**
  25311. * Gets a string representation of the camera useful for debug purpose.
  25312. * @param fullDetails Defines that a more verboe level of logging is required
  25313. * @returns the string representation
  25314. */
  25315. toString(fullDetails?: boolean): string;
  25316. /**
  25317. * Gets the current world space position of the camera.
  25318. */
  25319. readonly globalPosition: Vector3;
  25320. /**
  25321. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25322. * @returns the active meshe list
  25323. */
  25324. getActiveMeshes(): SmartArray<AbstractMesh>;
  25325. /**
  25326. * Check wether a mesh is part of the current active mesh list of the camera
  25327. * @param mesh Defines the mesh to check
  25328. * @returns true if active, false otherwise
  25329. */
  25330. isActiveMesh(mesh: Mesh): boolean;
  25331. /**
  25332. * Is this camera ready to be used/rendered
  25333. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25334. * @return true if the camera is ready
  25335. */
  25336. isReady(completeCheck?: boolean): boolean;
  25337. /** @hidden */
  25338. _initCache(): void;
  25339. /** @hidden */
  25340. _updateCache(ignoreParentClass?: boolean): void;
  25341. /** @hidden */
  25342. _isSynchronized(): boolean;
  25343. /** @hidden */
  25344. _isSynchronizedViewMatrix(): boolean;
  25345. /** @hidden */
  25346. _isSynchronizedProjectionMatrix(): boolean;
  25347. /**
  25348. * Attach the input controls to a specific dom element to get the input from.
  25349. * @param element Defines the element the controls should be listened from
  25350. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25351. */
  25352. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25353. /**
  25354. * Detach the current controls from the specified dom element.
  25355. * @param element Defines the element to stop listening the inputs from
  25356. */
  25357. detachControl(element: HTMLElement): void;
  25358. /**
  25359. * Update the camera state according to the different inputs gathered during the frame.
  25360. */
  25361. update(): void;
  25362. /** @hidden */
  25363. _checkInputs(): void;
  25364. /** @hidden */
  25365. readonly rigCameras: Camera[];
  25366. /**
  25367. * Gets the post process used by the rig cameras
  25368. */
  25369. readonly rigPostProcess: Nullable<PostProcess>;
  25370. /**
  25371. * Internal, gets the first post proces.
  25372. * @returns the first post process to be run on this camera.
  25373. */
  25374. _getFirstPostProcess(): Nullable<PostProcess>;
  25375. private _cascadePostProcessesToRigCams;
  25376. /**
  25377. * Attach a post process to the camera.
  25378. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25379. * @param postProcess The post process to attach to the camera
  25380. * @param insertAt The position of the post process in case several of them are in use in the scene
  25381. * @returns the position the post process has been inserted at
  25382. */
  25383. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25384. /**
  25385. * Detach a post process to the camera.
  25386. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25387. * @param postProcess The post process to detach from the camera
  25388. */
  25389. detachPostProcess(postProcess: PostProcess): void;
  25390. /**
  25391. * Gets the current world matrix of the camera
  25392. */
  25393. getWorldMatrix(): Matrix;
  25394. /** @hidden */
  25395. _getViewMatrix(): Matrix;
  25396. /**
  25397. * Gets the current view matrix of the camera.
  25398. * @param force forces the camera to recompute the matrix without looking at the cached state
  25399. * @returns the view matrix
  25400. */
  25401. getViewMatrix(force?: boolean): Matrix;
  25402. /**
  25403. * Freeze the projection matrix.
  25404. * It will prevent the cache check of the camera projection compute and can speed up perf
  25405. * if no parameter of the camera are meant to change
  25406. * @param projection Defines manually a projection if necessary
  25407. */
  25408. freezeProjectionMatrix(projection?: Matrix): void;
  25409. /**
  25410. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  25411. */
  25412. unfreezeProjectionMatrix(): void;
  25413. /**
  25414. * Gets the current projection matrix of the camera.
  25415. * @param force forces the camera to recompute the matrix without looking at the cached state
  25416. * @returns the projection matrix
  25417. */
  25418. getProjectionMatrix(force?: boolean): Matrix;
  25419. /**
  25420. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  25421. * @returns a Matrix
  25422. */
  25423. getTransformationMatrix(): Matrix;
  25424. private _updateFrustumPlanes;
  25425. /**
  25426. * Checks if a cullable object (mesh...) is in the camera frustum
  25427. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  25428. * @param target The object to check
  25429. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  25430. * @returns true if the object is in frustum otherwise false
  25431. */
  25432. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  25433. /**
  25434. * Checks if a cullable object (mesh...) is in the camera frustum
  25435. * Unlike isInFrustum this cheks the full bounding box
  25436. * @param target The object to check
  25437. * @returns true if the object is in frustum otherwise false
  25438. */
  25439. isCompletelyInFrustum(target: ICullable): boolean;
  25440. /**
  25441. * Gets a ray in the forward direction from the camera.
  25442. * @param length Defines the length of the ray to create
  25443. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  25444. * @param origin Defines the start point of the ray which defaults to the camera position
  25445. * @returns the forward ray
  25446. */
  25447. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  25448. /**
  25449. * Releases resources associated with this node.
  25450. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25451. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25452. */
  25453. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25454. /** @hidden */
  25455. _isLeftCamera: boolean;
  25456. /**
  25457. * Gets the left camera of a rig setup in case of Rigged Camera
  25458. */
  25459. readonly isLeftCamera: boolean;
  25460. /** @hidden */
  25461. _isRightCamera: boolean;
  25462. /**
  25463. * Gets the right camera of a rig setup in case of Rigged Camera
  25464. */
  25465. readonly isRightCamera: boolean;
  25466. /**
  25467. * Gets the left camera of a rig setup in case of Rigged Camera
  25468. */
  25469. readonly leftCamera: Nullable<FreeCamera>;
  25470. /**
  25471. * Gets the right camera of a rig setup in case of Rigged Camera
  25472. */
  25473. readonly rightCamera: Nullable<FreeCamera>;
  25474. /**
  25475. * Gets the left camera target of a rig setup in case of Rigged Camera
  25476. * @returns the target position
  25477. */
  25478. getLeftTarget(): Nullable<Vector3>;
  25479. /**
  25480. * Gets the right camera target of a rig setup in case of Rigged Camera
  25481. * @returns the target position
  25482. */
  25483. getRightTarget(): Nullable<Vector3>;
  25484. /**
  25485. * @hidden
  25486. */
  25487. setCameraRigMode(mode: number, rigParams: any): void;
  25488. /** @hidden */
  25489. static _setStereoscopicRigMode(camera: Camera): void;
  25490. /** @hidden */
  25491. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25492. /** @hidden */
  25493. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25494. /** @hidden */
  25495. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25496. /** @hidden */
  25497. _getVRProjectionMatrix(): Matrix;
  25498. protected _updateCameraRotationMatrix(): void;
  25499. protected _updateWebVRCameraRotationMatrix(): void;
  25500. /**
  25501. * This function MUST be overwritten by the different WebVR cameras available.
  25502. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25503. * @hidden
  25504. */
  25505. _getWebVRProjectionMatrix(): Matrix;
  25506. /**
  25507. * This function MUST be overwritten by the different WebVR cameras available.
  25508. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25509. * @hidden
  25510. */
  25511. _getWebVRViewMatrix(): Matrix;
  25512. /** @hidden */
  25513. setCameraRigParameter(name: string, value: any): void;
  25514. /**
  25515. * needs to be overridden by children so sub has required properties to be copied
  25516. * @hidden
  25517. */
  25518. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  25519. /**
  25520. * May need to be overridden by children
  25521. * @hidden
  25522. */
  25523. _updateRigCameras(): void;
  25524. /** @hidden */
  25525. _setupInputs(): void;
  25526. /**
  25527. * Serialiaze the camera setup to a json represention
  25528. * @returns the JSON representation
  25529. */
  25530. serialize(): any;
  25531. /**
  25532. * Clones the current camera.
  25533. * @param name The cloned camera name
  25534. * @returns the cloned camera
  25535. */
  25536. clone(name: string): Camera;
  25537. /**
  25538. * Gets the direction of the camera relative to a given local axis.
  25539. * @param localAxis Defines the reference axis to provide a relative direction.
  25540. * @return the direction
  25541. */
  25542. getDirection(localAxis: Vector3): Vector3;
  25543. /**
  25544. * Gets the direction of the camera relative to a given local axis into a passed vector.
  25545. * @param localAxis Defines the reference axis to provide a relative direction.
  25546. * @param result Defines the vector to store the result in
  25547. */
  25548. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  25549. /**
  25550. * Gets a camera constructor for a given camera type
  25551. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  25552. * @param name The name of the camera the result will be able to instantiate
  25553. * @param scene The scene the result will construct the camera in
  25554. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  25555. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  25556. * @returns a factory method to construc the camera
  25557. */
  25558. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  25559. /**
  25560. * Compute the world matrix of the camera.
  25561. * @returns the camera workd matrix
  25562. */
  25563. computeWorldMatrix(): Matrix;
  25564. /**
  25565. * Parse a JSON and creates the camera from the parsed information
  25566. * @param parsedCamera The JSON to parse
  25567. * @param scene The scene to instantiate the camera in
  25568. * @returns the newly constructed camera
  25569. */
  25570. static Parse(parsedCamera: any, scene: Scene): Camera;
  25571. }
  25572. }
  25573. declare module "babylonjs/Meshes/Builders/discBuilder" {
  25574. import { Nullable } from "babylonjs/types";
  25575. import { Scene } from "babylonjs/scene";
  25576. import { Vector4 } from "babylonjs/Maths/math.vector";
  25577. import { Mesh } from "babylonjs/Meshes/mesh";
  25578. /**
  25579. * Class containing static functions to help procedurally build meshes
  25580. */
  25581. export class DiscBuilder {
  25582. /**
  25583. * Creates a plane polygonal mesh. By default, this is a disc
  25584. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  25585. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  25586. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  25587. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  25588. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  25589. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25590. * @param name defines the name of the mesh
  25591. * @param options defines the options used to create the mesh
  25592. * @param scene defines the hosting scene
  25593. * @returns the plane polygonal mesh
  25594. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  25595. */
  25596. static CreateDisc(name: string, options: {
  25597. radius?: number;
  25598. tessellation?: number;
  25599. arc?: number;
  25600. updatable?: boolean;
  25601. sideOrientation?: number;
  25602. frontUVs?: Vector4;
  25603. backUVs?: Vector4;
  25604. }, scene?: Nullable<Scene>): Mesh;
  25605. }
  25606. }
  25607. declare module "babylonjs/Particles/solidParticleSystem" {
  25608. import { Vector3 } from "babylonjs/Maths/math.vector";
  25609. import { Mesh } from "babylonjs/Meshes/mesh";
  25610. import { Scene, IDisposable } from "babylonjs/scene";
  25611. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  25612. /**
  25613. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  25614. *As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  25615. * The SPS is also a particle system. It provides some methods to manage the particles.
  25616. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  25617. *
  25618. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  25619. */
  25620. export class SolidParticleSystem implements IDisposable {
  25621. /**
  25622. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  25623. * Example : var p = SPS.particles[i];
  25624. */
  25625. particles: SolidParticle[];
  25626. /**
  25627. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  25628. */
  25629. nbParticles: number;
  25630. /**
  25631. * If the particles must ever face the camera (default false). Useful for planar particles.
  25632. */
  25633. billboard: boolean;
  25634. /**
  25635. * Recompute normals when adding a shape
  25636. */
  25637. recomputeNormals: boolean;
  25638. /**
  25639. * This a counter ofr your own usage. It's not set by any SPS functions.
  25640. */
  25641. counter: number;
  25642. /**
  25643. * The SPS name. This name is also given to the underlying mesh.
  25644. */
  25645. name: string;
  25646. /**
  25647. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  25648. */
  25649. mesh: Mesh;
  25650. /**
  25651. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  25652. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  25653. */
  25654. vars: any;
  25655. /**
  25656. * This array is populated when the SPS is set as 'pickable'.
  25657. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  25658. * Each element of this array is an object `{idx: int, faceId: int}`.
  25659. * `idx` is the picked particle index in the `SPS.particles` array
  25660. * `faceId` is the picked face index counted within this particle.
  25661. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  25662. */
  25663. pickedParticles: {
  25664. idx: number;
  25665. faceId: number;
  25666. }[];
  25667. /**
  25668. * This array is populated when `enableDepthSort` is set to true.
  25669. * Each element of this array is an instance of the class DepthSortedParticle.
  25670. */
  25671. depthSortedParticles: DepthSortedParticle[];
  25672. /**
  25673. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  25674. * @hidden
  25675. */
  25676. _bSphereOnly: boolean;
  25677. /**
  25678. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  25679. * @hidden
  25680. */
  25681. _bSphereRadiusFactor: number;
  25682. private _scene;
  25683. private _positions;
  25684. private _indices;
  25685. private _normals;
  25686. private _colors;
  25687. private _uvs;
  25688. private _indices32;
  25689. private _positions32;
  25690. private _normals32;
  25691. private _fixedNormal32;
  25692. private _colors32;
  25693. private _uvs32;
  25694. private _index;
  25695. private _updatable;
  25696. private _pickable;
  25697. private _isVisibilityBoxLocked;
  25698. private _alwaysVisible;
  25699. private _depthSort;
  25700. private _shapeCounter;
  25701. private _copy;
  25702. private _color;
  25703. private _computeParticleColor;
  25704. private _computeParticleTexture;
  25705. private _computeParticleRotation;
  25706. private _computeParticleVertex;
  25707. private _computeBoundingBox;
  25708. private _depthSortParticles;
  25709. private _camera;
  25710. private _mustUnrotateFixedNormals;
  25711. private _particlesIntersect;
  25712. private _needs32Bits;
  25713. /**
  25714. * Creates a SPS (Solid Particle System) object.
  25715. * @param name (String) is the SPS name, this will be the underlying mesh name.
  25716. * @param scene (Scene) is the scene in which the SPS is added.
  25717. * @param options defines the options of the sps e.g.
  25718. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  25719. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  25720. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  25721. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  25722. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  25723. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  25724. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  25725. */
  25726. constructor(name: string, scene: Scene, options?: {
  25727. updatable?: boolean;
  25728. isPickable?: boolean;
  25729. enableDepthSort?: boolean;
  25730. particleIntersection?: boolean;
  25731. boundingSphereOnly?: boolean;
  25732. bSphereRadiusFactor?: number;
  25733. });
  25734. /**
  25735. * Builds the SPS underlying mesh. Returns a standard Mesh.
  25736. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  25737. * @returns the created mesh
  25738. */
  25739. buildMesh(): Mesh;
  25740. /**
  25741. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  25742. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  25743. * Thus the particles generated from `digest()` have their property `position` set yet.
  25744. * @param mesh ( Mesh ) is the mesh to be digested
  25745. * @param options {facetNb} (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any
  25746. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  25747. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  25748. * @returns the current SPS
  25749. */
  25750. digest(mesh: Mesh, options?: {
  25751. facetNb?: number;
  25752. number?: number;
  25753. delta?: number;
  25754. }): SolidParticleSystem;
  25755. private _unrotateFixedNormals;
  25756. private _resetCopy;
  25757. private _meshBuilder;
  25758. private _posToShape;
  25759. private _uvsToShapeUV;
  25760. private _addParticle;
  25761. /**
  25762. * Adds some particles to the SPS from the model shape. Returns the shape id.
  25763. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  25764. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  25765. * @param nb (positive integer) the number of particles to be created from this model
  25766. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  25767. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  25768. * @returns the number of shapes in the system
  25769. */
  25770. addShape(mesh: Mesh, nb: number, options?: {
  25771. positionFunction?: any;
  25772. vertexFunction?: any;
  25773. }): number;
  25774. private _rebuildParticle;
  25775. /**
  25776. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  25777. * @returns the SPS.
  25778. */
  25779. rebuildMesh(): SolidParticleSystem;
  25780. /**
  25781. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  25782. * This method calls `updateParticle()` for each particle of the SPS.
  25783. * For an animated SPS, it is usually called within the render loop.
  25784. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  25785. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  25786. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  25787. * @returns the SPS.
  25788. */
  25789. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  25790. /**
  25791. * Disposes the SPS.
  25792. */
  25793. dispose(): void;
  25794. /**
  25795. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  25796. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25797. * @returns the SPS.
  25798. */
  25799. refreshVisibleSize(): SolidParticleSystem;
  25800. /**
  25801. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  25802. * @param size the size (float) of the visibility box
  25803. * note : this doesn't lock the SPS mesh bounding box.
  25804. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25805. */
  25806. setVisibilityBox(size: number): void;
  25807. /**
  25808. * Gets whether the SPS as always visible or not
  25809. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25810. */
  25811. /**
  25812. * Sets the SPS as always visible or not
  25813. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25814. */
  25815. isAlwaysVisible: boolean;
  25816. /**
  25817. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25818. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25819. */
  25820. /**
  25821. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25822. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25823. */
  25824. isVisibilityBoxLocked: boolean;
  25825. /**
  25826. * Tells to `setParticles()` to compute the particle rotations or not.
  25827. * Default value : true. The SPS is faster when it's set to false.
  25828. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25829. */
  25830. /**
  25831. * Gets if `setParticles()` computes the particle rotations or not.
  25832. * Default value : true. The SPS is faster when it's set to false.
  25833. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25834. */
  25835. computeParticleRotation: boolean;
  25836. /**
  25837. * Tells to `setParticles()` to compute the particle colors or not.
  25838. * Default value : true. The SPS is faster when it's set to false.
  25839. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25840. */
  25841. /**
  25842. * Gets if `setParticles()` computes the particle colors or not.
  25843. * Default value : true. The SPS is faster when it's set to false.
  25844. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25845. */
  25846. computeParticleColor: boolean;
  25847. /**
  25848. * Gets if `setParticles()` computes the particle textures or not.
  25849. * Default value : true. The SPS is faster when it's set to false.
  25850. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  25851. */
  25852. computeParticleTexture: boolean;
  25853. /**
  25854. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  25855. * Default value : false. The SPS is faster when it's set to false.
  25856. * Note : the particle custom vertex positions aren't stored values.
  25857. */
  25858. /**
  25859. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  25860. * Default value : false. The SPS is faster when it's set to false.
  25861. * Note : the particle custom vertex positions aren't stored values.
  25862. */
  25863. computeParticleVertex: boolean;
  25864. /**
  25865. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  25866. */
  25867. /**
  25868. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  25869. */
  25870. computeBoundingBox: boolean;
  25871. /**
  25872. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  25873. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25874. * Default : `true`
  25875. */
  25876. /**
  25877. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  25878. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25879. * Default : `true`
  25880. */
  25881. depthSortParticles: boolean;
  25882. /**
  25883. * This function does nothing. It may be overwritten to set all the particle first values.
  25884. * The SPS doesn't call this function, you may have to call it by your own.
  25885. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25886. */
  25887. initParticles(): void;
  25888. /**
  25889. * This function does nothing. It may be overwritten to recycle a particle.
  25890. * The SPS doesn't call this function, you may have to call it by your own.
  25891. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25892. * @param particle The particle to recycle
  25893. * @returns the recycled particle
  25894. */
  25895. recycleParticle(particle: SolidParticle): SolidParticle;
  25896. /**
  25897. * Updates a particle : this function should be overwritten by the user.
  25898. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  25899. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25900. * @example : just set a particle position or velocity and recycle conditions
  25901. * @param particle The particle to update
  25902. * @returns the updated particle
  25903. */
  25904. updateParticle(particle: SolidParticle): SolidParticle;
  25905. /**
  25906. * Updates a vertex of a particle : it can be overwritten by the user.
  25907. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  25908. * @param particle the current particle
  25909. * @param vertex the current index of the current particle
  25910. * @param pt the index of the current vertex in the particle shape
  25911. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  25912. * @example : just set a vertex particle position
  25913. * @returns the updated vertex
  25914. */
  25915. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  25916. /**
  25917. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  25918. * This does nothing and may be overwritten by the user.
  25919. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25920. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25921. * @param update the boolean update value actually passed to setParticles()
  25922. */
  25923. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25924. /**
  25925. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  25926. * This will be passed three parameters.
  25927. * This does nothing and may be overwritten by the user.
  25928. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25929. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25930. * @param update the boolean update value actually passed to setParticles()
  25931. */
  25932. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25933. }
  25934. }
  25935. declare module "babylonjs/Particles/solidParticle" {
  25936. import { Nullable } from "babylonjs/types";
  25937. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  25938. import { Color4 } from "babylonjs/Maths/math.color";
  25939. import { Mesh } from "babylonjs/Meshes/mesh";
  25940. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  25941. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  25942. import { Plane } from "babylonjs/Maths/math.plane";
  25943. /**
  25944. * Represents one particle of a solid particle system.
  25945. */
  25946. export class SolidParticle {
  25947. /**
  25948. * particle global index
  25949. */
  25950. idx: number;
  25951. /**
  25952. * The color of the particle
  25953. */
  25954. color: Nullable<Color4>;
  25955. /**
  25956. * The world space position of the particle.
  25957. */
  25958. position: Vector3;
  25959. /**
  25960. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  25961. */
  25962. rotation: Vector3;
  25963. /**
  25964. * The world space rotation quaternion of the particle.
  25965. */
  25966. rotationQuaternion: Nullable<Quaternion>;
  25967. /**
  25968. * The scaling of the particle.
  25969. */
  25970. scaling: Vector3;
  25971. /**
  25972. * The uvs of the particle.
  25973. */
  25974. uvs: Vector4;
  25975. /**
  25976. * The current speed of the particle.
  25977. */
  25978. velocity: Vector3;
  25979. /**
  25980. * The pivot point in the particle local space.
  25981. */
  25982. pivot: Vector3;
  25983. /**
  25984. * Must the particle be translated from its pivot point in its local space ?
  25985. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  25986. * Default : false
  25987. */
  25988. translateFromPivot: boolean;
  25989. /**
  25990. * Is the particle active or not ?
  25991. */
  25992. alive: boolean;
  25993. /**
  25994. * Is the particle visible or not ?
  25995. */
  25996. isVisible: boolean;
  25997. /**
  25998. * Index of this particle in the global "positions" array (Internal use)
  25999. * @hidden
  26000. */
  26001. _pos: number;
  26002. /**
  26003. * @hidden Index of this particle in the global "indices" array (Internal use)
  26004. */
  26005. _ind: number;
  26006. /**
  26007. * @hidden ModelShape of this particle (Internal use)
  26008. */
  26009. _model: ModelShape;
  26010. /**
  26011. * ModelShape id of this particle
  26012. */
  26013. shapeId: number;
  26014. /**
  26015. * Index of the particle in its shape id (Internal use)
  26016. */
  26017. idxInShape: number;
  26018. /**
  26019. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26020. */
  26021. _modelBoundingInfo: BoundingInfo;
  26022. /**
  26023. * @hidden Particle BoundingInfo object (Internal use)
  26024. */
  26025. _boundingInfo: BoundingInfo;
  26026. /**
  26027. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26028. */
  26029. _sps: SolidParticleSystem;
  26030. /**
  26031. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26032. */
  26033. _stillInvisible: boolean;
  26034. /**
  26035. * @hidden Last computed particle rotation matrix
  26036. */
  26037. _rotationMatrix: number[];
  26038. /**
  26039. * Parent particle Id, if any.
  26040. * Default null.
  26041. */
  26042. parentId: Nullable<number>;
  26043. /**
  26044. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26045. * The possible values are :
  26046. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26047. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26048. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26049. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26050. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26051. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26052. * */
  26053. cullingStrategy: number;
  26054. /**
  26055. * @hidden Internal global position in the SPS.
  26056. */
  26057. _globalPosition: Vector3;
  26058. /**
  26059. * Creates a Solid Particle object.
  26060. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26061. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  26062. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26063. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26064. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26065. * @param shapeId (integer) is the model shape identifier in the SPS.
  26066. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26067. * @param sps defines the sps it is associated to
  26068. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26069. */
  26070. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26071. /**
  26072. * Legacy support, changed scale to scaling
  26073. */
  26074. /**
  26075. * Legacy support, changed scale to scaling
  26076. */
  26077. scale: Vector3;
  26078. /**
  26079. * Legacy support, changed quaternion to rotationQuaternion
  26080. */
  26081. /**
  26082. * Legacy support, changed quaternion to rotationQuaternion
  26083. */
  26084. quaternion: Nullable<Quaternion>;
  26085. /**
  26086. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26087. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26088. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26089. * @returns true if it intersects
  26090. */
  26091. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26092. /**
  26093. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26094. * A particle is in the frustum if its bounding box intersects the frustum
  26095. * @param frustumPlanes defines the frustum to test
  26096. * @returns true if the particle is in the frustum planes
  26097. */
  26098. isInFrustum(frustumPlanes: Plane[]): boolean;
  26099. /**
  26100. * get the rotation matrix of the particle
  26101. * @hidden
  26102. */
  26103. getRotationMatrix(m: Matrix): void;
  26104. }
  26105. /**
  26106. * Represents the shape of the model used by one particle of a solid particle system.
  26107. * SPS internal tool, don't use it manually.
  26108. */
  26109. export class ModelShape {
  26110. /**
  26111. * The shape id
  26112. * @hidden
  26113. */
  26114. shapeID: number;
  26115. /**
  26116. * flat array of model positions (internal use)
  26117. * @hidden
  26118. */
  26119. _shape: Vector3[];
  26120. /**
  26121. * flat array of model UVs (internal use)
  26122. * @hidden
  26123. */
  26124. _shapeUV: number[];
  26125. /**
  26126. * length of the shape in the model indices array (internal use)
  26127. * @hidden
  26128. */
  26129. _indicesLength: number;
  26130. /**
  26131. * Custom position function (internal use)
  26132. * @hidden
  26133. */
  26134. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26135. /**
  26136. * Custom vertex function (internal use)
  26137. * @hidden
  26138. */
  26139. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26140. /**
  26141. * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.
  26142. * SPS internal tool, don't use it manually.
  26143. * @hidden
  26144. */
  26145. constructor(id: number, shape: Vector3[], indicesLength: number, shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  26146. }
  26147. /**
  26148. * Represents a Depth Sorted Particle in the solid particle system.
  26149. */
  26150. export class DepthSortedParticle {
  26151. /**
  26152. * Index of the particle in the "indices" array
  26153. */
  26154. ind: number;
  26155. /**
  26156. * Length of the particle shape in the "indices" array
  26157. */
  26158. indicesLength: number;
  26159. /**
  26160. * Squared distance from the particle to the camera
  26161. */
  26162. sqDistance: number;
  26163. }
  26164. }
  26165. declare module "babylonjs/Collisions/meshCollisionData" {
  26166. import { Collider } from "babylonjs/Collisions/collider";
  26167. import { Vector3 } from "babylonjs/Maths/math.vector";
  26168. import { Nullable } from "babylonjs/types";
  26169. import { Observer } from "babylonjs/Misc/observable";
  26170. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26171. /**
  26172. * @hidden
  26173. */
  26174. export class _MeshCollisionData {
  26175. _checkCollisions: boolean;
  26176. _collisionMask: number;
  26177. _collisionGroup: number;
  26178. _collider: Nullable<Collider>;
  26179. _oldPositionForCollisions: Vector3;
  26180. _diffPositionForCollisions: Vector3;
  26181. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26182. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26183. }
  26184. }
  26185. declare module "babylonjs/Meshes/abstractMesh" {
  26186. import { Observable } from "babylonjs/Misc/observable";
  26187. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26188. import { Camera } from "babylonjs/Cameras/camera";
  26189. import { Scene, IDisposable } from "babylonjs/scene";
  26190. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26191. import { Node } from "babylonjs/node";
  26192. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26193. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26194. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26195. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26196. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26197. import { Material } from "babylonjs/Materials/material";
  26198. import { Light } from "babylonjs/Lights/light";
  26199. import { Skeleton } from "babylonjs/Bones/skeleton";
  26200. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26201. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26202. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26203. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26204. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26205. import { Plane } from "babylonjs/Maths/math.plane";
  26206. import { Ray } from "babylonjs/Culling/ray";
  26207. import { Collider } from "babylonjs/Collisions/collider";
  26208. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26209. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26210. /** @hidden */
  26211. class _FacetDataStorage {
  26212. facetPositions: Vector3[];
  26213. facetNormals: Vector3[];
  26214. facetPartitioning: number[][];
  26215. facetNb: number;
  26216. partitioningSubdivisions: number;
  26217. partitioningBBoxRatio: number;
  26218. facetDataEnabled: boolean;
  26219. facetParameters: any;
  26220. bbSize: Vector3;
  26221. subDiv: {
  26222. max: number;
  26223. X: number;
  26224. Y: number;
  26225. Z: number;
  26226. };
  26227. facetDepthSort: boolean;
  26228. facetDepthSortEnabled: boolean;
  26229. depthSortedIndices: IndicesArray;
  26230. depthSortedFacets: {
  26231. ind: number;
  26232. sqDistance: number;
  26233. }[];
  26234. facetDepthSortFunction: (f1: {
  26235. ind: number;
  26236. sqDistance: number;
  26237. }, f2: {
  26238. ind: number;
  26239. sqDistance: number;
  26240. }) => number;
  26241. facetDepthSortFrom: Vector3;
  26242. facetDepthSortOrigin: Vector3;
  26243. invertedMatrix: Matrix;
  26244. }
  26245. /**
  26246. * @hidden
  26247. **/
  26248. class _InternalAbstractMeshDataInfo {
  26249. _hasVertexAlpha: boolean;
  26250. _useVertexColors: boolean;
  26251. _numBoneInfluencers: number;
  26252. _applyFog: boolean;
  26253. _receiveShadows: boolean;
  26254. _facetData: _FacetDataStorage;
  26255. _visibility: number;
  26256. _skeleton: Nullable<Skeleton>;
  26257. _layerMask: number;
  26258. _computeBonesUsingShaders: boolean;
  26259. _isActive: boolean;
  26260. _onlyForInstances: boolean;
  26261. _isActiveIntermediate: boolean;
  26262. _onlyForInstancesIntermediate: boolean;
  26263. }
  26264. /**
  26265. * Class used to store all common mesh properties
  26266. */
  26267. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  26268. /** No occlusion */
  26269. static OCCLUSION_TYPE_NONE: number;
  26270. /** Occlusion set to optimisitic */
  26271. static OCCLUSION_TYPE_OPTIMISTIC: number;
  26272. /** Occlusion set to strict */
  26273. static OCCLUSION_TYPE_STRICT: number;
  26274. /** Use an accurante occlusion algorithm */
  26275. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  26276. /** Use a conservative occlusion algorithm */
  26277. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  26278. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  26279. * Test order :
  26280. * Is the bounding sphere outside the frustum ?
  26281. * If not, are the bounding box vertices outside the frustum ?
  26282. * It not, then the cullable object is in the frustum.
  26283. */
  26284. static readonly CULLINGSTRATEGY_STANDARD: number;
  26285. /** Culling strategy : Bounding Sphere Only.
  26286. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  26287. * It's also less accurate than the standard because some not visible objects can still be selected.
  26288. * Test : is the bounding sphere outside the frustum ?
  26289. * If not, then the cullable object is in the frustum.
  26290. */
  26291. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  26292. /** Culling strategy : Optimistic Inclusion.
  26293. * This in an inclusion test first, then the standard exclusion test.
  26294. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  26295. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  26296. * Anyway, it's as accurate as the standard strategy.
  26297. * Test :
  26298. * Is the cullable object bounding sphere center in the frustum ?
  26299. * If not, apply the default culling strategy.
  26300. */
  26301. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  26302. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  26303. * This in an inclusion test first, then the bounding sphere only exclusion test.
  26304. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  26305. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  26306. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  26307. * Test :
  26308. * Is the cullable object bounding sphere center in the frustum ?
  26309. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  26310. */
  26311. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  26312. /**
  26313. * No billboard
  26314. */
  26315. static readonly BILLBOARDMODE_NONE: number;
  26316. /** Billboard on X axis */
  26317. static readonly BILLBOARDMODE_X: number;
  26318. /** Billboard on Y axis */
  26319. static readonly BILLBOARDMODE_Y: number;
  26320. /** Billboard on Z axis */
  26321. static readonly BILLBOARDMODE_Z: number;
  26322. /** Billboard on all axes */
  26323. static readonly BILLBOARDMODE_ALL: number;
  26324. /** @hidden */
  26325. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  26326. /**
  26327. * The culling strategy to use to check whether the mesh must be rendered or not.
  26328. * This value can be changed at any time and will be used on the next render mesh selection.
  26329. * The possible values are :
  26330. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26331. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26332. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26333. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26334. * Please read each static variable documentation to get details about the culling process.
  26335. * */
  26336. cullingStrategy: number;
  26337. /**
  26338. * Gets the number of facets in the mesh
  26339. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26340. */
  26341. readonly facetNb: number;
  26342. /**
  26343. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  26344. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26345. */
  26346. partitioningSubdivisions: number;
  26347. /**
  26348. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  26349. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  26350. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26351. */
  26352. partitioningBBoxRatio: number;
  26353. /**
  26354. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  26355. * Works only for updatable meshes.
  26356. * Doesn't work with multi-materials
  26357. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26358. */
  26359. mustDepthSortFacets: boolean;
  26360. /**
  26361. * The location (Vector3) where the facet depth sort must be computed from.
  26362. * By default, the active camera position.
  26363. * Used only when facet depth sort is enabled
  26364. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26365. */
  26366. facetDepthSortFrom: Vector3;
  26367. /**
  26368. * gets a boolean indicating if facetData is enabled
  26369. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26370. */
  26371. readonly isFacetDataEnabled: boolean;
  26372. /** @hidden */
  26373. _updateNonUniformScalingState(value: boolean): boolean;
  26374. /**
  26375. * An event triggered when this mesh collides with another one
  26376. */
  26377. onCollideObservable: Observable<AbstractMesh>;
  26378. /** Set a function to call when this mesh collides with another one */
  26379. onCollide: () => void;
  26380. /**
  26381. * An event triggered when the collision's position changes
  26382. */
  26383. onCollisionPositionChangeObservable: Observable<Vector3>;
  26384. /** Set a function to call when the collision's position changes */
  26385. onCollisionPositionChange: () => void;
  26386. /**
  26387. * An event triggered when material is changed
  26388. */
  26389. onMaterialChangedObservable: Observable<AbstractMesh>;
  26390. /**
  26391. * Gets or sets the orientation for POV movement & rotation
  26392. */
  26393. definedFacingForward: boolean;
  26394. /** @hidden */
  26395. _occlusionQuery: Nullable<WebGLQuery>;
  26396. /** @hidden */
  26397. _renderingGroup: Nullable<RenderingGroup>;
  26398. /**
  26399. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26400. */
  26401. /**
  26402. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26403. */
  26404. visibility: number;
  26405. /** Gets or sets the alpha index used to sort transparent meshes
  26406. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  26407. */
  26408. alphaIndex: number;
  26409. /**
  26410. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  26411. */
  26412. isVisible: boolean;
  26413. /**
  26414. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  26415. */
  26416. isPickable: boolean;
  26417. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  26418. showSubMeshesBoundingBox: boolean;
  26419. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  26420. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  26421. */
  26422. isBlocker: boolean;
  26423. /**
  26424. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  26425. */
  26426. enablePointerMoveEvents: boolean;
  26427. /**
  26428. * Specifies the rendering group id for this mesh (0 by default)
  26429. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  26430. */
  26431. renderingGroupId: number;
  26432. private _material;
  26433. /** Gets or sets current material */
  26434. material: Nullable<Material>;
  26435. /**
  26436. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  26437. * @see http://doc.babylonjs.com/babylon101/shadows
  26438. */
  26439. receiveShadows: boolean;
  26440. /** Defines color to use when rendering outline */
  26441. outlineColor: Color3;
  26442. /** Define width to use when rendering outline */
  26443. outlineWidth: number;
  26444. /** Defines color to use when rendering overlay */
  26445. overlayColor: Color3;
  26446. /** Defines alpha to use when rendering overlay */
  26447. overlayAlpha: number;
  26448. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  26449. hasVertexAlpha: boolean;
  26450. /** Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry) */
  26451. useVertexColors: boolean;
  26452. /**
  26453. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  26454. */
  26455. computeBonesUsingShaders: boolean;
  26456. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  26457. numBoneInfluencers: number;
  26458. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  26459. applyFog: boolean;
  26460. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  26461. useOctreeForRenderingSelection: boolean;
  26462. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  26463. useOctreeForPicking: boolean;
  26464. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  26465. useOctreeForCollisions: boolean;
  26466. /**
  26467. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  26468. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  26469. */
  26470. layerMask: number;
  26471. /**
  26472. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  26473. */
  26474. alwaysSelectAsActiveMesh: boolean;
  26475. /**
  26476. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  26477. */
  26478. doNotSyncBoundingInfo: boolean;
  26479. /**
  26480. * Gets or sets the current action manager
  26481. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  26482. */
  26483. actionManager: Nullable<AbstractActionManager>;
  26484. private _meshCollisionData;
  26485. /**
  26486. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  26487. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26488. */
  26489. ellipsoid: Vector3;
  26490. /**
  26491. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  26492. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26493. */
  26494. ellipsoidOffset: Vector3;
  26495. /**
  26496. * Gets or sets a collision mask used to mask collisions (default is -1).
  26497. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26498. */
  26499. collisionMask: number;
  26500. /**
  26501. * Gets or sets the current collision group mask (-1 by default).
  26502. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26503. */
  26504. collisionGroup: number;
  26505. /**
  26506. * Defines edge width used when edgesRenderer is enabled
  26507. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26508. */
  26509. edgesWidth: number;
  26510. /**
  26511. * Defines edge color used when edgesRenderer is enabled
  26512. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26513. */
  26514. edgesColor: Color4;
  26515. /** @hidden */
  26516. _edgesRenderer: Nullable<IEdgesRenderer>;
  26517. /** @hidden */
  26518. _masterMesh: Nullable<AbstractMesh>;
  26519. /** @hidden */
  26520. _boundingInfo: Nullable<BoundingInfo>;
  26521. /** @hidden */
  26522. _renderId: number;
  26523. /**
  26524. * Gets or sets the list of subMeshes
  26525. * @see http://doc.babylonjs.com/how_to/multi_materials
  26526. */
  26527. subMeshes: SubMesh[];
  26528. /** @hidden */
  26529. _intersectionsInProgress: AbstractMesh[];
  26530. /** @hidden */
  26531. _unIndexed: boolean;
  26532. /** @hidden */
  26533. _lightSources: Light[];
  26534. /** Gets the list of lights affecting that mesh */
  26535. readonly lightSources: Light[];
  26536. /** @hidden */
  26537. readonly _positions: Nullable<Vector3[]>;
  26538. /** @hidden */
  26539. _waitingData: {
  26540. lods: Nullable<any>;
  26541. actions: Nullable<any>;
  26542. freezeWorldMatrix: Nullable<boolean>;
  26543. };
  26544. /** @hidden */
  26545. _bonesTransformMatrices: Nullable<Float32Array>;
  26546. /** @hidden */
  26547. _transformMatrixTexture: Nullable<RawTexture>;
  26548. /**
  26549. * Gets or sets a skeleton to apply skining transformations
  26550. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  26551. */
  26552. skeleton: Nullable<Skeleton>;
  26553. /**
  26554. * An event triggered when the mesh is rebuilt.
  26555. */
  26556. onRebuildObservable: Observable<AbstractMesh>;
  26557. /**
  26558. * Creates a new AbstractMesh
  26559. * @param name defines the name of the mesh
  26560. * @param scene defines the hosting scene
  26561. */
  26562. constructor(name: string, scene?: Nullable<Scene>);
  26563. /**
  26564. * Returns the string "AbstractMesh"
  26565. * @returns "AbstractMesh"
  26566. */
  26567. getClassName(): string;
  26568. /**
  26569. * Gets a string representation of the current mesh
  26570. * @param fullDetails defines a boolean indicating if full details must be included
  26571. * @returns a string representation of the current mesh
  26572. */
  26573. toString(fullDetails?: boolean): string;
  26574. /**
  26575. * @hidden
  26576. */
  26577. protected _getEffectiveParent(): Nullable<Node>;
  26578. /** @hidden */
  26579. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  26580. /** @hidden */
  26581. _rebuild(): void;
  26582. /** @hidden */
  26583. _resyncLightSources(): void;
  26584. /** @hidden */
  26585. _resyncLighSource(light: Light): void;
  26586. /** @hidden */
  26587. _unBindEffect(): void;
  26588. /** @hidden */
  26589. _removeLightSource(light: Light): void;
  26590. private _markSubMeshesAsDirty;
  26591. /** @hidden */
  26592. _markSubMeshesAsLightDirty(): void;
  26593. /** @hidden */
  26594. _markSubMeshesAsAttributesDirty(): void;
  26595. /** @hidden */
  26596. _markSubMeshesAsMiscDirty(): void;
  26597. /**
  26598. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  26599. */
  26600. scaling: Vector3;
  26601. /**
  26602. * Returns true if the mesh is blocked. Implemented by child classes
  26603. */
  26604. readonly isBlocked: boolean;
  26605. /**
  26606. * Returns the mesh itself by default. Implemented by child classes
  26607. * @param camera defines the camera to use to pick the right LOD level
  26608. * @returns the currentAbstractMesh
  26609. */
  26610. getLOD(camera: Camera): Nullable<AbstractMesh>;
  26611. /**
  26612. * Returns 0 by default. Implemented by child classes
  26613. * @returns an integer
  26614. */
  26615. getTotalVertices(): number;
  26616. /**
  26617. * Returns a positive integer : the total number of indices in this mesh geometry.
  26618. * @returns the numner of indices or zero if the mesh has no geometry.
  26619. */
  26620. getTotalIndices(): number;
  26621. /**
  26622. * Returns null by default. Implemented by child classes
  26623. * @returns null
  26624. */
  26625. getIndices(): Nullable<IndicesArray>;
  26626. /**
  26627. * Returns the array of the requested vertex data kind. Implemented by child classes
  26628. * @param kind defines the vertex data kind to use
  26629. * @returns null
  26630. */
  26631. getVerticesData(kind: string): Nullable<FloatArray>;
  26632. /**
  26633. * Sets the vertex data of the mesh geometry for the requested `kind`.
  26634. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  26635. * Note that a new underlying VertexBuffer object is created each call.
  26636. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  26637. * @param kind defines vertex data kind:
  26638. * * VertexBuffer.PositionKind
  26639. * * VertexBuffer.UVKind
  26640. * * VertexBuffer.UV2Kind
  26641. * * VertexBuffer.UV3Kind
  26642. * * VertexBuffer.UV4Kind
  26643. * * VertexBuffer.UV5Kind
  26644. * * VertexBuffer.UV6Kind
  26645. * * VertexBuffer.ColorKind
  26646. * * VertexBuffer.MatricesIndicesKind
  26647. * * VertexBuffer.MatricesIndicesExtraKind
  26648. * * VertexBuffer.MatricesWeightsKind
  26649. * * VertexBuffer.MatricesWeightsExtraKind
  26650. * @param data defines the data source
  26651. * @param updatable defines if the data must be flagged as updatable (or static)
  26652. * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind
  26653. * @returns the current mesh
  26654. */
  26655. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  26656. /**
  26657. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  26658. * If the mesh has no geometry, it is simply returned as it is.
  26659. * @param kind defines vertex data kind:
  26660. * * VertexBuffer.PositionKind
  26661. * * VertexBuffer.UVKind
  26662. * * VertexBuffer.UV2Kind
  26663. * * VertexBuffer.UV3Kind
  26664. * * VertexBuffer.UV4Kind
  26665. * * VertexBuffer.UV5Kind
  26666. * * VertexBuffer.UV6Kind
  26667. * * VertexBuffer.ColorKind
  26668. * * VertexBuffer.MatricesIndicesKind
  26669. * * VertexBuffer.MatricesIndicesExtraKind
  26670. * * VertexBuffer.MatricesWeightsKind
  26671. * * VertexBuffer.MatricesWeightsExtraKind
  26672. * @param data defines the data source
  26673. * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed
  26674. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  26675. * @returns the current mesh
  26676. */
  26677. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  26678. /**
  26679. * Sets the mesh indices,
  26680. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  26681. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  26682. * @param totalVertices Defines the total number of vertices
  26683. * @returns the current mesh
  26684. */
  26685. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  26686. /**
  26687. * Gets a boolean indicating if specific vertex data is present
  26688. * @param kind defines the vertex data kind to use
  26689. * @returns true is data kind is present
  26690. */
  26691. isVerticesDataPresent(kind: string): boolean;
  26692. /**
  26693. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  26694. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  26695. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  26696. * @returns a BoundingInfo
  26697. */
  26698. getBoundingInfo(): BoundingInfo;
  26699. /**
  26700. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  26701. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  26702. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  26703. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  26704. * @returns the current mesh
  26705. */
  26706. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  26707. /**
  26708. * Overwrite the current bounding info
  26709. * @param boundingInfo defines the new bounding info
  26710. * @returns the current mesh
  26711. */
  26712. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  26713. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  26714. readonly useBones: boolean;
  26715. /** @hidden */
  26716. _preActivate(): void;
  26717. /** @hidden */
  26718. _preActivateForIntermediateRendering(renderId: number): void;
  26719. /** @hidden */
  26720. _activate(renderId: number, intermediateRendering: boolean): boolean;
  26721. /** @hidden */
  26722. _postActivate(): void;
  26723. /** @hidden */
  26724. _freeze(): void;
  26725. /** @hidden */
  26726. _unFreeze(): void;
  26727. /**
  26728. * Gets the current world matrix
  26729. * @returns a Matrix
  26730. */
  26731. getWorldMatrix(): Matrix;
  26732. /** @hidden */
  26733. _getWorldMatrixDeterminant(): number;
  26734. /**
  26735. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  26736. */
  26737. readonly isAnInstance: boolean;
  26738. /**
  26739. * Perform relative position change from the point of view of behind the front of the mesh.
  26740. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26741. * Supports definition of mesh facing forward or backward
  26742. * @param amountRight defines the distance on the right axis
  26743. * @param amountUp defines the distance on the up axis
  26744. * @param amountForward defines the distance on the forward axis
  26745. * @returns the current mesh
  26746. */
  26747. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  26748. /**
  26749. * Calculate relative position change from the point of view of behind the front of the mesh.
  26750. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26751. * Supports definition of mesh facing forward or backward
  26752. * @param amountRight defines the distance on the right axis
  26753. * @param amountUp defines the distance on the up axis
  26754. * @param amountForward defines the distance on the forward axis
  26755. * @returns the new displacement vector
  26756. */
  26757. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  26758. /**
  26759. * Perform relative rotation change from the point of view of behind the front of the mesh.
  26760. * Supports definition of mesh facing forward or backward
  26761. * @param flipBack defines the flip
  26762. * @param twirlClockwise defines the twirl
  26763. * @param tiltRight defines the tilt
  26764. * @returns the current mesh
  26765. */
  26766. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  26767. /**
  26768. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  26769. * Supports definition of mesh facing forward or backward.
  26770. * @param flipBack defines the flip
  26771. * @param twirlClockwise defines the twirl
  26772. * @param tiltRight defines the tilt
  26773. * @returns the new rotation vector
  26774. */
  26775. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  26776. /**
  26777. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  26778. * This means the mesh underlying bounding box and sphere are recomputed.
  26779. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  26780. * @returns the current mesh
  26781. */
  26782. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  26783. /** @hidden */
  26784. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  26785. /** @hidden */
  26786. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  26787. /** @hidden */
  26788. _updateBoundingInfo(): AbstractMesh;
  26789. /** @hidden */
  26790. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  26791. /** @hidden */
  26792. protected _afterComputeWorldMatrix(): void;
  26793. /** @hidden */
  26794. readonly _effectiveMesh: AbstractMesh;
  26795. /**
  26796. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  26797. * A mesh is in the frustum if its bounding box intersects the frustum
  26798. * @param frustumPlanes defines the frustum to test
  26799. * @returns true if the mesh is in the frustum planes
  26800. */
  26801. isInFrustum(frustumPlanes: Plane[]): boolean;
  26802. /**
  26803. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  26804. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  26805. * @param frustumPlanes defines the frustum to test
  26806. * @returns true if the mesh is completely in the frustum planes
  26807. */
  26808. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  26809. /**
  26810. * True if the mesh intersects another mesh or a SolidParticle object
  26811. * @param mesh defines a target mesh or SolidParticle to test
  26812. * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)
  26813. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  26814. * @returns true if there is an intersection
  26815. */
  26816. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  26817. /**
  26818. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  26819. * @param point defines the point to test
  26820. * @returns true if there is an intersection
  26821. */
  26822. intersectsPoint(point: Vector3): boolean;
  26823. /**
  26824. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  26825. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26826. */
  26827. checkCollisions: boolean;
  26828. /**
  26829. * Gets Collider object used to compute collisions (not physics)
  26830. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26831. */
  26832. readonly collider: Nullable<Collider>;
  26833. /**
  26834. * Move the mesh using collision engine
  26835. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26836. * @param displacement defines the requested displacement vector
  26837. * @returns the current mesh
  26838. */
  26839. moveWithCollisions(displacement: Vector3): AbstractMesh;
  26840. private _onCollisionPositionChange;
  26841. /** @hidden */
  26842. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  26843. /** @hidden */
  26844. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  26845. /** @hidden */
  26846. _checkCollision(collider: Collider): AbstractMesh;
  26847. /** @hidden */
  26848. _generatePointsArray(): boolean;
  26849. /**
  26850. * Checks if the passed Ray intersects with the mesh
  26851. * @param ray defines the ray to use
  26852. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  26853. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  26854. * @returns the picking info
  26855. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  26856. */
  26857. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  26858. /**
  26859. * Clones the current mesh
  26860. * @param name defines the mesh name
  26861. * @param newParent defines the new mesh parent
  26862. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  26863. * @returns the new mesh
  26864. */
  26865. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  26866. /**
  26867. * Disposes all the submeshes of the current meshnp
  26868. * @returns the current mesh
  26869. */
  26870. releaseSubMeshes(): AbstractMesh;
  26871. /**
  26872. * Releases resources associated with this abstract mesh.
  26873. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26874. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26875. */
  26876. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26877. /**
  26878. * Adds the passed mesh as a child to the current mesh
  26879. * @param mesh defines the child mesh
  26880. * @returns the current mesh
  26881. */
  26882. addChild(mesh: AbstractMesh): AbstractMesh;
  26883. /**
  26884. * Removes the passed mesh from the current mesh children list
  26885. * @param mesh defines the child mesh
  26886. * @returns the current mesh
  26887. */
  26888. removeChild(mesh: AbstractMesh): AbstractMesh;
  26889. /** @hidden */
  26890. private _initFacetData;
  26891. /**
  26892. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  26893. * This method can be called within the render loop.
  26894. * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation
  26895. * @returns the current mesh
  26896. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26897. */
  26898. updateFacetData(): AbstractMesh;
  26899. /**
  26900. * Returns the facetLocalNormals array.
  26901. * The normals are expressed in the mesh local spac
  26902. * @returns an array of Vector3
  26903. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26904. */
  26905. getFacetLocalNormals(): Vector3[];
  26906. /**
  26907. * Returns the facetLocalPositions array.
  26908. * The facet positions are expressed in the mesh local space
  26909. * @returns an array of Vector3
  26910. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26911. */
  26912. getFacetLocalPositions(): Vector3[];
  26913. /**
  26914. * Returns the facetLocalPartioning array
  26915. * @returns an array of array of numbers
  26916. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26917. */
  26918. getFacetLocalPartitioning(): number[][];
  26919. /**
  26920. * Returns the i-th facet position in the world system.
  26921. * This method allocates a new Vector3 per call
  26922. * @param i defines the facet index
  26923. * @returns a new Vector3
  26924. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26925. */
  26926. getFacetPosition(i: number): Vector3;
  26927. /**
  26928. * Sets the reference Vector3 with the i-th facet position in the world system
  26929. * @param i defines the facet index
  26930. * @param ref defines the target vector
  26931. * @returns the current mesh
  26932. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26933. */
  26934. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  26935. /**
  26936. * Returns the i-th facet normal in the world system.
  26937. * This method allocates a new Vector3 per call
  26938. * @param i defines the facet index
  26939. * @returns a new Vector3
  26940. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26941. */
  26942. getFacetNormal(i: number): Vector3;
  26943. /**
  26944. * Sets the reference Vector3 with the i-th facet normal in the world system
  26945. * @param i defines the facet index
  26946. * @param ref defines the target vector
  26947. * @returns the current mesh
  26948. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26949. */
  26950. getFacetNormalToRef(i: number, ref: Vector3): this;
  26951. /**
  26952. * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)
  26953. * @param x defines x coordinate
  26954. * @param y defines y coordinate
  26955. * @param z defines z coordinate
  26956. * @returns the array of facet indexes
  26957. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26958. */
  26959. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  26960. /**
  26961. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  26962. * @param projected sets as the (x,y,z) world projection on the facet
  26963. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  26964. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  26965. * @param x defines x coordinate
  26966. * @param y defines y coordinate
  26967. * @param z defines z coordinate
  26968. * @returns the face index if found (or null instead)
  26969. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26970. */
  26971. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  26972. /**
  26973. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  26974. * @param projected sets as the (x,y,z) local projection on the facet
  26975. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  26976. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  26977. * @param x defines x coordinate
  26978. * @param y defines y coordinate
  26979. * @param z defines z coordinate
  26980. * @returns the face index if found (or null instead)
  26981. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26982. */
  26983. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  26984. /**
  26985. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  26986. * @returns the parameters
  26987. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26988. */
  26989. getFacetDataParameters(): any;
  26990. /**
  26991. * Disables the feature FacetData and frees the related memory
  26992. * @returns the current mesh
  26993. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26994. */
  26995. disableFacetData(): AbstractMesh;
  26996. /**
  26997. * Updates the AbstractMesh indices array
  26998. * @param indices defines the data source
  26999. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27000. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  27001. * @returns the current mesh
  27002. */
  27003. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27004. /**
  27005. * Creates new normals data for the mesh
  27006. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27007. * @returns the current mesh
  27008. */
  27009. createNormals(updatable: boolean): AbstractMesh;
  27010. /**
  27011. * Align the mesh with a normal
  27012. * @param normal defines the normal to use
  27013. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27014. * @returns the current mesh
  27015. */
  27016. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27017. /** @hidden */
  27018. _checkOcclusionQuery(): boolean;
  27019. /**
  27020. * Disables the mesh edge rendering mode
  27021. * @returns the currentAbstractMesh
  27022. */
  27023. disableEdgesRendering(): AbstractMesh;
  27024. /**
  27025. * Enables the edge rendering mode on the mesh.
  27026. * This mode makes the mesh edges visible
  27027. * @param epsilon defines the maximal distance between two angles to detect a face
  27028. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27029. * @returns the currentAbstractMesh
  27030. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27031. */
  27032. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27033. }
  27034. }
  27035. declare module "babylonjs/Actions/actionEvent" {
  27036. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27037. import { Nullable } from "babylonjs/types";
  27038. import { Sprite } from "babylonjs/Sprites/sprite";
  27039. import { Scene } from "babylonjs/scene";
  27040. import { Vector2 } from "babylonjs/Maths/math.vector";
  27041. /**
  27042. * Interface used to define ActionEvent
  27043. */
  27044. export interface IActionEvent {
  27045. /** The mesh or sprite that triggered the action */
  27046. source: any;
  27047. /** The X mouse cursor position at the time of the event */
  27048. pointerX: number;
  27049. /** The Y mouse cursor position at the time of the event */
  27050. pointerY: number;
  27051. /** The mesh that is currently pointed at (can be null) */
  27052. meshUnderPointer: Nullable<AbstractMesh>;
  27053. /** the original (browser) event that triggered the ActionEvent */
  27054. sourceEvent?: any;
  27055. /** additional data for the event */
  27056. additionalData?: any;
  27057. }
  27058. /**
  27059. * ActionEvent is the event being sent when an action is triggered.
  27060. */
  27061. export class ActionEvent implements IActionEvent {
  27062. /** The mesh or sprite that triggered the action */
  27063. source: any;
  27064. /** The X mouse cursor position at the time of the event */
  27065. pointerX: number;
  27066. /** The Y mouse cursor position at the time of the event */
  27067. pointerY: number;
  27068. /** The mesh that is currently pointed at (can be null) */
  27069. meshUnderPointer: Nullable<AbstractMesh>;
  27070. /** the original (browser) event that triggered the ActionEvent */
  27071. sourceEvent?: any;
  27072. /** additional data for the event */
  27073. additionalData?: any;
  27074. /**
  27075. * Creates a new ActionEvent
  27076. * @param source The mesh or sprite that triggered the action
  27077. * @param pointerX The X mouse cursor position at the time of the event
  27078. * @param pointerY The Y mouse cursor position at the time of the event
  27079. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27080. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27081. * @param additionalData additional data for the event
  27082. */
  27083. constructor(
  27084. /** The mesh or sprite that triggered the action */
  27085. source: any,
  27086. /** The X mouse cursor position at the time of the event */
  27087. pointerX: number,
  27088. /** The Y mouse cursor position at the time of the event */
  27089. pointerY: number,
  27090. /** The mesh that is currently pointed at (can be null) */
  27091. meshUnderPointer: Nullable<AbstractMesh>,
  27092. /** the original (browser) event that triggered the ActionEvent */
  27093. sourceEvent?: any,
  27094. /** additional data for the event */
  27095. additionalData?: any);
  27096. /**
  27097. * Helper function to auto-create an ActionEvent from a source mesh.
  27098. * @param source The source mesh that triggered the event
  27099. * @param evt The original (browser) event
  27100. * @param additionalData additional data for the event
  27101. * @returns the new ActionEvent
  27102. */
  27103. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27104. /**
  27105. * Helper function to auto-create an ActionEvent from a source sprite
  27106. * @param source The source sprite that triggered the event
  27107. * @param scene Scene associated with the sprite
  27108. * @param evt The original (browser) event
  27109. * @param additionalData additional data for the event
  27110. * @returns the new ActionEvent
  27111. */
  27112. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27113. /**
  27114. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27115. * @param scene the scene where the event occurred
  27116. * @param evt The original (browser) event
  27117. * @returns the new ActionEvent
  27118. */
  27119. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27120. /**
  27121. * Helper function to auto-create an ActionEvent from a primitive
  27122. * @param prim defines the target primitive
  27123. * @param pointerPos defines the pointer position
  27124. * @param evt The original (browser) event
  27125. * @param additionalData additional data for the event
  27126. * @returns the new ActionEvent
  27127. */
  27128. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27129. }
  27130. }
  27131. declare module "babylonjs/Actions/abstractActionManager" {
  27132. import { IDisposable } from "babylonjs/scene";
  27133. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27134. import { IAction } from "babylonjs/Actions/action";
  27135. import { Nullable } from "babylonjs/types";
  27136. /**
  27137. * Abstract class used to decouple action Manager from scene and meshes.
  27138. * Do not instantiate.
  27139. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27140. */
  27141. export abstract class AbstractActionManager implements IDisposable {
  27142. /** Gets the list of active triggers */
  27143. static Triggers: {
  27144. [key: string]: number;
  27145. };
  27146. /** Gets the cursor to use when hovering items */
  27147. hoverCursor: string;
  27148. /** Gets the list of actions */
  27149. actions: IAction[];
  27150. /**
  27151. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27152. */
  27153. isRecursive: boolean;
  27154. /**
  27155. * Releases all associated resources
  27156. */
  27157. abstract dispose(): void;
  27158. /**
  27159. * Does this action manager has pointer triggers
  27160. */
  27161. abstract readonly hasPointerTriggers: boolean;
  27162. /**
  27163. * Does this action manager has pick triggers
  27164. */
  27165. abstract readonly hasPickTriggers: boolean;
  27166. /**
  27167. * Process a specific trigger
  27168. * @param trigger defines the trigger to process
  27169. * @param evt defines the event details to be processed
  27170. */
  27171. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27172. /**
  27173. * Does this action manager handles actions of any of the given triggers
  27174. * @param triggers defines the triggers to be tested
  27175. * @return a boolean indicating whether one (or more) of the triggers is handled
  27176. */
  27177. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27178. /**
  27179. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27180. * speed.
  27181. * @param triggerA defines the trigger to be tested
  27182. * @param triggerB defines the trigger to be tested
  27183. * @return a boolean indicating whether one (or more) of the triggers is handled
  27184. */
  27185. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27186. /**
  27187. * Does this action manager handles actions of a given trigger
  27188. * @param trigger defines the trigger to be tested
  27189. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27190. * @return whether the trigger is handled
  27191. */
  27192. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27193. /**
  27194. * Serialize this manager to a JSON object
  27195. * @param name defines the property name to store this manager
  27196. * @returns a JSON representation of this manager
  27197. */
  27198. abstract serialize(name: string): any;
  27199. /**
  27200. * Registers an action to this action manager
  27201. * @param action defines the action to be registered
  27202. * @return the action amended (prepared) after registration
  27203. */
  27204. abstract registerAction(action: IAction): Nullable<IAction>;
  27205. /**
  27206. * Unregisters an action to this action manager
  27207. * @param action defines the action to be unregistered
  27208. * @return a boolean indicating whether the action has been unregistered
  27209. */
  27210. abstract unregisterAction(action: IAction): Boolean;
  27211. /**
  27212. * Does exist one action manager with at least one trigger
  27213. **/
  27214. static readonly HasTriggers: boolean;
  27215. /**
  27216. * Does exist one action manager with at least one pick trigger
  27217. **/
  27218. static readonly HasPickTriggers: boolean;
  27219. /**
  27220. * Does exist one action manager that handles actions of a given trigger
  27221. * @param trigger defines the trigger to be tested
  27222. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27223. **/
  27224. static HasSpecificTrigger(trigger: number): boolean;
  27225. }
  27226. }
  27227. declare module "babylonjs/node" {
  27228. import { Scene } from "babylonjs/scene";
  27229. import { Nullable } from "babylonjs/types";
  27230. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  27231. import { Engine } from "babylonjs/Engines/engine";
  27232. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  27233. import { Observable } from "babylonjs/Misc/observable";
  27234. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27235. import { IInspectable } from "babylonjs/Misc/iInspectable";
  27236. import { Animatable } from "babylonjs/Animations/animatable";
  27237. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  27238. import { Animation } from "babylonjs/Animations/animation";
  27239. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27240. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27241. /**
  27242. * Defines how a node can be built from a string name.
  27243. */
  27244. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  27245. /**
  27246. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  27247. */
  27248. export class Node implements IBehaviorAware<Node> {
  27249. /** @hidden */
  27250. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  27251. private static _NodeConstructors;
  27252. /**
  27253. * Add a new node constructor
  27254. * @param type defines the type name of the node to construct
  27255. * @param constructorFunc defines the constructor function
  27256. */
  27257. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  27258. /**
  27259. * Returns a node constructor based on type name
  27260. * @param type defines the type name
  27261. * @param name defines the new node name
  27262. * @param scene defines the hosting scene
  27263. * @param options defines optional options to transmit to constructors
  27264. * @returns the new constructor or null
  27265. */
  27266. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  27267. /**
  27268. * Gets or sets the name of the node
  27269. */
  27270. name: string;
  27271. /**
  27272. * Gets or sets the id of the node
  27273. */
  27274. id: string;
  27275. /**
  27276. * Gets or sets the unique id of the node
  27277. */
  27278. uniqueId: number;
  27279. /**
  27280. * Gets or sets a string used to store user defined state for the node
  27281. */
  27282. state: string;
  27283. /**
  27284. * Gets or sets an object used to store user defined information for the node
  27285. */
  27286. metadata: any;
  27287. /**
  27288. * For internal use only. Please do not use.
  27289. */
  27290. reservedDataStore: any;
  27291. /**
  27292. * List of inspectable custom properties (used by the Inspector)
  27293. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  27294. */
  27295. inspectableCustomProperties: IInspectable[];
  27296. /**
  27297. * Gets or sets a boolean used to define if the node must be serialized
  27298. */
  27299. doNotSerialize: boolean;
  27300. /** @hidden */
  27301. _isDisposed: boolean;
  27302. /**
  27303. * Gets a list of Animations associated with the node
  27304. */
  27305. animations: import("babylonjs/Animations/animation").Animation[];
  27306. protected _ranges: {
  27307. [name: string]: Nullable<AnimationRange>;
  27308. };
  27309. /**
  27310. * Callback raised when the node is ready to be used
  27311. */
  27312. onReady: Nullable<(node: Node) => void>;
  27313. private _isEnabled;
  27314. private _isParentEnabled;
  27315. private _isReady;
  27316. /** @hidden */
  27317. _currentRenderId: number;
  27318. private _parentUpdateId;
  27319. /** @hidden */
  27320. _childUpdateId: number;
  27321. /** @hidden */
  27322. _waitingParentId: Nullable<string>;
  27323. /** @hidden */
  27324. _scene: Scene;
  27325. /** @hidden */
  27326. _cache: any;
  27327. private _parentNode;
  27328. private _children;
  27329. /** @hidden */
  27330. _worldMatrix: Matrix;
  27331. /** @hidden */
  27332. _worldMatrixDeterminant: number;
  27333. /** @hidden */
  27334. _worldMatrixDeterminantIsDirty: boolean;
  27335. /** @hidden */
  27336. private _sceneRootNodesIndex;
  27337. /**
  27338. * Gets a boolean indicating if the node has been disposed
  27339. * @returns true if the node was disposed
  27340. */
  27341. isDisposed(): boolean;
  27342. /**
  27343. * Gets or sets the parent of the node (without keeping the current position in the scene)
  27344. * @see https://doc.babylonjs.com/how_to/parenting
  27345. */
  27346. parent: Nullable<Node>;
  27347. private addToSceneRootNodes;
  27348. private removeFromSceneRootNodes;
  27349. private _animationPropertiesOverride;
  27350. /**
  27351. * Gets or sets the animation properties override
  27352. */
  27353. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  27354. /**
  27355. * Gets a string idenfifying the name of the class
  27356. * @returns "Node" string
  27357. */
  27358. getClassName(): string;
  27359. /** @hidden */
  27360. readonly _isNode: boolean;
  27361. /**
  27362. * An event triggered when the mesh is disposed
  27363. */
  27364. onDisposeObservable: Observable<Node>;
  27365. private _onDisposeObserver;
  27366. /**
  27367. * Sets a callback that will be raised when the node will be disposed
  27368. */
  27369. onDispose: () => void;
  27370. /**
  27371. * Creates a new Node
  27372. * @param name the name and id to be given to this node
  27373. * @param scene the scene this node will be added to
  27374. * @param addToRootNodes the node will be added to scene.rootNodes
  27375. */
  27376. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  27377. /**
  27378. * Gets the scene of the node
  27379. * @returns a scene
  27380. */
  27381. getScene(): Scene;
  27382. /**
  27383. * Gets the engine of the node
  27384. * @returns a Engine
  27385. */
  27386. getEngine(): Engine;
  27387. private _behaviors;
  27388. /**
  27389. * Attach a behavior to the node
  27390. * @see http://doc.babylonjs.com/features/behaviour
  27391. * @param behavior defines the behavior to attach
  27392. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  27393. * @returns the current Node
  27394. */
  27395. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  27396. /**
  27397. * Remove an attached behavior
  27398. * @see http://doc.babylonjs.com/features/behaviour
  27399. * @param behavior defines the behavior to attach
  27400. * @returns the current Node
  27401. */
  27402. removeBehavior(behavior: Behavior<Node>): Node;
  27403. /**
  27404. * Gets the list of attached behaviors
  27405. * @see http://doc.babylonjs.com/features/behaviour
  27406. */
  27407. readonly behaviors: Behavior<Node>[];
  27408. /**
  27409. * Gets an attached behavior by name
  27410. * @param name defines the name of the behavior to look for
  27411. * @see http://doc.babylonjs.com/features/behaviour
  27412. * @returns null if behavior was not found else the requested behavior
  27413. */
  27414. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  27415. /**
  27416. * Returns the latest update of the World matrix
  27417. * @returns a Matrix
  27418. */
  27419. getWorldMatrix(): Matrix;
  27420. /** @hidden */
  27421. _getWorldMatrixDeterminant(): number;
  27422. /**
  27423. * Returns directly the latest state of the mesh World matrix.
  27424. * A Matrix is returned.
  27425. */
  27426. readonly worldMatrixFromCache: Matrix;
  27427. /** @hidden */
  27428. _initCache(): void;
  27429. /** @hidden */
  27430. updateCache(force?: boolean): void;
  27431. /** @hidden */
  27432. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27433. /** @hidden */
  27434. _updateCache(ignoreParentClass?: boolean): void;
  27435. /** @hidden */
  27436. _isSynchronized(): boolean;
  27437. /** @hidden */
  27438. _markSyncedWithParent(): void;
  27439. /** @hidden */
  27440. isSynchronizedWithParent(): boolean;
  27441. /** @hidden */
  27442. isSynchronized(): boolean;
  27443. /**
  27444. * Is this node ready to be used/rendered
  27445. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  27446. * @return true if the node is ready
  27447. */
  27448. isReady(completeCheck?: boolean): boolean;
  27449. /**
  27450. * Is this node enabled?
  27451. * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
  27452. * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
  27453. * @return whether this node (and its parent) is enabled
  27454. */
  27455. isEnabled(checkAncestors?: boolean): boolean;
  27456. /** @hidden */
  27457. protected _syncParentEnabledState(): void;
  27458. /**
  27459. * Set the enabled state of this node
  27460. * @param value defines the new enabled state
  27461. */
  27462. setEnabled(value: boolean): void;
  27463. /**
  27464. * Is this node a descendant of the given node?
  27465. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  27466. * @param ancestor defines the parent node to inspect
  27467. * @returns a boolean indicating if this node is a descendant of the given node
  27468. */
  27469. isDescendantOf(ancestor: Node): boolean;
  27470. /** @hidden */
  27471. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  27472. /**
  27473. * Will return all nodes that have this node as ascendant
  27474. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  27475. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  27476. * @return all children nodes of all types
  27477. */
  27478. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  27479. /**
  27480. * Get all child-meshes of this node
  27481. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
  27482. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  27483. * @returns an array of AbstractMesh
  27484. */
  27485. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  27486. /**
  27487. * Get all direct children of this node
  27488. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  27489. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  27490. * @returns an array of Node
  27491. */
  27492. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  27493. /** @hidden */
  27494. _setReady(state: boolean): void;
  27495. /**
  27496. * Get an animation by name
  27497. * @param name defines the name of the animation to look for
  27498. * @returns null if not found else the requested animation
  27499. */
  27500. getAnimationByName(name: string): Nullable<Animation>;
  27501. /**
  27502. * Creates an animation range for this node
  27503. * @param name defines the name of the range
  27504. * @param from defines the starting key
  27505. * @param to defines the end key
  27506. */
  27507. createAnimationRange(name: string, from: number, to: number): void;
  27508. /**
  27509. * Delete a specific animation range
  27510. * @param name defines the name of the range to delete
  27511. * @param deleteFrames defines if animation frames from the range must be deleted as well
  27512. */
  27513. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  27514. /**
  27515. * Get an animation range by name
  27516. * @param name defines the name of the animation range to look for
  27517. * @returns null if not found else the requested animation range
  27518. */
  27519. getAnimationRange(name: string): Nullable<AnimationRange>;
  27520. /**
  27521. * Gets the list of all animation ranges defined on this node
  27522. * @returns an array
  27523. */
  27524. getAnimationRanges(): Nullable<AnimationRange>[];
  27525. /**
  27526. * Will start the animation sequence
  27527. * @param name defines the range frames for animation sequence
  27528. * @param loop defines if the animation should loop (false by default)
  27529. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  27530. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  27531. * @returns the object created for this animation. If range does not exist, it will return null
  27532. */
  27533. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  27534. /**
  27535. * Serialize animation ranges into a JSON compatible object
  27536. * @returns serialization object
  27537. */
  27538. serializeAnimationRanges(): any;
  27539. /**
  27540. * Computes the world matrix of the node
  27541. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  27542. * @returns the world matrix
  27543. */
  27544. computeWorldMatrix(force?: boolean): Matrix;
  27545. /**
  27546. * Releases resources associated with this node.
  27547. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27548. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27549. */
  27550. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27551. /**
  27552. * Parse animation range data from a serialization object and store them into a given node
  27553. * @param node defines where to store the animation ranges
  27554. * @param parsedNode defines the serialization object to read data from
  27555. * @param scene defines the hosting scene
  27556. */
  27557. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  27558. /**
  27559. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  27560. * @param includeDescendants Include bounding info from descendants as well (true by default)
  27561. * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
  27562. * @returns the new bounding vectors
  27563. */
  27564. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  27565. min: Vector3;
  27566. max: Vector3;
  27567. };
  27568. }
  27569. }
  27570. declare module "babylonjs/Animations/animation" {
  27571. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  27572. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  27573. import { Color3 } from "babylonjs/Maths/math.color";
  27574. import { Nullable } from "babylonjs/types";
  27575. import { Scene } from "babylonjs/scene";
  27576. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  27577. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27578. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  27579. import { Node } from "babylonjs/node";
  27580. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  27581. import { Size } from "babylonjs/Maths/math.size";
  27582. import { Animatable } from "babylonjs/Animations/animatable";
  27583. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  27584. /**
  27585. * @hidden
  27586. */
  27587. export class _IAnimationState {
  27588. key: number;
  27589. repeatCount: number;
  27590. workValue?: any;
  27591. loopMode?: number;
  27592. offsetValue?: any;
  27593. highLimitValue?: any;
  27594. }
  27595. /**
  27596. * Class used to store any kind of animation
  27597. */
  27598. export class Animation {
  27599. /**Name of the animation */
  27600. name: string;
  27601. /**Property to animate */
  27602. targetProperty: string;
  27603. /**The frames per second of the animation */
  27604. framePerSecond: number;
  27605. /**The data type of the animation */
  27606. dataType: number;
  27607. /**The loop mode of the animation */
  27608. loopMode?: number | undefined;
  27609. /**Specifies if blending should be enabled */
  27610. enableBlending?: boolean | undefined;
  27611. /**
  27612. * Use matrix interpolation instead of using direct key value when animating matrices
  27613. */
  27614. static AllowMatricesInterpolation: boolean;
  27615. /**
  27616. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  27617. */
  27618. static AllowMatrixDecomposeForInterpolation: boolean;
  27619. /**
  27620. * Stores the key frames of the animation
  27621. */
  27622. private _keys;
  27623. /**
  27624. * Stores the easing function of the animation
  27625. */
  27626. private _easingFunction;
  27627. /**
  27628. * @hidden Internal use only
  27629. */
  27630. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  27631. /**
  27632. * The set of event that will be linked to this animation
  27633. */
  27634. private _events;
  27635. /**
  27636. * Stores an array of target property paths
  27637. */
  27638. targetPropertyPath: string[];
  27639. /**
  27640. * Stores the blending speed of the animation
  27641. */
  27642. blendingSpeed: number;
  27643. /**
  27644. * Stores the animation ranges for the animation
  27645. */
  27646. private _ranges;
  27647. /**
  27648. * @hidden Internal use
  27649. */
  27650. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  27651. /**
  27652. * Sets up an animation
  27653. * @param property The property to animate
  27654. * @param animationType The animation type to apply
  27655. * @param framePerSecond The frames per second of the animation
  27656. * @param easingFunction The easing function used in the animation
  27657. * @returns The created animation
  27658. */
  27659. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  27660. /**
  27661. * Create and start an animation on a node
  27662. * @param name defines the name of the global animation that will be run on all nodes
  27663. * @param node defines the root node where the animation will take place
  27664. * @param targetProperty defines property to animate
  27665. * @param framePerSecond defines the number of frame per second yo use
  27666. * @param totalFrame defines the number of frames in total
  27667. * @param from defines the initial value
  27668. * @param to defines the final value
  27669. * @param loopMode defines which loop mode you want to use (off by default)
  27670. * @param easingFunction defines the easing function to use (linear by default)
  27671. * @param onAnimationEnd defines the callback to call when animation end
  27672. * @returns the animatable created for this animation
  27673. */
  27674. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27675. /**
  27676. * Create and start an animation on a node and its descendants
  27677. * @param name defines the name of the global animation that will be run on all nodes
  27678. * @param node defines the root node where the animation will take place
  27679. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used
  27680. * @param targetProperty defines property to animate
  27681. * @param framePerSecond defines the number of frame per second to use
  27682. * @param totalFrame defines the number of frames in total
  27683. * @param from defines the initial value
  27684. * @param to defines the final value
  27685. * @param loopMode defines which loop mode you want to use (off by default)
  27686. * @param easingFunction defines the easing function to use (linear by default)
  27687. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27688. * @returns the list of animatables created for all nodes
  27689. * @example https://www.babylonjs-playground.com/#MH0VLI
  27690. */
  27691. static CreateAndStartHierarchyAnimation(name: string, node: Node, directDescendantsOnly: boolean, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable[]>;
  27692. /**
  27693. * Creates a new animation, merges it with the existing animations and starts it
  27694. * @param name Name of the animation
  27695. * @param node Node which contains the scene that begins the animations
  27696. * @param targetProperty Specifies which property to animate
  27697. * @param framePerSecond The frames per second of the animation
  27698. * @param totalFrame The total number of frames
  27699. * @param from The frame at the beginning of the animation
  27700. * @param to The frame at the end of the animation
  27701. * @param loopMode Specifies the loop mode of the animation
  27702. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  27703. * @param onAnimationEnd Callback to run once the animation is complete
  27704. * @returns Nullable animation
  27705. */
  27706. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27707. /**
  27708. * Transition property of an host to the target Value
  27709. * @param property The property to transition
  27710. * @param targetValue The target Value of the property
  27711. * @param host The object where the property to animate belongs
  27712. * @param scene Scene used to run the animation
  27713. * @param frameRate Framerate (in frame/s) to use
  27714. * @param transition The transition type we want to use
  27715. * @param duration The duration of the animation, in milliseconds
  27716. * @param onAnimationEnd Callback trigger at the end of the animation
  27717. * @returns Nullable animation
  27718. */
  27719. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  27720. /**
  27721. * Return the array of runtime animations currently using this animation
  27722. */
  27723. readonly runtimeAnimations: RuntimeAnimation[];
  27724. /**
  27725. * Specifies if any of the runtime animations are currently running
  27726. */
  27727. readonly hasRunningRuntimeAnimations: boolean;
  27728. /**
  27729. * Initializes the animation
  27730. * @param name Name of the animation
  27731. * @param targetProperty Property to animate
  27732. * @param framePerSecond The frames per second of the animation
  27733. * @param dataType The data type of the animation
  27734. * @param loopMode The loop mode of the animation
  27735. * @param enableBlending Specifies if blending should be enabled
  27736. */
  27737. constructor(
  27738. /**Name of the animation */
  27739. name: string,
  27740. /**Property to animate */
  27741. targetProperty: string,
  27742. /**The frames per second of the animation */
  27743. framePerSecond: number,
  27744. /**The data type of the animation */
  27745. dataType: number,
  27746. /**The loop mode of the animation */
  27747. loopMode?: number | undefined,
  27748. /**Specifies if blending should be enabled */
  27749. enableBlending?: boolean | undefined);
  27750. /**
  27751. * Converts the animation to a string
  27752. * @param fullDetails support for multiple levels of logging within scene loading
  27753. * @returns String form of the animation
  27754. */
  27755. toString(fullDetails?: boolean): string;
  27756. /**
  27757. * Add an event to this animation
  27758. * @param event Event to add
  27759. */
  27760. addEvent(event: AnimationEvent): void;
  27761. /**
  27762. * Remove all events found at the given frame
  27763. * @param frame The frame to remove events from
  27764. */
  27765. removeEvents(frame: number): void;
  27766. /**
  27767. * Retrieves all the events from the animation
  27768. * @returns Events from the animation
  27769. */
  27770. getEvents(): AnimationEvent[];
  27771. /**
  27772. * Creates an animation range
  27773. * @param name Name of the animation range
  27774. * @param from Starting frame of the animation range
  27775. * @param to Ending frame of the animation
  27776. */
  27777. createRange(name: string, from: number, to: number): void;
  27778. /**
  27779. * Deletes an animation range by name
  27780. * @param name Name of the animation range to delete
  27781. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  27782. */
  27783. deleteRange(name: string, deleteFrames?: boolean): void;
  27784. /**
  27785. * Gets the animation range by name, or null if not defined
  27786. * @param name Name of the animation range
  27787. * @returns Nullable animation range
  27788. */
  27789. getRange(name: string): Nullable<AnimationRange>;
  27790. /**
  27791. * Gets the key frames from the animation
  27792. * @returns The key frames of the animation
  27793. */
  27794. getKeys(): Array<IAnimationKey>;
  27795. /**
  27796. * Gets the highest frame rate of the animation
  27797. * @returns Highest frame rate of the animation
  27798. */
  27799. getHighestFrame(): number;
  27800. /**
  27801. * Gets the easing function of the animation
  27802. * @returns Easing function of the animation
  27803. */
  27804. getEasingFunction(): IEasingFunction;
  27805. /**
  27806. * Sets the easing function of the animation
  27807. * @param easingFunction A custom mathematical formula for animation
  27808. */
  27809. setEasingFunction(easingFunction: EasingFunction): void;
  27810. /**
  27811. * Interpolates a scalar linearly
  27812. * @param startValue Start value of the animation curve
  27813. * @param endValue End value of the animation curve
  27814. * @param gradient Scalar amount to interpolate
  27815. * @returns Interpolated scalar value
  27816. */
  27817. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  27818. /**
  27819. * Interpolates a scalar cubically
  27820. * @param startValue Start value of the animation curve
  27821. * @param outTangent End tangent of the animation
  27822. * @param endValue End value of the animation curve
  27823. * @param inTangent Start tangent of the animation curve
  27824. * @param gradient Scalar amount to interpolate
  27825. * @returns Interpolated scalar value
  27826. */
  27827. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  27828. /**
  27829. * Interpolates a quaternion using a spherical linear interpolation
  27830. * @param startValue Start value of the animation curve
  27831. * @param endValue End value of the animation curve
  27832. * @param gradient Scalar amount to interpolate
  27833. * @returns Interpolated quaternion value
  27834. */
  27835. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  27836. /**
  27837. * Interpolates a quaternion cubically
  27838. * @param startValue Start value of the animation curve
  27839. * @param outTangent End tangent of the animation curve
  27840. * @param endValue End value of the animation curve
  27841. * @param inTangent Start tangent of the animation curve
  27842. * @param gradient Scalar amount to interpolate
  27843. * @returns Interpolated quaternion value
  27844. */
  27845. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  27846. /**
  27847. * Interpolates a Vector3 linearl
  27848. * @param startValue Start value of the animation curve
  27849. * @param endValue End value of the animation curve
  27850. * @param gradient Scalar amount to interpolate
  27851. * @returns Interpolated scalar value
  27852. */
  27853. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  27854. /**
  27855. * Interpolates a Vector3 cubically
  27856. * @param startValue Start value of the animation curve
  27857. * @param outTangent End tangent of the animation
  27858. * @param endValue End value of the animation curve
  27859. * @param inTangent Start tangent of the animation curve
  27860. * @param gradient Scalar amount to interpolate
  27861. * @returns InterpolatedVector3 value
  27862. */
  27863. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  27864. /**
  27865. * Interpolates a Vector2 linearly
  27866. * @param startValue Start value of the animation curve
  27867. * @param endValue End value of the animation curve
  27868. * @param gradient Scalar amount to interpolate
  27869. * @returns Interpolated Vector2 value
  27870. */
  27871. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  27872. /**
  27873. * Interpolates a Vector2 cubically
  27874. * @param startValue Start value of the animation curve
  27875. * @param outTangent End tangent of the animation
  27876. * @param endValue End value of the animation curve
  27877. * @param inTangent Start tangent of the animation curve
  27878. * @param gradient Scalar amount to interpolate
  27879. * @returns Interpolated Vector2 value
  27880. */
  27881. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  27882. /**
  27883. * Interpolates a size linearly
  27884. * @param startValue Start value of the animation curve
  27885. * @param endValue End value of the animation curve
  27886. * @param gradient Scalar amount to interpolate
  27887. * @returns Interpolated Size value
  27888. */
  27889. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  27890. /**
  27891. * Interpolates a Color3 linearly
  27892. * @param startValue Start value of the animation curve
  27893. * @param endValue End value of the animation curve
  27894. * @param gradient Scalar amount to interpolate
  27895. * @returns Interpolated Color3 value
  27896. */
  27897. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  27898. /**
  27899. * @hidden Internal use only
  27900. */
  27901. _getKeyValue(value: any): any;
  27902. /**
  27903. * @hidden Internal use only
  27904. */
  27905. _interpolate(currentFrame: number, state: _IAnimationState): any;
  27906. /**
  27907. * Defines the function to use to interpolate matrices
  27908. * @param startValue defines the start matrix
  27909. * @param endValue defines the end matrix
  27910. * @param gradient defines the gradient between both matrices
  27911. * @param result defines an optional target matrix where to store the interpolation
  27912. * @returns the interpolated matrix
  27913. */
  27914. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  27915. /**
  27916. * Makes a copy of the animation
  27917. * @returns Cloned animation
  27918. */
  27919. clone(): Animation;
  27920. /**
  27921. * Sets the key frames of the animation
  27922. * @param values The animation key frames to set
  27923. */
  27924. setKeys(values: Array<IAnimationKey>): void;
  27925. /**
  27926. * Serializes the animation to an object
  27927. * @returns Serialized object
  27928. */
  27929. serialize(): any;
  27930. /**
  27931. * Float animation type
  27932. */
  27933. private static _ANIMATIONTYPE_FLOAT;
  27934. /**
  27935. * Vector3 animation type
  27936. */
  27937. private static _ANIMATIONTYPE_VECTOR3;
  27938. /**
  27939. * Quaternion animation type
  27940. */
  27941. private static _ANIMATIONTYPE_QUATERNION;
  27942. /**
  27943. * Matrix animation type
  27944. */
  27945. private static _ANIMATIONTYPE_MATRIX;
  27946. /**
  27947. * Color3 animation type
  27948. */
  27949. private static _ANIMATIONTYPE_COLOR3;
  27950. /**
  27951. * Vector2 animation type
  27952. */
  27953. private static _ANIMATIONTYPE_VECTOR2;
  27954. /**
  27955. * Size animation type
  27956. */
  27957. private static _ANIMATIONTYPE_SIZE;
  27958. /**
  27959. * Relative Loop Mode
  27960. */
  27961. private static _ANIMATIONLOOPMODE_RELATIVE;
  27962. /**
  27963. * Cycle Loop Mode
  27964. */
  27965. private static _ANIMATIONLOOPMODE_CYCLE;
  27966. /**
  27967. * Constant Loop Mode
  27968. */
  27969. private static _ANIMATIONLOOPMODE_CONSTANT;
  27970. /**
  27971. * Get the float animation type
  27972. */
  27973. static readonly ANIMATIONTYPE_FLOAT: number;
  27974. /**
  27975. * Get the Vector3 animation type
  27976. */
  27977. static readonly ANIMATIONTYPE_VECTOR3: number;
  27978. /**
  27979. * Get the Vector2 animation type
  27980. */
  27981. static readonly ANIMATIONTYPE_VECTOR2: number;
  27982. /**
  27983. * Get the Size animation type
  27984. */
  27985. static readonly ANIMATIONTYPE_SIZE: number;
  27986. /**
  27987. * Get the Quaternion animation type
  27988. */
  27989. static readonly ANIMATIONTYPE_QUATERNION: number;
  27990. /**
  27991. * Get the Matrix animation type
  27992. */
  27993. static readonly ANIMATIONTYPE_MATRIX: number;
  27994. /**
  27995. * Get the Color3 animation type
  27996. */
  27997. static readonly ANIMATIONTYPE_COLOR3: number;
  27998. /**
  27999. * Get the Relative Loop Mode
  28000. */
  28001. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28002. /**
  28003. * Get the Cycle Loop Mode
  28004. */
  28005. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28006. /**
  28007. * Get the Constant Loop Mode
  28008. */
  28009. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28010. /** @hidden */
  28011. static _UniversalLerp(left: any, right: any, amount: number): any;
  28012. /**
  28013. * Parses an animation object and creates an animation
  28014. * @param parsedAnimation Parsed animation object
  28015. * @returns Animation object
  28016. */
  28017. static Parse(parsedAnimation: any): Animation;
  28018. /**
  28019. * Appends the serialized animations from the source animations
  28020. * @param source Source containing the animations
  28021. * @param destination Target to store the animations
  28022. */
  28023. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28024. }
  28025. }
  28026. declare module "babylonjs/Animations/animatable.interface" {
  28027. import { Nullable } from "babylonjs/types";
  28028. import { Animation } from "babylonjs/Animations/animation";
  28029. /**
  28030. * Interface containing an array of animations
  28031. */
  28032. export interface IAnimatable {
  28033. /**
  28034. * Array of animations
  28035. */
  28036. animations: Nullable<Array<Animation>>;
  28037. }
  28038. }
  28039. declare module "babylonjs/Materials/fresnelParameters" {
  28040. import { Color3 } from "babylonjs/Maths/math.color";
  28041. /**
  28042. * This represents all the required information to add a fresnel effect on a material:
  28043. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28044. */
  28045. export class FresnelParameters {
  28046. private _isEnabled;
  28047. /**
  28048. * Define if the fresnel effect is enable or not.
  28049. */
  28050. isEnabled: boolean;
  28051. /**
  28052. * Define the color used on edges (grazing angle)
  28053. */
  28054. leftColor: Color3;
  28055. /**
  28056. * Define the color used on center
  28057. */
  28058. rightColor: Color3;
  28059. /**
  28060. * Define bias applied to computed fresnel term
  28061. */
  28062. bias: number;
  28063. /**
  28064. * Defined the power exponent applied to fresnel term
  28065. */
  28066. power: number;
  28067. /**
  28068. * Clones the current fresnel and its valuues
  28069. * @returns a clone fresnel configuration
  28070. */
  28071. clone(): FresnelParameters;
  28072. /**
  28073. * Serializes the current fresnel parameters to a JSON representation.
  28074. * @return the JSON serialization
  28075. */
  28076. serialize(): any;
  28077. /**
  28078. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28079. * @param parsedFresnelParameters Define the JSON representation
  28080. * @returns the parsed parameters
  28081. */
  28082. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28083. }
  28084. }
  28085. declare module "babylonjs/Misc/decorators" {
  28086. import { Nullable } from "babylonjs/types";
  28087. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28088. import { Scene } from "babylonjs/scene";
  28089. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28090. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28091. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28092. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28093. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28094. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28095. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28096. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28097. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28098. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28099. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28100. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28101. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28102. /**
  28103. * Decorator used to define property that can be serialized as reference to a camera
  28104. * @param sourceName defines the name of the property to decorate
  28105. */
  28106. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28107. /**
  28108. * Class used to help serialization objects
  28109. */
  28110. export class SerializationHelper {
  28111. /** @hidden */
  28112. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28113. /** @hidden */
  28114. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28115. /** @hidden */
  28116. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28117. /** @hidden */
  28118. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28119. /**
  28120. * Appends the serialized animations from the source animations
  28121. * @param source Source containing the animations
  28122. * @param destination Target to store the animations
  28123. */
  28124. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28125. /**
  28126. * Static function used to serialized a specific entity
  28127. * @param entity defines the entity to serialize
  28128. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28129. * @returns a JSON compatible object representing the serialization of the entity
  28130. */
  28131. static Serialize<T>(entity: T, serializationObject?: any): any;
  28132. /**
  28133. * Creates a new entity from a serialization data object
  28134. * @param creationFunction defines a function used to instanciated the new entity
  28135. * @param source defines the source serialization data
  28136. * @param scene defines the hosting scene
  28137. * @param rootUrl defines the root url for resources
  28138. * @returns a new entity
  28139. */
  28140. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28141. /**
  28142. * Clones an object
  28143. * @param creationFunction defines the function used to instanciate the new object
  28144. * @param source defines the source object
  28145. * @returns the cloned object
  28146. */
  28147. static Clone<T>(creationFunction: () => T, source: T): T;
  28148. /**
  28149. * Instanciates a new object based on a source one (some data will be shared between both object)
  28150. * @param creationFunction defines the function used to instanciate the new object
  28151. * @param source defines the source object
  28152. * @returns the new object
  28153. */
  28154. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28155. }
  28156. }
  28157. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  28158. import { Nullable } from "babylonjs/types";
  28159. /**
  28160. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  28161. */
  28162. export interface CubeMapInfo {
  28163. /**
  28164. * The pixel array for the front face.
  28165. * This is stored in format, left to right, up to down format.
  28166. */
  28167. front: Nullable<ArrayBufferView>;
  28168. /**
  28169. * The pixel array for the back face.
  28170. * This is stored in format, left to right, up to down format.
  28171. */
  28172. back: Nullable<ArrayBufferView>;
  28173. /**
  28174. * The pixel array for the left face.
  28175. * This is stored in format, left to right, up to down format.
  28176. */
  28177. left: Nullable<ArrayBufferView>;
  28178. /**
  28179. * The pixel array for the right face.
  28180. * This is stored in format, left to right, up to down format.
  28181. */
  28182. right: Nullable<ArrayBufferView>;
  28183. /**
  28184. * The pixel array for the up face.
  28185. * This is stored in format, left to right, up to down format.
  28186. */
  28187. up: Nullable<ArrayBufferView>;
  28188. /**
  28189. * The pixel array for the down face.
  28190. * This is stored in format, left to right, up to down format.
  28191. */
  28192. down: Nullable<ArrayBufferView>;
  28193. /**
  28194. * The size of the cubemap stored.
  28195. *
  28196. * Each faces will be size * size pixels.
  28197. */
  28198. size: number;
  28199. /**
  28200. * The format of the texture.
  28201. *
  28202. * RGBA, RGB.
  28203. */
  28204. format: number;
  28205. /**
  28206. * The type of the texture data.
  28207. *
  28208. * UNSIGNED_INT, FLOAT.
  28209. */
  28210. type: number;
  28211. /**
  28212. * Specifies whether the texture is in gamma space.
  28213. */
  28214. gammaSpace: boolean;
  28215. }
  28216. /**
  28217. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  28218. */
  28219. export class PanoramaToCubeMapTools {
  28220. private static FACE_FRONT;
  28221. private static FACE_BACK;
  28222. private static FACE_RIGHT;
  28223. private static FACE_LEFT;
  28224. private static FACE_DOWN;
  28225. private static FACE_UP;
  28226. /**
  28227. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  28228. *
  28229. * @param float32Array The source data.
  28230. * @param inputWidth The width of the input panorama.
  28231. * @param inputHeight The height of the input panorama.
  28232. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  28233. * @return The cubemap data
  28234. */
  28235. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  28236. private static CreateCubemapTexture;
  28237. private static CalcProjectionSpherical;
  28238. }
  28239. }
  28240. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  28241. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28242. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28243. import { Nullable } from "babylonjs/types";
  28244. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  28245. /**
  28246. * Helper class dealing with the extraction of spherical polynomial dataArray
  28247. * from a cube map.
  28248. */
  28249. export class CubeMapToSphericalPolynomialTools {
  28250. private static FileFaces;
  28251. /**
  28252. * Converts a texture to the according Spherical Polynomial data.
  28253. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28254. *
  28255. * @param texture The texture to extract the information from.
  28256. * @return The Spherical Polynomial data.
  28257. */
  28258. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  28259. /**
  28260. * Converts a cubemap to the according Spherical Polynomial data.
  28261. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28262. *
  28263. * @param cubeInfo The Cube map to extract the information from.
  28264. * @return The Spherical Polynomial data.
  28265. */
  28266. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  28267. }
  28268. }
  28269. declare module "babylonjs/Misc/guid" {
  28270. /**
  28271. * Class used to manipulate GUIDs
  28272. */
  28273. export class GUID {
  28274. /**
  28275. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28276. * Be aware Math.random() could cause collisions, but:
  28277. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  28278. * @returns a pseudo random id
  28279. */
  28280. static RandomId(): string;
  28281. }
  28282. }
  28283. declare module "babylonjs/Materials/Textures/baseTexture" {
  28284. import { Observable } from "babylonjs/Misc/observable";
  28285. import { Nullable } from "babylonjs/types";
  28286. import { Scene } from "babylonjs/scene";
  28287. import { Matrix } from "babylonjs/Maths/math.vector";
  28288. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28289. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28290. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28291. import { ISize } from "babylonjs/Maths/math.size";
  28292. /**
  28293. * Base class of all the textures in babylon.
  28294. * It groups all the common properties the materials, post process, lights... might need
  28295. * in order to make a correct use of the texture.
  28296. */
  28297. export class BaseTexture implements IAnimatable {
  28298. /**
  28299. * Default anisotropic filtering level for the application.
  28300. * It is set to 4 as a good tradeoff between perf and quality.
  28301. */
  28302. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28303. /**
  28304. * Gets or sets the unique id of the texture
  28305. */
  28306. uniqueId: number;
  28307. /**
  28308. * Define the name of the texture.
  28309. */
  28310. name: string;
  28311. /**
  28312. * Gets or sets an object used to store user defined information.
  28313. */
  28314. metadata: any;
  28315. /**
  28316. * For internal use only. Please do not use.
  28317. */
  28318. reservedDataStore: any;
  28319. private _hasAlpha;
  28320. /**
  28321. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28322. */
  28323. hasAlpha: boolean;
  28324. /**
  28325. * Defines if the alpha value should be determined via the rgb values.
  28326. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28327. */
  28328. getAlphaFromRGB: boolean;
  28329. /**
  28330. * Intensity or strength of the texture.
  28331. * It is commonly used by materials to fine tune the intensity of the texture
  28332. */
  28333. level: number;
  28334. /**
  28335. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28336. * This is part of the texture as textures usually maps to one uv set.
  28337. */
  28338. coordinatesIndex: number;
  28339. private _coordinatesMode;
  28340. /**
  28341. * How a texture is mapped.
  28342. *
  28343. * | Value | Type | Description |
  28344. * | ----- | ----------------------------------- | ----------- |
  28345. * | 0 | EXPLICIT_MODE | |
  28346. * | 1 | SPHERICAL_MODE | |
  28347. * | 2 | PLANAR_MODE | |
  28348. * | 3 | CUBIC_MODE | |
  28349. * | 4 | PROJECTION_MODE | |
  28350. * | 5 | SKYBOX_MODE | |
  28351. * | 6 | INVCUBIC_MODE | |
  28352. * | 7 | EQUIRECTANGULAR_MODE | |
  28353. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28354. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28355. */
  28356. coordinatesMode: number;
  28357. /**
  28358. * | Value | Type | Description |
  28359. * | ----- | ------------------ | ----------- |
  28360. * | 0 | CLAMP_ADDRESSMODE | |
  28361. * | 1 | WRAP_ADDRESSMODE | |
  28362. * | 2 | MIRROR_ADDRESSMODE | |
  28363. */
  28364. wrapU: number;
  28365. /**
  28366. * | Value | Type | Description |
  28367. * | ----- | ------------------ | ----------- |
  28368. * | 0 | CLAMP_ADDRESSMODE | |
  28369. * | 1 | WRAP_ADDRESSMODE | |
  28370. * | 2 | MIRROR_ADDRESSMODE | |
  28371. */
  28372. wrapV: number;
  28373. /**
  28374. * | Value | Type | Description |
  28375. * | ----- | ------------------ | ----------- |
  28376. * | 0 | CLAMP_ADDRESSMODE | |
  28377. * | 1 | WRAP_ADDRESSMODE | |
  28378. * | 2 | MIRROR_ADDRESSMODE | |
  28379. */
  28380. wrapR: number;
  28381. /**
  28382. * With compliant hardware and browser (supporting anisotropic filtering)
  28383. * this defines the level of anisotropic filtering in the texture.
  28384. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  28385. */
  28386. anisotropicFilteringLevel: number;
  28387. /**
  28388. * Define if the texture is a cube texture or if false a 2d texture.
  28389. */
  28390. isCube: boolean;
  28391. /**
  28392. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  28393. */
  28394. is3D: boolean;
  28395. /**
  28396. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  28397. * HDR texture are usually stored in linear space.
  28398. * This only impacts the PBR and Background materials
  28399. */
  28400. gammaSpace: boolean;
  28401. /**
  28402. * Gets whether or not the texture contains RGBD data.
  28403. */
  28404. readonly isRGBD: boolean;
  28405. /**
  28406. * Is Z inverted in the texture (useful in a cube texture).
  28407. */
  28408. invertZ: boolean;
  28409. /**
  28410. * Are mip maps generated for this texture or not.
  28411. */
  28412. readonly noMipmap: boolean;
  28413. /**
  28414. * @hidden
  28415. */
  28416. lodLevelInAlpha: boolean;
  28417. /**
  28418. * With prefiltered texture, defined the offset used during the prefiltering steps.
  28419. */
  28420. lodGenerationOffset: number;
  28421. /**
  28422. * With prefiltered texture, defined the scale used during the prefiltering steps.
  28423. */
  28424. lodGenerationScale: number;
  28425. /**
  28426. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  28427. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  28428. * average roughness values.
  28429. */
  28430. linearSpecularLOD: boolean;
  28431. /**
  28432. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  28433. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  28434. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  28435. */
  28436. irradianceTexture: Nullable<BaseTexture>;
  28437. /**
  28438. * Define if the texture is a render target.
  28439. */
  28440. isRenderTarget: boolean;
  28441. /**
  28442. * Define the unique id of the texture in the scene.
  28443. */
  28444. readonly uid: string;
  28445. /**
  28446. * Return a string representation of the texture.
  28447. * @returns the texture as a string
  28448. */
  28449. toString(): string;
  28450. /**
  28451. * Get the class name of the texture.
  28452. * @returns "BaseTexture"
  28453. */
  28454. getClassName(): string;
  28455. /**
  28456. * Define the list of animation attached to the texture.
  28457. */
  28458. animations: import("babylonjs/Animations/animation").Animation[];
  28459. /**
  28460. * An event triggered when the texture is disposed.
  28461. */
  28462. onDisposeObservable: Observable<BaseTexture>;
  28463. private _onDisposeObserver;
  28464. /**
  28465. * Callback triggered when the texture has been disposed.
  28466. * Kept for back compatibility, you can use the onDisposeObservable instead.
  28467. */
  28468. onDispose: () => void;
  28469. /**
  28470. * Define the current state of the loading sequence when in delayed load mode.
  28471. */
  28472. delayLoadState: number;
  28473. private _scene;
  28474. /** @hidden */
  28475. _texture: Nullable<InternalTexture>;
  28476. private _uid;
  28477. /**
  28478. * Define if the texture is preventinga material to render or not.
  28479. * If not and the texture is not ready, the engine will use a default black texture instead.
  28480. */
  28481. readonly isBlocking: boolean;
  28482. /**
  28483. * Instantiates a new BaseTexture.
  28484. * Base class of all the textures in babylon.
  28485. * It groups all the common properties the materials, post process, lights... might need
  28486. * in order to make a correct use of the texture.
  28487. * @param scene Define the scene the texture blongs to
  28488. */
  28489. constructor(scene: Nullable<Scene>);
  28490. /**
  28491. * Get the scene the texture belongs to.
  28492. * @returns the scene or null if undefined
  28493. */
  28494. getScene(): Nullable<Scene>;
  28495. /**
  28496. * Get the texture transform matrix used to offset tile the texture for istance.
  28497. * @returns the transformation matrix
  28498. */
  28499. getTextureMatrix(): Matrix;
  28500. /**
  28501. * Get the texture reflection matrix used to rotate/transform the reflection.
  28502. * @returns the reflection matrix
  28503. */
  28504. getReflectionTextureMatrix(): Matrix;
  28505. /**
  28506. * Get the underlying lower level texture from Babylon.
  28507. * @returns the insternal texture
  28508. */
  28509. getInternalTexture(): Nullable<InternalTexture>;
  28510. /**
  28511. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  28512. * @returns true if ready or not blocking
  28513. */
  28514. isReadyOrNotBlocking(): boolean;
  28515. /**
  28516. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  28517. * @returns true if fully ready
  28518. */
  28519. isReady(): boolean;
  28520. private _cachedSize;
  28521. /**
  28522. * Get the size of the texture.
  28523. * @returns the texture size.
  28524. */
  28525. getSize(): ISize;
  28526. /**
  28527. * Get the base size of the texture.
  28528. * It can be different from the size if the texture has been resized for POT for instance
  28529. * @returns the base size
  28530. */
  28531. getBaseSize(): ISize;
  28532. /**
  28533. * Update the sampling mode of the texture.
  28534. * Default is Trilinear mode.
  28535. *
  28536. * | Value | Type | Description |
  28537. * | ----- | ------------------ | ----------- |
  28538. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  28539. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  28540. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  28541. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  28542. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  28543. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  28544. * | 7 | NEAREST_LINEAR | |
  28545. * | 8 | NEAREST_NEAREST | |
  28546. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  28547. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  28548. * | 11 | LINEAR_LINEAR | |
  28549. * | 12 | LINEAR_NEAREST | |
  28550. *
  28551. * > _mag_: magnification filter (close to the viewer)
  28552. * > _min_: minification filter (far from the viewer)
  28553. * > _mip_: filter used between mip map levels
  28554. *@param samplingMode Define the new sampling mode of the texture
  28555. */
  28556. updateSamplingMode(samplingMode: number): void;
  28557. /**
  28558. * Scales the texture if is `canRescale()`
  28559. * @param ratio the resize factor we want to use to rescale
  28560. */
  28561. scale(ratio: number): void;
  28562. /**
  28563. * Get if the texture can rescale.
  28564. */
  28565. readonly canRescale: boolean;
  28566. /** @hidden */
  28567. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  28568. /** @hidden */
  28569. _rebuild(): void;
  28570. /**
  28571. * Triggers the load sequence in delayed load mode.
  28572. */
  28573. delayLoad(): void;
  28574. /**
  28575. * Clones the texture.
  28576. * @returns the cloned texture
  28577. */
  28578. clone(): Nullable<BaseTexture>;
  28579. /**
  28580. * Get the texture underlying type (INT, FLOAT...)
  28581. */
  28582. readonly textureType: number;
  28583. /**
  28584. * Get the texture underlying format (RGB, RGBA...)
  28585. */
  28586. readonly textureFormat: number;
  28587. /**
  28588. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  28589. * This will returns an RGBA array buffer containing either in values (0-255) or
  28590. * float values (0-1) depending of the underlying buffer type.
  28591. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  28592. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  28593. * @param buffer defines a user defined buffer to fill with data (can be null)
  28594. * @returns The Array buffer containing the pixels data.
  28595. */
  28596. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  28597. /**
  28598. * Release and destroy the underlying lower level texture aka internalTexture.
  28599. */
  28600. releaseInternalTexture(): void;
  28601. /**
  28602. * Get the polynomial representation of the texture data.
  28603. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  28604. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  28605. */
  28606. sphericalPolynomial: Nullable<SphericalPolynomial>;
  28607. /** @hidden */
  28608. readonly _lodTextureHigh: Nullable<BaseTexture>;
  28609. /** @hidden */
  28610. readonly _lodTextureMid: Nullable<BaseTexture>;
  28611. /** @hidden */
  28612. readonly _lodTextureLow: Nullable<BaseTexture>;
  28613. /**
  28614. * Dispose the texture and release its associated resources.
  28615. */
  28616. dispose(): void;
  28617. /**
  28618. * Serialize the texture into a JSON representation that can be parsed later on.
  28619. * @returns the JSON representation of the texture
  28620. */
  28621. serialize(): any;
  28622. /**
  28623. * Helper function to be called back once a list of texture contains only ready textures.
  28624. * @param textures Define the list of textures to wait for
  28625. * @param callback Define the callback triggered once the entire list will be ready
  28626. */
  28627. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  28628. }
  28629. }
  28630. declare module "babylonjs/Materials/Textures/internalTexture" {
  28631. import { Observable } from "babylonjs/Misc/observable";
  28632. import { Nullable, int } from "babylonjs/types";
  28633. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28634. import { Engine } from "babylonjs/Engines/engine";
  28635. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28636. /**
  28637. * Class used to store data associated with WebGL texture data for the engine
  28638. * This class should not be used directly
  28639. */
  28640. export class InternalTexture {
  28641. /** @hidden */
  28642. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  28643. /**
  28644. * The source of the texture data is unknown
  28645. */
  28646. static DATASOURCE_UNKNOWN: number;
  28647. /**
  28648. * Texture data comes from an URL
  28649. */
  28650. static DATASOURCE_URL: number;
  28651. /**
  28652. * Texture data is only used for temporary storage
  28653. */
  28654. static DATASOURCE_TEMP: number;
  28655. /**
  28656. * Texture data comes from raw data (ArrayBuffer)
  28657. */
  28658. static DATASOURCE_RAW: number;
  28659. /**
  28660. * Texture content is dynamic (video or dynamic texture)
  28661. */
  28662. static DATASOURCE_DYNAMIC: number;
  28663. /**
  28664. * Texture content is generated by rendering to it
  28665. */
  28666. static DATASOURCE_RENDERTARGET: number;
  28667. /**
  28668. * Texture content is part of a multi render target process
  28669. */
  28670. static DATASOURCE_MULTIRENDERTARGET: number;
  28671. /**
  28672. * Texture data comes from a cube data file
  28673. */
  28674. static DATASOURCE_CUBE: number;
  28675. /**
  28676. * Texture data comes from a raw cube data
  28677. */
  28678. static DATASOURCE_CUBERAW: number;
  28679. /**
  28680. * Texture data come from a prefiltered cube data file
  28681. */
  28682. static DATASOURCE_CUBEPREFILTERED: number;
  28683. /**
  28684. * Texture content is raw 3D data
  28685. */
  28686. static DATASOURCE_RAW3D: number;
  28687. /**
  28688. * Texture content is a depth texture
  28689. */
  28690. static DATASOURCE_DEPTHTEXTURE: number;
  28691. /**
  28692. * Texture data comes from a raw cube data encoded with RGBD
  28693. */
  28694. static DATASOURCE_CUBERAW_RGBD: number;
  28695. /**
  28696. * Defines if the texture is ready
  28697. */
  28698. isReady: boolean;
  28699. /**
  28700. * Defines if the texture is a cube texture
  28701. */
  28702. isCube: boolean;
  28703. /**
  28704. * Defines if the texture contains 3D data
  28705. */
  28706. is3D: boolean;
  28707. /**
  28708. * Defines if the texture contains multiview data
  28709. */
  28710. isMultiview: boolean;
  28711. /**
  28712. * Gets the URL used to load this texture
  28713. */
  28714. url: string;
  28715. /**
  28716. * Gets the sampling mode of the texture
  28717. */
  28718. samplingMode: number;
  28719. /**
  28720. * Gets a boolean indicating if the texture needs mipmaps generation
  28721. */
  28722. generateMipMaps: boolean;
  28723. /**
  28724. * Gets the number of samples used by the texture (WebGL2+ only)
  28725. */
  28726. samples: number;
  28727. /**
  28728. * Gets the type of the texture (int, float...)
  28729. */
  28730. type: number;
  28731. /**
  28732. * Gets the format of the texture (RGB, RGBA...)
  28733. */
  28734. format: number;
  28735. /**
  28736. * Observable called when the texture is loaded
  28737. */
  28738. onLoadedObservable: Observable<InternalTexture>;
  28739. /**
  28740. * Gets the width of the texture
  28741. */
  28742. width: number;
  28743. /**
  28744. * Gets the height of the texture
  28745. */
  28746. height: number;
  28747. /**
  28748. * Gets the depth of the texture
  28749. */
  28750. depth: number;
  28751. /**
  28752. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  28753. */
  28754. baseWidth: number;
  28755. /**
  28756. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  28757. */
  28758. baseHeight: number;
  28759. /**
  28760. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  28761. */
  28762. baseDepth: number;
  28763. /**
  28764. * Gets a boolean indicating if the texture is inverted on Y axis
  28765. */
  28766. invertY: boolean;
  28767. /** @hidden */
  28768. _invertVScale: boolean;
  28769. /** @hidden */
  28770. _associatedChannel: number;
  28771. /** @hidden */
  28772. _dataSource: number;
  28773. /** @hidden */
  28774. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  28775. /** @hidden */
  28776. _bufferView: Nullable<ArrayBufferView>;
  28777. /** @hidden */
  28778. _bufferViewArray: Nullable<ArrayBufferView[]>;
  28779. /** @hidden */
  28780. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  28781. /** @hidden */
  28782. _size: number;
  28783. /** @hidden */
  28784. _extension: string;
  28785. /** @hidden */
  28786. _files: Nullable<string[]>;
  28787. /** @hidden */
  28788. _workingCanvas: Nullable<HTMLCanvasElement>;
  28789. /** @hidden */
  28790. _workingContext: Nullable<CanvasRenderingContext2D>;
  28791. /** @hidden */
  28792. _framebuffer: Nullable<WebGLFramebuffer>;
  28793. /** @hidden */
  28794. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  28795. /** @hidden */
  28796. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  28797. /** @hidden */
  28798. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  28799. /** @hidden */
  28800. _attachments: Nullable<number[]>;
  28801. /** @hidden */
  28802. _cachedCoordinatesMode: Nullable<number>;
  28803. /** @hidden */
  28804. _cachedWrapU: Nullable<number>;
  28805. /** @hidden */
  28806. _cachedWrapV: Nullable<number>;
  28807. /** @hidden */
  28808. _cachedWrapR: Nullable<number>;
  28809. /** @hidden */
  28810. _cachedAnisotropicFilteringLevel: Nullable<number>;
  28811. /** @hidden */
  28812. _isDisabled: boolean;
  28813. /** @hidden */
  28814. _compression: Nullable<string>;
  28815. /** @hidden */
  28816. _generateStencilBuffer: boolean;
  28817. /** @hidden */
  28818. _generateDepthBuffer: boolean;
  28819. /** @hidden */
  28820. _comparisonFunction: number;
  28821. /** @hidden */
  28822. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  28823. /** @hidden */
  28824. _lodGenerationScale: number;
  28825. /** @hidden */
  28826. _lodGenerationOffset: number;
  28827. /** @hidden */
  28828. _colorTextureArray: Nullable<WebGLTexture>;
  28829. /** @hidden */
  28830. _depthStencilTextureArray: Nullable<WebGLTexture>;
  28831. /** @hidden */
  28832. _lodTextureHigh: Nullable<BaseTexture>;
  28833. /** @hidden */
  28834. _lodTextureMid: Nullable<BaseTexture>;
  28835. /** @hidden */
  28836. _lodTextureLow: Nullable<BaseTexture>;
  28837. /** @hidden */
  28838. _isRGBD: boolean;
  28839. /** @hidden */
  28840. _linearSpecularLOD: boolean;
  28841. /** @hidden */
  28842. _irradianceTexture: Nullable<BaseTexture>;
  28843. /** @hidden */
  28844. _webGLTexture: Nullable<WebGLTexture>;
  28845. /** @hidden */
  28846. _references: number;
  28847. private _engine;
  28848. /**
  28849. * Gets the Engine the texture belongs to.
  28850. * @returns The babylon engine
  28851. */
  28852. getEngine(): Engine;
  28853. /**
  28854. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  28855. */
  28856. readonly dataSource: number;
  28857. /**
  28858. * Creates a new InternalTexture
  28859. * @param engine defines the engine to use
  28860. * @param dataSource defines the type of data that will be used
  28861. * @param delayAllocation if the texture allocation should be delayed (default: false)
  28862. */
  28863. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  28864. /**
  28865. * Increments the number of references (ie. the number of Texture that point to it)
  28866. */
  28867. incrementReferences(): void;
  28868. /**
  28869. * Change the size of the texture (not the size of the content)
  28870. * @param width defines the new width
  28871. * @param height defines the new height
  28872. * @param depth defines the new depth (1 by default)
  28873. */
  28874. updateSize(width: int, height: int, depth?: int): void;
  28875. /** @hidden */
  28876. _rebuild(): void;
  28877. /** @hidden */
  28878. _swapAndDie(target: InternalTexture): void;
  28879. /**
  28880. * Dispose the current allocated resources
  28881. */
  28882. dispose(): void;
  28883. }
  28884. }
  28885. declare module "babylonjs/Materials/effect" {
  28886. import { Observable } from "babylonjs/Misc/observable";
  28887. import { Nullable } from "babylonjs/types";
  28888. import { IDisposable } from "babylonjs/scene";
  28889. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  28890. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  28891. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  28892. import { Engine } from "babylonjs/Engines/engine";
  28893. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28894. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28895. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  28896. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  28897. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28898. /**
  28899. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  28900. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  28901. */
  28902. export class EffectFallbacks {
  28903. private _defines;
  28904. private _currentRank;
  28905. private _maxRank;
  28906. private _mesh;
  28907. /**
  28908. * Removes the fallback from the bound mesh.
  28909. */
  28910. unBindMesh(): void;
  28911. /**
  28912. * Adds a fallback on the specified property.
  28913. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  28914. * @param define The name of the define in the shader
  28915. */
  28916. addFallback(rank: number, define: string): void;
  28917. /**
  28918. * Sets the mesh to use CPU skinning when needing to fallback.
  28919. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  28920. * @param mesh The mesh to use the fallbacks.
  28921. */
  28922. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  28923. /**
  28924. * Checks to see if more fallbacks are still availible.
  28925. */
  28926. readonly isMoreFallbacks: boolean;
  28927. /**
  28928. * Removes the defines that should be removed when falling back.
  28929. * @param currentDefines defines the current define statements for the shader.
  28930. * @param effect defines the current effect we try to compile
  28931. * @returns The resulting defines with defines of the current rank removed.
  28932. */
  28933. reduce(currentDefines: string, effect: Effect): string;
  28934. }
  28935. /**
  28936. * Options to be used when creating an effect.
  28937. */
  28938. export class EffectCreationOptions {
  28939. /**
  28940. * Atrributes that will be used in the shader.
  28941. */
  28942. attributes: string[];
  28943. /**
  28944. * Uniform varible names that will be set in the shader.
  28945. */
  28946. uniformsNames: string[];
  28947. /**
  28948. * Uniform buffer varible names that will be set in the shader.
  28949. */
  28950. uniformBuffersNames: string[];
  28951. /**
  28952. * Sampler texture variable names that will be set in the shader.
  28953. */
  28954. samplers: string[];
  28955. /**
  28956. * Define statements that will be set in the shader.
  28957. */
  28958. defines: any;
  28959. /**
  28960. * Possible fallbacks for this effect to improve performance when needed.
  28961. */
  28962. fallbacks: Nullable<EffectFallbacks>;
  28963. /**
  28964. * Callback that will be called when the shader is compiled.
  28965. */
  28966. onCompiled: Nullable<(effect: Effect) => void>;
  28967. /**
  28968. * Callback that will be called if an error occurs during shader compilation.
  28969. */
  28970. onError: Nullable<(effect: Effect, errors: string) => void>;
  28971. /**
  28972. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  28973. */
  28974. indexParameters: any;
  28975. /**
  28976. * Max number of lights that can be used in the shader.
  28977. */
  28978. maxSimultaneousLights: number;
  28979. /**
  28980. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  28981. */
  28982. transformFeedbackVaryings: Nullable<string[]>;
  28983. }
  28984. /**
  28985. * Effect containing vertex and fragment shader that can be executed on an object.
  28986. */
  28987. export class Effect implements IDisposable {
  28988. /**
  28989. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  28990. */
  28991. static ShadersRepository: string;
  28992. /**
  28993. * Name of the effect.
  28994. */
  28995. name: any;
  28996. /**
  28997. * String container all the define statements that should be set on the shader.
  28998. */
  28999. defines: string;
  29000. /**
  29001. * Callback that will be called when the shader is compiled.
  29002. */
  29003. onCompiled: Nullable<(effect: Effect) => void>;
  29004. /**
  29005. * Callback that will be called if an error occurs during shader compilation.
  29006. */
  29007. onError: Nullable<(effect: Effect, errors: string) => void>;
  29008. /**
  29009. * Callback that will be called when effect is bound.
  29010. */
  29011. onBind: Nullable<(effect: Effect) => void>;
  29012. /**
  29013. * Unique ID of the effect.
  29014. */
  29015. uniqueId: number;
  29016. /**
  29017. * Observable that will be called when the shader is compiled.
  29018. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29019. */
  29020. onCompileObservable: Observable<Effect>;
  29021. /**
  29022. * Observable that will be called if an error occurs during shader compilation.
  29023. */
  29024. onErrorObservable: Observable<Effect>;
  29025. /** @hidden */
  29026. _onBindObservable: Nullable<Observable<Effect>>;
  29027. /**
  29028. * Observable that will be called when effect is bound.
  29029. */
  29030. readonly onBindObservable: Observable<Effect>;
  29031. /** @hidden */
  29032. _bonesComputationForcedToCPU: boolean;
  29033. private static _uniqueIdSeed;
  29034. private _engine;
  29035. private _uniformBuffersNames;
  29036. private _uniformsNames;
  29037. private _samplerList;
  29038. private _samplers;
  29039. private _isReady;
  29040. private _compilationError;
  29041. private _attributesNames;
  29042. private _attributes;
  29043. private _uniforms;
  29044. /**
  29045. * Key for the effect.
  29046. * @hidden
  29047. */
  29048. _key: string;
  29049. private _indexParameters;
  29050. private _fallbacks;
  29051. private _vertexSourceCode;
  29052. private _fragmentSourceCode;
  29053. private _vertexSourceCodeOverride;
  29054. private _fragmentSourceCodeOverride;
  29055. private _transformFeedbackVaryings;
  29056. /**
  29057. * Compiled shader to webGL program.
  29058. * @hidden
  29059. */
  29060. _pipelineContext: Nullable<IPipelineContext>;
  29061. private _valueCache;
  29062. private static _baseCache;
  29063. /**
  29064. * Instantiates an effect.
  29065. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29066. * @param baseName Name of the effect.
  29067. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29068. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29069. * @param samplers List of sampler variables that will be passed to the shader.
  29070. * @param engine Engine to be used to render the effect
  29071. * @param defines Define statements to be added to the shader.
  29072. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29073. * @param onCompiled Callback that will be called when the shader is compiled.
  29074. * @param onError Callback that will be called if an error occurs during shader compilation.
  29075. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29076. */
  29077. constructor(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: Nullable<string[]>, engine?: Engine, defines?: Nullable<string>, fallbacks?: Nullable<EffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  29078. private _useFinalCode;
  29079. /**
  29080. * Unique key for this effect
  29081. */
  29082. readonly key: string;
  29083. /**
  29084. * If the effect has been compiled and prepared.
  29085. * @returns if the effect is compiled and prepared.
  29086. */
  29087. isReady(): boolean;
  29088. /**
  29089. * The engine the effect was initialized with.
  29090. * @returns the engine.
  29091. */
  29092. getEngine(): Engine;
  29093. /**
  29094. * The pipeline context for this effect
  29095. * @returns the associated pipeline context
  29096. */
  29097. getPipelineContext(): Nullable<IPipelineContext>;
  29098. /**
  29099. * The set of names of attribute variables for the shader.
  29100. * @returns An array of attribute names.
  29101. */
  29102. getAttributesNames(): string[];
  29103. /**
  29104. * Returns the attribute at the given index.
  29105. * @param index The index of the attribute.
  29106. * @returns The location of the attribute.
  29107. */
  29108. getAttributeLocation(index: number): number;
  29109. /**
  29110. * Returns the attribute based on the name of the variable.
  29111. * @param name of the attribute to look up.
  29112. * @returns the attribute location.
  29113. */
  29114. getAttributeLocationByName(name: string): number;
  29115. /**
  29116. * The number of attributes.
  29117. * @returns the numnber of attributes.
  29118. */
  29119. getAttributesCount(): number;
  29120. /**
  29121. * Gets the index of a uniform variable.
  29122. * @param uniformName of the uniform to look up.
  29123. * @returns the index.
  29124. */
  29125. getUniformIndex(uniformName: string): number;
  29126. /**
  29127. * Returns the attribute based on the name of the variable.
  29128. * @param uniformName of the uniform to look up.
  29129. * @returns the location of the uniform.
  29130. */
  29131. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29132. /**
  29133. * Returns an array of sampler variable names
  29134. * @returns The array of sampler variable neames.
  29135. */
  29136. getSamplers(): string[];
  29137. /**
  29138. * The error from the last compilation.
  29139. * @returns the error string.
  29140. */
  29141. getCompilationError(): string;
  29142. /**
  29143. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29144. * @param func The callback to be used.
  29145. */
  29146. executeWhenCompiled(func: (effect: Effect) => void): void;
  29147. private _checkIsReady;
  29148. /** @hidden */
  29149. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  29150. /** @hidden */
  29151. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  29152. /** @hidden */
  29153. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  29154. /**
  29155. * Recompiles the webGL program
  29156. * @param vertexSourceCode The source code for the vertex shader.
  29157. * @param fragmentSourceCode The source code for the fragment shader.
  29158. * @param onCompiled Callback called when completed.
  29159. * @param onError Callback called on error.
  29160. * @hidden
  29161. */
  29162. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29163. /**
  29164. * Prepares the effect
  29165. * @hidden
  29166. */
  29167. _prepareEffect(): void;
  29168. /**
  29169. * Checks if the effect is supported. (Must be called after compilation)
  29170. */
  29171. readonly isSupported: boolean;
  29172. /**
  29173. * Binds a texture to the engine to be used as output of the shader.
  29174. * @param channel Name of the output variable.
  29175. * @param texture Texture to bind.
  29176. * @hidden
  29177. */
  29178. _bindTexture(channel: string, texture: InternalTexture): void;
  29179. /**
  29180. * Sets a texture on the engine to be used in the shader.
  29181. * @param channel Name of the sampler variable.
  29182. * @param texture Texture to set.
  29183. */
  29184. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29185. /**
  29186. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29187. * @param channel Name of the sampler variable.
  29188. * @param texture Texture to set.
  29189. */
  29190. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29191. /**
  29192. * Sets an array of textures on the engine to be used in the shader.
  29193. * @param channel Name of the variable.
  29194. * @param textures Textures to set.
  29195. */
  29196. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29197. /**
  29198. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  29199. * @param channel Name of the sampler variable.
  29200. * @param postProcess Post process to get the input texture from.
  29201. */
  29202. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29203. /**
  29204. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29205. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  29206. * @param channel Name of the sampler variable.
  29207. * @param postProcess Post process to get the output texture from.
  29208. */
  29209. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29210. /** @hidden */
  29211. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29212. /** @hidden */
  29213. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29214. /** @hidden */
  29215. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29216. /** @hidden */
  29217. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29218. /**
  29219. * Binds a buffer to a uniform.
  29220. * @param buffer Buffer to bind.
  29221. * @param name Name of the uniform variable to bind to.
  29222. */
  29223. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29224. /**
  29225. * Binds block to a uniform.
  29226. * @param blockName Name of the block to bind.
  29227. * @param index Index to bind.
  29228. */
  29229. bindUniformBlock(blockName: string, index: number): void;
  29230. /**
  29231. * Sets an interger value on a uniform variable.
  29232. * @param uniformName Name of the variable.
  29233. * @param value Value to be set.
  29234. * @returns this effect.
  29235. */
  29236. setInt(uniformName: string, value: number): Effect;
  29237. /**
  29238. * Sets an int array on a uniform variable.
  29239. * @param uniformName Name of the variable.
  29240. * @param array array to be set.
  29241. * @returns this effect.
  29242. */
  29243. setIntArray(uniformName: string, array: Int32Array): Effect;
  29244. /**
  29245. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  29246. * @param uniformName Name of the variable.
  29247. * @param array array to be set.
  29248. * @returns this effect.
  29249. */
  29250. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29251. /**
  29252. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  29253. * @param uniformName Name of the variable.
  29254. * @param array array to be set.
  29255. * @returns this effect.
  29256. */
  29257. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29258. /**
  29259. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  29260. * @param uniformName Name of the variable.
  29261. * @param array array to be set.
  29262. * @returns this effect.
  29263. */
  29264. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29265. /**
  29266. * Sets an float array on a uniform variable.
  29267. * @param uniformName Name of the variable.
  29268. * @param array array to be set.
  29269. * @returns this effect.
  29270. */
  29271. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29272. /**
  29273. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  29274. * @param uniformName Name of the variable.
  29275. * @param array array to be set.
  29276. * @returns this effect.
  29277. */
  29278. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29279. /**
  29280. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  29281. * @param uniformName Name of the variable.
  29282. * @param array array to be set.
  29283. * @returns this effect.
  29284. */
  29285. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29286. /**
  29287. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  29288. * @param uniformName Name of the variable.
  29289. * @param array array to be set.
  29290. * @returns this effect.
  29291. */
  29292. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29293. /**
  29294. * Sets an array on a uniform variable.
  29295. * @param uniformName Name of the variable.
  29296. * @param array array to be set.
  29297. * @returns this effect.
  29298. */
  29299. setArray(uniformName: string, array: number[]): Effect;
  29300. /**
  29301. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  29302. * @param uniformName Name of the variable.
  29303. * @param array array to be set.
  29304. * @returns this effect.
  29305. */
  29306. setArray2(uniformName: string, array: number[]): Effect;
  29307. /**
  29308. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  29309. * @param uniformName Name of the variable.
  29310. * @param array array to be set.
  29311. * @returns this effect.
  29312. */
  29313. setArray3(uniformName: string, array: number[]): Effect;
  29314. /**
  29315. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  29316. * @param uniformName Name of the variable.
  29317. * @param array array to be set.
  29318. * @returns this effect.
  29319. */
  29320. setArray4(uniformName: string, array: number[]): Effect;
  29321. /**
  29322. * Sets matrices on a uniform variable.
  29323. * @param uniformName Name of the variable.
  29324. * @param matrices matrices to be set.
  29325. * @returns this effect.
  29326. */
  29327. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29328. /**
  29329. * Sets matrix on a uniform variable.
  29330. * @param uniformName Name of the variable.
  29331. * @param matrix matrix to be set.
  29332. * @returns this effect.
  29333. */
  29334. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29335. /**
  29336. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  29337. * @param uniformName Name of the variable.
  29338. * @param matrix matrix to be set.
  29339. * @returns this effect.
  29340. */
  29341. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29342. /**
  29343. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29344. * @param uniformName Name of the variable.
  29345. * @param matrix matrix to be set.
  29346. * @returns this effect.
  29347. */
  29348. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29349. /**
  29350. * Sets a float on a uniform variable.
  29351. * @param uniformName Name of the variable.
  29352. * @param value value to be set.
  29353. * @returns this effect.
  29354. */
  29355. setFloat(uniformName: string, value: number): Effect;
  29356. /**
  29357. * Sets a boolean on a uniform variable.
  29358. * @param uniformName Name of the variable.
  29359. * @param bool value to be set.
  29360. * @returns this effect.
  29361. */
  29362. setBool(uniformName: string, bool: boolean): Effect;
  29363. /**
  29364. * Sets a Vector2 on a uniform variable.
  29365. * @param uniformName Name of the variable.
  29366. * @param vector2 vector2 to be set.
  29367. * @returns this effect.
  29368. */
  29369. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29370. /**
  29371. * Sets a float2 on a uniform variable.
  29372. * @param uniformName Name of the variable.
  29373. * @param x First float in float2.
  29374. * @param y Second float in float2.
  29375. * @returns this effect.
  29376. */
  29377. setFloat2(uniformName: string, x: number, y: number): Effect;
  29378. /**
  29379. * Sets a Vector3 on a uniform variable.
  29380. * @param uniformName Name of the variable.
  29381. * @param vector3 Value to be set.
  29382. * @returns this effect.
  29383. */
  29384. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29385. /**
  29386. * Sets a float3 on a uniform variable.
  29387. * @param uniformName Name of the variable.
  29388. * @param x First float in float3.
  29389. * @param y Second float in float3.
  29390. * @param z Third float in float3.
  29391. * @returns this effect.
  29392. */
  29393. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29394. /**
  29395. * Sets a Vector4 on a uniform variable.
  29396. * @param uniformName Name of the variable.
  29397. * @param vector4 Value to be set.
  29398. * @returns this effect.
  29399. */
  29400. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29401. /**
  29402. * Sets a float4 on a uniform variable.
  29403. * @param uniformName Name of the variable.
  29404. * @param x First float in float4.
  29405. * @param y Second float in float4.
  29406. * @param z Third float in float4.
  29407. * @param w Fourth float in float4.
  29408. * @returns this effect.
  29409. */
  29410. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29411. /**
  29412. * Sets a Color3 on a uniform variable.
  29413. * @param uniformName Name of the variable.
  29414. * @param color3 Value to be set.
  29415. * @returns this effect.
  29416. */
  29417. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29418. /**
  29419. * Sets a Color4 on a uniform variable.
  29420. * @param uniformName Name of the variable.
  29421. * @param color3 Value to be set.
  29422. * @param alpha Alpha value to be set.
  29423. * @returns this effect.
  29424. */
  29425. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29426. /**
  29427. * Sets a Color4 on a uniform variable
  29428. * @param uniformName defines the name of the variable
  29429. * @param color4 defines the value to be set
  29430. * @returns this effect.
  29431. */
  29432. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29433. /** Release all associated resources */
  29434. dispose(): void;
  29435. /**
  29436. * This function will add a new shader to the shader store
  29437. * @param name the name of the shader
  29438. * @param pixelShader optional pixel shader content
  29439. * @param vertexShader optional vertex shader content
  29440. */
  29441. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29442. /**
  29443. * Store of each shader (The can be looked up using effect.key)
  29444. */
  29445. static ShadersStore: {
  29446. [key: string]: string;
  29447. };
  29448. /**
  29449. * Store of each included file for a shader (The can be looked up using effect.key)
  29450. */
  29451. static IncludesShadersStore: {
  29452. [key: string]: string;
  29453. };
  29454. /**
  29455. * Resets the cache of effects.
  29456. */
  29457. static ResetCache(): void;
  29458. }
  29459. }
  29460. declare module "babylonjs/Materials/uniformBuffer" {
  29461. import { Nullable, FloatArray } from "babylonjs/types";
  29462. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  29463. import { Engine } from "babylonjs/Engines/engine";
  29464. import { Effect } from "babylonjs/Materials/effect";
  29465. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29466. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29467. import { Color3 } from "babylonjs/Maths/math.color";
  29468. /**
  29469. * Uniform buffer objects.
  29470. *
  29471. * Handles blocks of uniform on the GPU.
  29472. *
  29473. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29474. *
  29475. * For more information, please refer to :
  29476. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29477. */
  29478. export class UniformBuffer {
  29479. private _engine;
  29480. private _buffer;
  29481. private _data;
  29482. private _bufferData;
  29483. private _dynamic?;
  29484. private _uniformLocations;
  29485. private _uniformSizes;
  29486. private _uniformLocationPointer;
  29487. private _needSync;
  29488. private _noUBO;
  29489. private _currentEffect;
  29490. private static _MAX_UNIFORM_SIZE;
  29491. private static _tempBuffer;
  29492. /**
  29493. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  29494. * This is dynamic to allow compat with webgl 1 and 2.
  29495. * You will need to pass the name of the uniform as well as the value.
  29496. */
  29497. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  29498. /**
  29499. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  29500. * This is dynamic to allow compat with webgl 1 and 2.
  29501. * You will need to pass the name of the uniform as well as the value.
  29502. */
  29503. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  29504. /**
  29505. * Lambda to Update a single float in a uniform buffer.
  29506. * This is dynamic to allow compat with webgl 1 and 2.
  29507. * You will need to pass the name of the uniform as well as the value.
  29508. */
  29509. updateFloat: (name: string, x: number) => void;
  29510. /**
  29511. * Lambda to Update a vec2 of float in a uniform buffer.
  29512. * This is dynamic to allow compat with webgl 1 and 2.
  29513. * You will need to pass the name of the uniform as well as the value.
  29514. */
  29515. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  29516. /**
  29517. * Lambda to Update a vec3 of float in a uniform buffer.
  29518. * This is dynamic to allow compat with webgl 1 and 2.
  29519. * You will need to pass the name of the uniform as well as the value.
  29520. */
  29521. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  29522. /**
  29523. * Lambda to Update a vec4 of float in a uniform buffer.
  29524. * This is dynamic to allow compat with webgl 1 and 2.
  29525. * You will need to pass the name of the uniform as well as the value.
  29526. */
  29527. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  29528. /**
  29529. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  29530. * This is dynamic to allow compat with webgl 1 and 2.
  29531. * You will need to pass the name of the uniform as well as the value.
  29532. */
  29533. updateMatrix: (name: string, mat: Matrix) => void;
  29534. /**
  29535. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  29536. * This is dynamic to allow compat with webgl 1 and 2.
  29537. * You will need to pass the name of the uniform as well as the value.
  29538. */
  29539. updateVector3: (name: string, vector: Vector3) => void;
  29540. /**
  29541. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  29542. * This is dynamic to allow compat with webgl 1 and 2.
  29543. * You will need to pass the name of the uniform as well as the value.
  29544. */
  29545. updateVector4: (name: string, vector: Vector4) => void;
  29546. /**
  29547. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  29548. * This is dynamic to allow compat with webgl 1 and 2.
  29549. * You will need to pass the name of the uniform as well as the value.
  29550. */
  29551. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  29552. /**
  29553. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  29554. * This is dynamic to allow compat with webgl 1 and 2.
  29555. * You will need to pass the name of the uniform as well as the value.
  29556. */
  29557. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  29558. /**
  29559. * Instantiates a new Uniform buffer objects.
  29560. *
  29561. * Handles blocks of uniform on the GPU.
  29562. *
  29563. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29564. *
  29565. * For more information, please refer to :
  29566. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29567. * @param engine Define the engine the buffer is associated with
  29568. * @param data Define the data contained in the buffer
  29569. * @param dynamic Define if the buffer is updatable
  29570. */
  29571. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  29572. /**
  29573. * Indicates if the buffer is using the WebGL2 UBO implementation,
  29574. * or just falling back on setUniformXXX calls.
  29575. */
  29576. readonly useUbo: boolean;
  29577. /**
  29578. * Indicates if the WebGL underlying uniform buffer is in sync
  29579. * with the javascript cache data.
  29580. */
  29581. readonly isSync: boolean;
  29582. /**
  29583. * Indicates if the WebGL underlying uniform buffer is dynamic.
  29584. * Also, a dynamic UniformBuffer will disable cache verification and always
  29585. * update the underlying WebGL uniform buffer to the GPU.
  29586. * @returns if Dynamic, otherwise false
  29587. */
  29588. isDynamic(): boolean;
  29589. /**
  29590. * The data cache on JS side.
  29591. * @returns the underlying data as a float array
  29592. */
  29593. getData(): Float32Array;
  29594. /**
  29595. * The underlying WebGL Uniform buffer.
  29596. * @returns the webgl buffer
  29597. */
  29598. getBuffer(): Nullable<DataBuffer>;
  29599. /**
  29600. * std140 layout specifies how to align data within an UBO structure.
  29601. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  29602. * for specs.
  29603. */
  29604. private _fillAlignment;
  29605. /**
  29606. * Adds an uniform in the buffer.
  29607. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  29608. * for the layout to be correct !
  29609. * @param name Name of the uniform, as used in the uniform block in the shader.
  29610. * @param size Data size, or data directly.
  29611. */
  29612. addUniform(name: string, size: number | number[]): void;
  29613. /**
  29614. * Adds a Matrix 4x4 to the uniform buffer.
  29615. * @param name Name of the uniform, as used in the uniform block in the shader.
  29616. * @param mat A 4x4 matrix.
  29617. */
  29618. addMatrix(name: string, mat: Matrix): void;
  29619. /**
  29620. * Adds a vec2 to the uniform buffer.
  29621. * @param name Name of the uniform, as used in the uniform block in the shader.
  29622. * @param x Define the x component value of the vec2
  29623. * @param y Define the y component value of the vec2
  29624. */
  29625. addFloat2(name: string, x: number, y: number): void;
  29626. /**
  29627. * Adds a vec3 to the uniform buffer.
  29628. * @param name Name of the uniform, as used in the uniform block in the shader.
  29629. * @param x Define the x component value of the vec3
  29630. * @param y Define the y component value of the vec3
  29631. * @param z Define the z component value of the vec3
  29632. */
  29633. addFloat3(name: string, x: number, y: number, z: number): void;
  29634. /**
  29635. * Adds a vec3 to the uniform buffer.
  29636. * @param name Name of the uniform, as used in the uniform block in the shader.
  29637. * @param color Define the vec3 from a Color
  29638. */
  29639. addColor3(name: string, color: Color3): void;
  29640. /**
  29641. * Adds a vec4 to the uniform buffer.
  29642. * @param name Name of the uniform, as used in the uniform block in the shader.
  29643. * @param color Define the rgb components from a Color
  29644. * @param alpha Define the a component of the vec4
  29645. */
  29646. addColor4(name: string, color: Color3, alpha: number): void;
  29647. /**
  29648. * Adds a vec3 to the uniform buffer.
  29649. * @param name Name of the uniform, as used in the uniform block in the shader.
  29650. * @param vector Define the vec3 components from a Vector
  29651. */
  29652. addVector3(name: string, vector: Vector3): void;
  29653. /**
  29654. * Adds a Matrix 3x3 to the uniform buffer.
  29655. * @param name Name of the uniform, as used in the uniform block in the shader.
  29656. */
  29657. addMatrix3x3(name: string): void;
  29658. /**
  29659. * Adds a Matrix 2x2 to the uniform buffer.
  29660. * @param name Name of the uniform, as used in the uniform block in the shader.
  29661. */
  29662. addMatrix2x2(name: string): void;
  29663. /**
  29664. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  29665. */
  29666. create(): void;
  29667. /** @hidden */
  29668. _rebuild(): void;
  29669. /**
  29670. * Updates the WebGL Uniform Buffer on the GPU.
  29671. * If the `dynamic` flag is set to true, no cache comparison is done.
  29672. * Otherwise, the buffer will be updated only if the cache differs.
  29673. */
  29674. update(): void;
  29675. /**
  29676. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  29677. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29678. * @param data Define the flattened data
  29679. * @param size Define the size of the data.
  29680. */
  29681. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  29682. private _updateMatrix3x3ForUniform;
  29683. private _updateMatrix3x3ForEffect;
  29684. private _updateMatrix2x2ForEffect;
  29685. private _updateMatrix2x2ForUniform;
  29686. private _updateFloatForEffect;
  29687. private _updateFloatForUniform;
  29688. private _updateFloat2ForEffect;
  29689. private _updateFloat2ForUniform;
  29690. private _updateFloat3ForEffect;
  29691. private _updateFloat3ForUniform;
  29692. private _updateFloat4ForEffect;
  29693. private _updateFloat4ForUniform;
  29694. private _updateMatrixForEffect;
  29695. private _updateMatrixForUniform;
  29696. private _updateVector3ForEffect;
  29697. private _updateVector3ForUniform;
  29698. private _updateVector4ForEffect;
  29699. private _updateVector4ForUniform;
  29700. private _updateColor3ForEffect;
  29701. private _updateColor3ForUniform;
  29702. private _updateColor4ForEffect;
  29703. private _updateColor4ForUniform;
  29704. /**
  29705. * Sets a sampler uniform on the effect.
  29706. * @param name Define the name of the sampler.
  29707. * @param texture Define the texture to set in the sampler
  29708. */
  29709. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  29710. /**
  29711. * Directly updates the value of the uniform in the cache AND on the GPU.
  29712. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29713. * @param data Define the flattened data
  29714. */
  29715. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  29716. /**
  29717. * Binds this uniform buffer to an effect.
  29718. * @param effect Define the effect to bind the buffer to
  29719. * @param name Name of the uniform block in the shader.
  29720. */
  29721. bindToEffect(effect: Effect, name: string): void;
  29722. /**
  29723. * Disposes the uniform buffer.
  29724. */
  29725. dispose(): void;
  29726. }
  29727. }
  29728. declare module "babylonjs/Audio/analyser" {
  29729. import { Scene } from "babylonjs/scene";
  29730. /**
  29731. * Class used to work with sound analyzer using fast fourier transform (FFT)
  29732. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29733. */
  29734. export class Analyser {
  29735. /**
  29736. * Gets or sets the smoothing
  29737. * @ignorenaming
  29738. */
  29739. SMOOTHING: number;
  29740. /**
  29741. * Gets or sets the FFT table size
  29742. * @ignorenaming
  29743. */
  29744. FFT_SIZE: number;
  29745. /**
  29746. * Gets or sets the bar graph amplitude
  29747. * @ignorenaming
  29748. */
  29749. BARGRAPHAMPLITUDE: number;
  29750. /**
  29751. * Gets or sets the position of the debug canvas
  29752. * @ignorenaming
  29753. */
  29754. DEBUGCANVASPOS: {
  29755. x: number;
  29756. y: number;
  29757. };
  29758. /**
  29759. * Gets or sets the debug canvas size
  29760. * @ignorenaming
  29761. */
  29762. DEBUGCANVASSIZE: {
  29763. width: number;
  29764. height: number;
  29765. };
  29766. private _byteFreqs;
  29767. private _byteTime;
  29768. private _floatFreqs;
  29769. private _webAudioAnalyser;
  29770. private _debugCanvas;
  29771. private _debugCanvasContext;
  29772. private _scene;
  29773. private _registerFunc;
  29774. private _audioEngine;
  29775. /**
  29776. * Creates a new analyser
  29777. * @param scene defines hosting scene
  29778. */
  29779. constructor(scene: Scene);
  29780. /**
  29781. * Get the number of data values you will have to play with for the visualization
  29782. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  29783. * @returns a number
  29784. */
  29785. getFrequencyBinCount(): number;
  29786. /**
  29787. * Gets the current frequency data as a byte array
  29788. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29789. * @returns a Uint8Array
  29790. */
  29791. getByteFrequencyData(): Uint8Array;
  29792. /**
  29793. * Gets the current waveform as a byte array
  29794. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  29795. * @returns a Uint8Array
  29796. */
  29797. getByteTimeDomainData(): Uint8Array;
  29798. /**
  29799. * Gets the current frequency data as a float array
  29800. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29801. * @returns a Float32Array
  29802. */
  29803. getFloatFrequencyData(): Float32Array;
  29804. /**
  29805. * Renders the debug canvas
  29806. */
  29807. drawDebugCanvas(): void;
  29808. /**
  29809. * Stops rendering the debug canvas and removes it
  29810. */
  29811. stopDebugCanvas(): void;
  29812. /**
  29813. * Connects two audio nodes
  29814. * @param inputAudioNode defines first node to connect
  29815. * @param outputAudioNode defines second node to connect
  29816. */
  29817. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  29818. /**
  29819. * Releases all associated resources
  29820. */
  29821. dispose(): void;
  29822. }
  29823. }
  29824. declare module "babylonjs/Audio/audioEngine" {
  29825. import { IDisposable } from "babylonjs/scene";
  29826. import { Analyser } from "babylonjs/Audio/analyser";
  29827. import { Nullable } from "babylonjs/types";
  29828. import { Observable } from "babylonjs/Misc/observable";
  29829. /**
  29830. * This represents an audio engine and it is responsible
  29831. * to play, synchronize and analyse sounds throughout the application.
  29832. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29833. */
  29834. export interface IAudioEngine extends IDisposable {
  29835. /**
  29836. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29837. */
  29838. readonly canUseWebAudio: boolean;
  29839. /**
  29840. * Gets the current AudioContext if available.
  29841. */
  29842. readonly audioContext: Nullable<AudioContext>;
  29843. /**
  29844. * The master gain node defines the global audio volume of your audio engine.
  29845. */
  29846. readonly masterGain: GainNode;
  29847. /**
  29848. * Gets whether or not mp3 are supported by your browser.
  29849. */
  29850. readonly isMP3supported: boolean;
  29851. /**
  29852. * Gets whether or not ogg are supported by your browser.
  29853. */
  29854. readonly isOGGsupported: boolean;
  29855. /**
  29856. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29857. * @ignoreNaming
  29858. */
  29859. WarnedWebAudioUnsupported: boolean;
  29860. /**
  29861. * Defines if the audio engine relies on a custom unlocked button.
  29862. * In this case, the embedded button will not be displayed.
  29863. */
  29864. useCustomUnlockedButton: boolean;
  29865. /**
  29866. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  29867. */
  29868. readonly unlocked: boolean;
  29869. /**
  29870. * Event raised when audio has been unlocked on the browser.
  29871. */
  29872. onAudioUnlockedObservable: Observable<AudioEngine>;
  29873. /**
  29874. * Event raised when audio has been locked on the browser.
  29875. */
  29876. onAudioLockedObservable: Observable<AudioEngine>;
  29877. /**
  29878. * Flags the audio engine in Locked state.
  29879. * This happens due to new browser policies preventing audio to autoplay.
  29880. */
  29881. lock(): void;
  29882. /**
  29883. * Unlocks the audio engine once a user action has been done on the dom.
  29884. * This is helpful to resume play once browser policies have been satisfied.
  29885. */
  29886. unlock(): void;
  29887. }
  29888. /**
  29889. * This represents the default audio engine used in babylon.
  29890. * It is responsible to play, synchronize and analyse sounds throughout the application.
  29891. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29892. */
  29893. export class AudioEngine implements IAudioEngine {
  29894. private _audioContext;
  29895. private _audioContextInitialized;
  29896. private _muteButton;
  29897. private _hostElement;
  29898. /**
  29899. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29900. */
  29901. canUseWebAudio: boolean;
  29902. /**
  29903. * The master gain node defines the global audio volume of your audio engine.
  29904. */
  29905. masterGain: GainNode;
  29906. /**
  29907. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29908. * @ignoreNaming
  29909. */
  29910. WarnedWebAudioUnsupported: boolean;
  29911. /**
  29912. * Gets whether or not mp3 are supported by your browser.
  29913. */
  29914. isMP3supported: boolean;
  29915. /**
  29916. * Gets whether or not ogg are supported by your browser.
  29917. */
  29918. isOGGsupported: boolean;
  29919. /**
  29920. * Gets whether audio has been unlocked on the device.
  29921. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  29922. * a user interaction has happened.
  29923. */
  29924. unlocked: boolean;
  29925. /**
  29926. * Defines if the audio engine relies on a custom unlocked button.
  29927. * In this case, the embedded button will not be displayed.
  29928. */
  29929. useCustomUnlockedButton: boolean;
  29930. /**
  29931. * Event raised when audio has been unlocked on the browser.
  29932. */
  29933. onAudioUnlockedObservable: Observable<AudioEngine>;
  29934. /**
  29935. * Event raised when audio has been locked on the browser.
  29936. */
  29937. onAudioLockedObservable: Observable<AudioEngine>;
  29938. /**
  29939. * Gets the current AudioContext if available.
  29940. */
  29941. readonly audioContext: Nullable<AudioContext>;
  29942. private _connectedAnalyser;
  29943. /**
  29944. * Instantiates a new audio engine.
  29945. *
  29946. * There should be only one per page as some browsers restrict the number
  29947. * of audio contexts you can create.
  29948. * @param hostElement defines the host element where to display the mute icon if necessary
  29949. */
  29950. constructor(hostElement?: Nullable<HTMLElement>);
  29951. /**
  29952. * Flags the audio engine in Locked state.
  29953. * This happens due to new browser policies preventing audio to autoplay.
  29954. */
  29955. lock(): void;
  29956. /**
  29957. * Unlocks the audio engine once a user action has been done on the dom.
  29958. * This is helpful to resume play once browser policies have been satisfied.
  29959. */
  29960. unlock(): void;
  29961. private _resumeAudioContext;
  29962. private _initializeAudioContext;
  29963. private _tryToRun;
  29964. private _triggerRunningState;
  29965. private _triggerSuspendedState;
  29966. private _displayMuteButton;
  29967. private _moveButtonToTopLeft;
  29968. private _onResize;
  29969. private _hideMuteButton;
  29970. /**
  29971. * Destroy and release the resources associated with the audio ccontext.
  29972. */
  29973. dispose(): void;
  29974. /**
  29975. * Gets the global volume sets on the master gain.
  29976. * @returns the global volume if set or -1 otherwise
  29977. */
  29978. getGlobalVolume(): number;
  29979. /**
  29980. * Sets the global volume of your experience (sets on the master gain).
  29981. * @param newVolume Defines the new global volume of the application
  29982. */
  29983. setGlobalVolume(newVolume: number): void;
  29984. /**
  29985. * Connect the audio engine to an audio analyser allowing some amazing
  29986. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  29987. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  29988. * @param analyser The analyser to connect to the engine
  29989. */
  29990. connectToAnalyser(analyser: Analyser): void;
  29991. }
  29992. }
  29993. declare module "babylonjs/Loading/loadingScreen" {
  29994. /**
  29995. * Interface used to present a loading screen while loading a scene
  29996. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  29997. */
  29998. export interface ILoadingScreen {
  29999. /**
  30000. * Function called to display the loading screen
  30001. */
  30002. displayLoadingUI: () => void;
  30003. /**
  30004. * Function called to hide the loading screen
  30005. */
  30006. hideLoadingUI: () => void;
  30007. /**
  30008. * Gets or sets the color to use for the background
  30009. */
  30010. loadingUIBackgroundColor: string;
  30011. /**
  30012. * Gets or sets the text to display while loading
  30013. */
  30014. loadingUIText: string;
  30015. }
  30016. /**
  30017. * Class used for the default loading screen
  30018. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30019. */
  30020. export class DefaultLoadingScreen implements ILoadingScreen {
  30021. private _renderingCanvas;
  30022. private _loadingText;
  30023. private _loadingDivBackgroundColor;
  30024. private _loadingDiv;
  30025. private _loadingTextDiv;
  30026. /** Gets or sets the logo url to use for the default loading screen */
  30027. static DefaultLogoUrl: string;
  30028. /** Gets or sets the spinner url to use for the default loading screen */
  30029. static DefaultSpinnerUrl: string;
  30030. /**
  30031. * Creates a new default loading screen
  30032. * @param _renderingCanvas defines the canvas used to render the scene
  30033. * @param _loadingText defines the default text to display
  30034. * @param _loadingDivBackgroundColor defines the default background color
  30035. */
  30036. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  30037. /**
  30038. * Function called to display the loading screen
  30039. */
  30040. displayLoadingUI(): void;
  30041. /**
  30042. * Function called to hide the loading screen
  30043. */
  30044. hideLoadingUI(): void;
  30045. /**
  30046. * Gets or sets the text to display while loading
  30047. */
  30048. loadingUIText: string;
  30049. /**
  30050. * Gets or sets the color to use for the background
  30051. */
  30052. loadingUIBackgroundColor: string;
  30053. private _resizeLoadingUI;
  30054. }
  30055. }
  30056. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  30057. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30058. import { Engine } from "babylonjs/Engines/engine";
  30059. import { Nullable } from "babylonjs/types";
  30060. /** @hidden */
  30061. export class WebGLPipelineContext implements IPipelineContext {
  30062. engine: Engine;
  30063. program: Nullable<WebGLProgram>;
  30064. context?: WebGLRenderingContext;
  30065. vertexShader?: WebGLShader;
  30066. fragmentShader?: WebGLShader;
  30067. isParallelCompiled: boolean;
  30068. onCompiled?: () => void;
  30069. transformFeedback?: WebGLTransformFeedback | null;
  30070. readonly isAsync: boolean;
  30071. readonly isReady: boolean;
  30072. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  30073. }
  30074. }
  30075. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  30076. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30077. /** @hidden */
  30078. export class WebGLDataBuffer extends DataBuffer {
  30079. private _buffer;
  30080. constructor(resource: WebGLBuffer);
  30081. readonly underlyingResource: any;
  30082. }
  30083. }
  30084. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  30085. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30086. /** @hidden */
  30087. export class WebGL2ShaderProcessor implements IShaderProcessor {
  30088. attributeProcessor(attribute: string): string;
  30089. varyingProcessor(varying: string, isFragment: boolean): string;
  30090. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  30091. }
  30092. }
  30093. declare module "babylonjs/Misc/perfCounter" {
  30094. /**
  30095. * This class is used to track a performance counter which is number based.
  30096. * The user has access to many properties which give statistics of different nature.
  30097. *
  30098. * The implementer can track two kinds of Performance Counter: time and count.
  30099. * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.
  30100. * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.
  30101. */
  30102. export class PerfCounter {
  30103. /**
  30104. * Gets or sets a global boolean to turn on and off all the counters
  30105. */
  30106. static Enabled: boolean;
  30107. /**
  30108. * Returns the smallest value ever
  30109. */
  30110. readonly min: number;
  30111. /**
  30112. * Returns the biggest value ever
  30113. */
  30114. readonly max: number;
  30115. /**
  30116. * Returns the average value since the performance counter is running
  30117. */
  30118. readonly average: number;
  30119. /**
  30120. * Returns the average value of the last second the counter was monitored
  30121. */
  30122. readonly lastSecAverage: number;
  30123. /**
  30124. * Returns the current value
  30125. */
  30126. readonly current: number;
  30127. /**
  30128. * Gets the accumulated total
  30129. */
  30130. readonly total: number;
  30131. /**
  30132. * Gets the total value count
  30133. */
  30134. readonly count: number;
  30135. /**
  30136. * Creates a new counter
  30137. */
  30138. constructor();
  30139. /**
  30140. * Call this method to start monitoring a new frame.
  30141. * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
  30142. */
  30143. fetchNewFrame(): void;
  30144. /**
  30145. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  30146. * @param newCount the count value to add to the monitored count
  30147. * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.
  30148. */
  30149. addCount(newCount: number, fetchResult: boolean): void;
  30150. /**
  30151. * Start monitoring this performance counter
  30152. */
  30153. beginMonitoring(): void;
  30154. /**
  30155. * Compute the time lapsed since the previous beginMonitoring() call.
  30156. * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
  30157. */
  30158. endMonitoring(newFrame?: boolean): void;
  30159. private _fetchResult;
  30160. private _startMonitoringTime;
  30161. private _min;
  30162. private _max;
  30163. private _average;
  30164. private _current;
  30165. private _totalValueCount;
  30166. private _totalAccumulated;
  30167. private _lastSecAverage;
  30168. private _lastSecAccumulated;
  30169. private _lastSecTime;
  30170. private _lastSecValueCount;
  30171. }
  30172. }
  30173. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  30174. /**
  30175. * Interface for any object that can request an animation frame
  30176. */
  30177. export interface ICustomAnimationFrameRequester {
  30178. /**
  30179. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  30180. */
  30181. renderFunction?: Function;
  30182. /**
  30183. * Called to request the next frame to render to
  30184. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  30185. */
  30186. requestAnimationFrame: Function;
  30187. /**
  30188. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  30189. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  30190. */
  30191. requestID?: number;
  30192. }
  30193. }
  30194. declare module "babylonjs/Materials/Textures/videoTexture" {
  30195. import { Observable } from "babylonjs/Misc/observable";
  30196. import { Nullable } from "babylonjs/types";
  30197. import { Scene } from "babylonjs/scene";
  30198. import { Texture } from "babylonjs/Materials/Textures/texture";
  30199. /**
  30200. * Settings for finer control over video usage
  30201. */
  30202. export interface VideoTextureSettings {
  30203. /**
  30204. * Applies `autoplay` to video, if specified
  30205. */
  30206. autoPlay?: boolean;
  30207. /**
  30208. * Applies `loop` to video, if specified
  30209. */
  30210. loop?: boolean;
  30211. /**
  30212. * Automatically updates internal texture from video at every frame in the render loop
  30213. */
  30214. autoUpdateTexture: boolean;
  30215. /**
  30216. * Image src displayed during the video loading or until the user interacts with the video.
  30217. */
  30218. poster?: string;
  30219. }
  30220. /**
  30221. * If you want to display a video in your scene, this is the special texture for that.
  30222. * This special texture works similar to other textures, with the exception of a few parameters.
  30223. * @see https://doc.babylonjs.com/how_to/video_texture
  30224. */
  30225. export class VideoTexture extends Texture {
  30226. /**
  30227. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  30228. */
  30229. readonly autoUpdateTexture: boolean;
  30230. /**
  30231. * The video instance used by the texture internally
  30232. */
  30233. readonly video: HTMLVideoElement;
  30234. private _onUserActionRequestedObservable;
  30235. /**
  30236. * Event triggerd when a dom action is required by the user to play the video.
  30237. * This happens due to recent changes in browser policies preventing video to auto start.
  30238. */
  30239. readonly onUserActionRequestedObservable: Observable<Texture>;
  30240. private _generateMipMaps;
  30241. private _engine;
  30242. private _stillImageCaptured;
  30243. private _displayingPosterTexture;
  30244. private _settings;
  30245. private _createInternalTextureOnEvent;
  30246. /**
  30247. * Creates a video texture.
  30248. * If you want to display a video in your scene, this is the special texture for that.
  30249. * This special texture works similar to other textures, with the exception of a few parameters.
  30250. * @see https://doc.babylonjs.com/how_to/video_texture
  30251. * @param name optional name, will detect from video source, if not defined
  30252. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30253. * @param scene is obviously the current scene.
  30254. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30255. * @param invertY is false by default but can be used to invert video on Y axis
  30256. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30257. * @param settings allows finer control over video usage
  30258. */
  30259. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30260. private _getName;
  30261. private _getVideo;
  30262. private _createInternalTexture;
  30263. private reset;
  30264. /**
  30265. * @hidden Internal method to initiate `update`.
  30266. */
  30267. _rebuild(): void;
  30268. /**
  30269. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30270. */
  30271. update(): void;
  30272. /**
  30273. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30274. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30275. */
  30276. updateTexture(isVisible: boolean): void;
  30277. protected _updateInternalTexture: () => void;
  30278. /**
  30279. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30280. * @param url New url.
  30281. */
  30282. updateURL(url: string): void;
  30283. /**
  30284. * Dispose the texture and release its associated resources.
  30285. */
  30286. dispose(): void;
  30287. /**
  30288. * Creates a video texture straight from a stream.
  30289. * @param scene Define the scene the texture should be created in
  30290. * @param stream Define the stream the texture should be created from
  30291. * @returns The created video texture as a promise
  30292. */
  30293. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30294. /**
  30295. * Creates a video texture straight from your WebCam video feed.
  30296. * @param scene Define the scene the texture should be created in
  30297. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30298. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30299. * @returns The created video texture as a promise
  30300. */
  30301. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30302. minWidth: number;
  30303. maxWidth: number;
  30304. minHeight: number;
  30305. maxHeight: number;
  30306. deviceId: string;
  30307. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30308. /**
  30309. * Creates a video texture straight from your WebCam video feed.
  30310. * @param scene Define the scene the texture should be created in
  30311. * @param onReady Define a callback to triggered once the texture will be ready
  30312. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30313. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30314. */
  30315. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30316. minWidth: number;
  30317. maxWidth: number;
  30318. minHeight: number;
  30319. maxHeight: number;
  30320. deviceId: string;
  30321. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30322. }
  30323. }
  30324. declare module "babylonjs/Engines/engine" {
  30325. import { Observable } from "babylonjs/Misc/observable";
  30326. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  30327. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  30328. import { Scene } from "babylonjs/scene";
  30329. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30330. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30331. import { Effect, EffectCreationOptions, EffectFallbacks } from "babylonjs/Materials/effect";
  30332. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30333. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30334. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30335. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  30336. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30337. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  30338. import { _DepthCullingState, _StencilState, _AlphaState } from "babylonjs/States/index";
  30339. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  30340. import { WebRequest } from "babylonjs/Misc/webRequest";
  30341. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  30342. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30343. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30344. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30345. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  30346. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30347. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  30348. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30349. import { Material } from "babylonjs/Materials/material";
  30350. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  30351. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  30352. /**
  30353. * Defines the interface used by objects containing a viewport (like a camera)
  30354. */
  30355. interface IViewportOwnerLike {
  30356. /**
  30357. * Gets or sets the viewport
  30358. */
  30359. viewport: IViewportLike;
  30360. }
  30361. /**
  30362. * Interface for attribute information associated with buffer instanciation
  30363. */
  30364. export class InstancingAttributeInfo {
  30365. /**
  30366. * Index/offset of the attribute in the vertex shader
  30367. */
  30368. index: number;
  30369. /**
  30370. * size of the attribute, 1, 2, 3 or 4
  30371. */
  30372. attributeSize: number;
  30373. /**
  30374. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  30375. * default is FLOAT
  30376. */
  30377. attribyteType: number;
  30378. /**
  30379. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  30380. */
  30381. normalized: boolean;
  30382. /**
  30383. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  30384. */
  30385. offset: number;
  30386. /**
  30387. * Name of the GLSL attribute, for debugging purpose only
  30388. */
  30389. attributeName: string;
  30390. }
  30391. /**
  30392. * Define options used to create a depth texture
  30393. */
  30394. export class DepthTextureCreationOptions {
  30395. /** Specifies whether or not a stencil should be allocated in the texture */
  30396. generateStencil?: boolean;
  30397. /** Specifies whether or not bilinear filtering is enable on the texture */
  30398. bilinearFiltering?: boolean;
  30399. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  30400. comparisonFunction?: number;
  30401. /** Specifies if the created texture is a cube texture */
  30402. isCube?: boolean;
  30403. }
  30404. /**
  30405. * Class used to describe the capabilities of the engine relatively to the current browser
  30406. */
  30407. export class EngineCapabilities {
  30408. /** Maximum textures units per fragment shader */
  30409. maxTexturesImageUnits: number;
  30410. /** Maximum texture units per vertex shader */
  30411. maxVertexTextureImageUnits: number;
  30412. /** Maximum textures units in the entire pipeline */
  30413. maxCombinedTexturesImageUnits: number;
  30414. /** Maximum texture size */
  30415. maxTextureSize: number;
  30416. /** Maximum cube texture size */
  30417. maxCubemapTextureSize: number;
  30418. /** Maximum render texture size */
  30419. maxRenderTextureSize: number;
  30420. /** Maximum number of vertex attributes */
  30421. maxVertexAttribs: number;
  30422. /** Maximum number of varyings */
  30423. maxVaryingVectors: number;
  30424. /** Maximum number of uniforms per vertex shader */
  30425. maxVertexUniformVectors: number;
  30426. /** Maximum number of uniforms per fragment shader */
  30427. maxFragmentUniformVectors: number;
  30428. /** Defines if standard derivates (dx/dy) are supported */
  30429. standardDerivatives: boolean;
  30430. /** Defines if s3tc texture compression is supported */
  30431. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  30432. /** Defines if pvrtc texture compression is supported */
  30433. pvrtc: any;
  30434. /** Defines if etc1 texture compression is supported */
  30435. etc1: any;
  30436. /** Defines if etc2 texture compression is supported */
  30437. etc2: any;
  30438. /** Defines if astc texture compression is supported */
  30439. astc: any;
  30440. /** Defines if float textures are supported */
  30441. textureFloat: boolean;
  30442. /** Defines if vertex array objects are supported */
  30443. vertexArrayObject: boolean;
  30444. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  30445. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  30446. /** Gets the maximum level of anisotropy supported */
  30447. maxAnisotropy: number;
  30448. /** Defines if instancing is supported */
  30449. instancedArrays: boolean;
  30450. /** Defines if 32 bits indices are supported */
  30451. uintIndices: boolean;
  30452. /** Defines if high precision shaders are supported */
  30453. highPrecisionShaderSupported: boolean;
  30454. /** Defines if depth reading in the fragment shader is supported */
  30455. fragmentDepthSupported: boolean;
  30456. /** Defines if float texture linear filtering is supported*/
  30457. textureFloatLinearFiltering: boolean;
  30458. /** Defines if rendering to float textures is supported */
  30459. textureFloatRender: boolean;
  30460. /** Defines if half float textures are supported*/
  30461. textureHalfFloat: boolean;
  30462. /** Defines if half float texture linear filtering is supported*/
  30463. textureHalfFloatLinearFiltering: boolean;
  30464. /** Defines if rendering to half float textures is supported */
  30465. textureHalfFloatRender: boolean;
  30466. /** Defines if textureLOD shader command is supported */
  30467. textureLOD: boolean;
  30468. /** Defines if draw buffers extension is supported */
  30469. drawBuffersExtension: boolean;
  30470. /** Defines if depth textures are supported */
  30471. depthTextureExtension: boolean;
  30472. /** Defines if float color buffer are supported */
  30473. colorBufferFloat: boolean;
  30474. /** Gets disjoint timer query extension (null if not supported) */
  30475. timerQuery: EXT_disjoint_timer_query;
  30476. /** Defines if timestamp can be used with timer query */
  30477. canUseTimestampForTimerQuery: boolean;
  30478. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  30479. multiview: any;
  30480. /** Function used to let the system compiles shaders in background */
  30481. parallelShaderCompile: {
  30482. COMPLETION_STATUS_KHR: number;
  30483. };
  30484. }
  30485. /** Interface defining initialization parameters for Engine class */
  30486. export interface EngineOptions extends WebGLContextAttributes {
  30487. /**
  30488. * Defines if the engine should no exceed a specified device ratio
  30489. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30490. */
  30491. limitDeviceRatio?: number;
  30492. /**
  30493. * Defines if webvr should be enabled automatically
  30494. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30495. */
  30496. autoEnableWebVR?: boolean;
  30497. /**
  30498. * Defines if webgl2 should be turned off even if supported
  30499. * @see http://doc.babylonjs.com/features/webgl2
  30500. */
  30501. disableWebGL2Support?: boolean;
  30502. /**
  30503. * Defines if webaudio should be initialized as well
  30504. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30505. */
  30506. audioEngine?: boolean;
  30507. /**
  30508. * Defines if animations should run using a deterministic lock step
  30509. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30510. */
  30511. deterministicLockstep?: boolean;
  30512. /** Defines the maximum steps to use with deterministic lock step mode */
  30513. lockstepMaxSteps?: number;
  30514. /**
  30515. * Defines that engine should ignore context lost events
  30516. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30517. */
  30518. doNotHandleContextLost?: boolean;
  30519. /**
  30520. * Defines that engine should ignore modifying touch action attribute and style
  30521. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30522. */
  30523. doNotHandleTouchAction?: boolean;
  30524. /**
  30525. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30526. */
  30527. useHighPrecisionFloats?: boolean;
  30528. }
  30529. /**
  30530. * Defines the interface used by display changed events
  30531. */
  30532. export interface IDisplayChangedEventArgs {
  30533. /** Gets the vrDisplay object (if any) */
  30534. vrDisplay: Nullable<any>;
  30535. /** Gets a boolean indicating if webVR is supported */
  30536. vrSupported: boolean;
  30537. }
  30538. /**
  30539. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  30540. */
  30541. export class Engine {
  30542. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30543. static ExceptionList: ({
  30544. key: string;
  30545. capture: string;
  30546. captureConstraint: number;
  30547. targets: string[];
  30548. } | {
  30549. key: string;
  30550. capture: null;
  30551. captureConstraint: null;
  30552. targets: string[];
  30553. })[];
  30554. /** Gets the list of created engines */
  30555. static readonly Instances: Engine[];
  30556. /**
  30557. * Gets the latest created engine
  30558. */
  30559. static readonly LastCreatedEngine: Nullable<Engine>;
  30560. /**
  30561. * Gets the latest created scene
  30562. */
  30563. static readonly LastCreatedScene: Nullable<Scene>;
  30564. /**
  30565. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  30566. * @param flag defines which part of the materials must be marked as dirty
  30567. * @param predicate defines a predicate used to filter which materials should be affected
  30568. */
  30569. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  30570. /** @hidden */
  30571. static _TextureLoaders: IInternalTextureLoader[];
  30572. /** Defines that alpha blending is disabled */
  30573. static readonly ALPHA_DISABLE: number;
  30574. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  30575. static readonly ALPHA_ADD: number;
  30576. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  30577. static readonly ALPHA_COMBINE: number;
  30578. /** Defines that alpha blending to DEST - SRC * DEST */
  30579. static readonly ALPHA_SUBTRACT: number;
  30580. /** Defines that alpha blending to SRC * DEST */
  30581. static readonly ALPHA_MULTIPLY: number;
  30582. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  30583. static readonly ALPHA_MAXIMIZED: number;
  30584. /** Defines that alpha blending to SRC + DEST */
  30585. static readonly ALPHA_ONEONE: number;
  30586. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  30587. static readonly ALPHA_PREMULTIPLIED: number;
  30588. /**
  30589. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  30590. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  30591. */
  30592. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  30593. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  30594. static readonly ALPHA_INTERPOLATE: number;
  30595. /**
  30596. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  30597. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  30598. */
  30599. static readonly ALPHA_SCREENMODE: number;
  30600. /** Defines that the ressource is not delayed*/
  30601. static readonly DELAYLOADSTATE_NONE: number;
  30602. /** Defines that the ressource was successfully delay loaded */
  30603. static readonly DELAYLOADSTATE_LOADED: number;
  30604. /** Defines that the ressource is currently delay loading */
  30605. static readonly DELAYLOADSTATE_LOADING: number;
  30606. /** Defines that the ressource is delayed and has not started loading */
  30607. static readonly DELAYLOADSTATE_NOTLOADED: number;
  30608. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  30609. static readonly NEVER: number;
  30610. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  30611. static readonly ALWAYS: number;
  30612. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  30613. static readonly LESS: number;
  30614. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  30615. static readonly EQUAL: number;
  30616. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  30617. static readonly LEQUAL: number;
  30618. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  30619. static readonly GREATER: number;
  30620. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  30621. static readonly GEQUAL: number;
  30622. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  30623. static readonly NOTEQUAL: number;
  30624. /** Passed to stencilOperation to specify that stencil value must be kept */
  30625. static readonly KEEP: number;
  30626. /** Passed to stencilOperation to specify that stencil value must be replaced */
  30627. static readonly REPLACE: number;
  30628. /** Passed to stencilOperation to specify that stencil value must be incremented */
  30629. static readonly INCR: number;
  30630. /** Passed to stencilOperation to specify that stencil value must be decremented */
  30631. static readonly DECR: number;
  30632. /** Passed to stencilOperation to specify that stencil value must be inverted */
  30633. static readonly INVERT: number;
  30634. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  30635. static readonly INCR_WRAP: number;
  30636. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  30637. static readonly DECR_WRAP: number;
  30638. /** Texture is not repeating outside of 0..1 UVs */
  30639. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  30640. /** Texture is repeating outside of 0..1 UVs */
  30641. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  30642. /** Texture is repeating and mirrored */
  30643. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  30644. /** ALPHA */
  30645. static readonly TEXTUREFORMAT_ALPHA: number;
  30646. /** LUMINANCE */
  30647. static readonly TEXTUREFORMAT_LUMINANCE: number;
  30648. /** LUMINANCE_ALPHA */
  30649. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  30650. /** RGB */
  30651. static readonly TEXTUREFORMAT_RGB: number;
  30652. /** RGBA */
  30653. static readonly TEXTUREFORMAT_RGBA: number;
  30654. /** RED */
  30655. static readonly TEXTUREFORMAT_RED: number;
  30656. /** RED (2nd reference) */
  30657. static readonly TEXTUREFORMAT_R: number;
  30658. /** RG */
  30659. static readonly TEXTUREFORMAT_RG: number;
  30660. /** RED_INTEGER */
  30661. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  30662. /** RED_INTEGER (2nd reference) */
  30663. static readonly TEXTUREFORMAT_R_INTEGER: number;
  30664. /** RG_INTEGER */
  30665. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  30666. /** RGB_INTEGER */
  30667. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  30668. /** RGBA_INTEGER */
  30669. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  30670. /** UNSIGNED_BYTE */
  30671. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  30672. /** UNSIGNED_BYTE (2nd reference) */
  30673. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  30674. /** FLOAT */
  30675. static readonly TEXTURETYPE_FLOAT: number;
  30676. /** HALF_FLOAT */
  30677. static readonly TEXTURETYPE_HALF_FLOAT: number;
  30678. /** BYTE */
  30679. static readonly TEXTURETYPE_BYTE: number;
  30680. /** SHORT */
  30681. static readonly TEXTURETYPE_SHORT: number;
  30682. /** UNSIGNED_SHORT */
  30683. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  30684. /** INT */
  30685. static readonly TEXTURETYPE_INT: number;
  30686. /** UNSIGNED_INT */
  30687. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  30688. /** UNSIGNED_SHORT_4_4_4_4 */
  30689. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  30690. /** UNSIGNED_SHORT_5_5_5_1 */
  30691. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  30692. /** UNSIGNED_SHORT_5_6_5 */
  30693. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  30694. /** UNSIGNED_INT_2_10_10_10_REV */
  30695. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  30696. /** UNSIGNED_INT_24_8 */
  30697. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  30698. /** UNSIGNED_INT_10F_11F_11F_REV */
  30699. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  30700. /** UNSIGNED_INT_5_9_9_9_REV */
  30701. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  30702. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  30703. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  30704. /** nearest is mag = nearest and min = nearest and mip = linear */
  30705. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  30706. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30707. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  30708. /** Trilinear is mag = linear and min = linear and mip = linear */
  30709. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  30710. /** nearest is mag = nearest and min = nearest and mip = linear */
  30711. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  30712. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30713. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  30714. /** Trilinear is mag = linear and min = linear and mip = linear */
  30715. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  30716. /** mag = nearest and min = nearest and mip = nearest */
  30717. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  30718. /** mag = nearest and min = linear and mip = nearest */
  30719. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  30720. /** mag = nearest and min = linear and mip = linear */
  30721. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  30722. /** mag = nearest and min = linear and mip = none */
  30723. static readonly TEXTURE_NEAREST_LINEAR: number;
  30724. /** mag = nearest and min = nearest and mip = none */
  30725. static readonly TEXTURE_NEAREST_NEAREST: number;
  30726. /** mag = linear and min = nearest and mip = nearest */
  30727. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  30728. /** mag = linear and min = nearest and mip = linear */
  30729. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  30730. /** mag = linear and min = linear and mip = none */
  30731. static readonly TEXTURE_LINEAR_LINEAR: number;
  30732. /** mag = linear and min = nearest and mip = none */
  30733. static readonly TEXTURE_LINEAR_NEAREST: number;
  30734. /** Explicit coordinates mode */
  30735. static readonly TEXTURE_EXPLICIT_MODE: number;
  30736. /** Spherical coordinates mode */
  30737. static readonly TEXTURE_SPHERICAL_MODE: number;
  30738. /** Planar coordinates mode */
  30739. static readonly TEXTURE_PLANAR_MODE: number;
  30740. /** Cubic coordinates mode */
  30741. static readonly TEXTURE_CUBIC_MODE: number;
  30742. /** Projection coordinates mode */
  30743. static readonly TEXTURE_PROJECTION_MODE: number;
  30744. /** Skybox coordinates mode */
  30745. static readonly TEXTURE_SKYBOX_MODE: number;
  30746. /** Inverse Cubic coordinates mode */
  30747. static readonly TEXTURE_INVCUBIC_MODE: number;
  30748. /** Equirectangular coordinates mode */
  30749. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  30750. /** Equirectangular Fixed coordinates mode */
  30751. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  30752. /** Equirectangular Fixed Mirrored coordinates mode */
  30753. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  30754. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  30755. static readonly SCALEMODE_FLOOR: number;
  30756. /** Defines that texture rescaling will look for the nearest power of 2 size */
  30757. static readonly SCALEMODE_NEAREST: number;
  30758. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  30759. static readonly SCALEMODE_CEILING: number;
  30760. /**
  30761. * Returns the current npm package of the sdk
  30762. */
  30763. static readonly NpmPackage: string;
  30764. /**
  30765. * Returns the current version of the framework
  30766. */
  30767. static readonly Version: string;
  30768. /**
  30769. * Returns a string describing the current engine
  30770. */
  30771. readonly description: string;
  30772. /**
  30773. * Gets or sets the epsilon value used by collision engine
  30774. */
  30775. static CollisionsEpsilon: number;
  30776. /**
  30777. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30778. */
  30779. static ShadersRepository: string;
  30780. /**
  30781. * Method called to create the default loading screen.
  30782. * This can be overriden in your own app.
  30783. * @param canvas The rendering canvas element
  30784. * @returns The loading screen
  30785. */
  30786. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  30787. /**
  30788. * Method called to create the default rescale post process on each engine.
  30789. */
  30790. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  30791. /** @hidden */
  30792. _shaderProcessor: IShaderProcessor;
  30793. /**
  30794. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30795. */
  30796. forcePOTTextures: boolean;
  30797. /**
  30798. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30799. */
  30800. isFullscreen: boolean;
  30801. /**
  30802. * Gets a boolean indicating if the pointer is currently locked
  30803. */
  30804. isPointerLock: boolean;
  30805. /**
  30806. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30807. */
  30808. cullBackFaces: boolean;
  30809. /**
  30810. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30811. */
  30812. renderEvenInBackground: boolean;
  30813. /**
  30814. * Gets or sets a boolean indicating that cache can be kept between frames
  30815. */
  30816. preventCacheWipeBetweenFrames: boolean;
  30817. /**
  30818. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  30819. **/
  30820. enableOfflineSupport: boolean;
  30821. /**
  30822. * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)
  30823. **/
  30824. disableManifestCheck: boolean;
  30825. /**
  30826. * Gets the list of created scenes
  30827. */
  30828. scenes: Scene[];
  30829. /**
  30830. * Event raised when a new scene is created
  30831. */
  30832. onNewSceneAddedObservable: Observable<Scene>;
  30833. /**
  30834. * Gets the list of created postprocesses
  30835. */
  30836. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  30837. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30838. validateShaderPrograms: boolean;
  30839. /**
  30840. * Observable event triggered each time the rendering canvas is resized
  30841. */
  30842. onResizeObservable: Observable<Engine>;
  30843. /**
  30844. * Observable event triggered each time the canvas loses focus
  30845. */
  30846. onCanvasBlurObservable: Observable<Engine>;
  30847. /**
  30848. * Observable event triggered each time the canvas gains focus
  30849. */
  30850. onCanvasFocusObservable: Observable<Engine>;
  30851. /**
  30852. * Observable event triggered each time the canvas receives pointerout event
  30853. */
  30854. onCanvasPointerOutObservable: Observable<PointerEvent>;
  30855. /**
  30856. * Observable event triggered before each texture is initialized
  30857. */
  30858. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30859. /**
  30860. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30861. */
  30862. disableUniformBuffers: boolean;
  30863. /** @hidden */
  30864. _uniformBuffers: UniformBuffer[];
  30865. /**
  30866. * Gets a boolean indicating that the engine supports uniform buffers
  30867. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30868. */
  30869. readonly supportsUniformBuffers: boolean;
  30870. /**
  30871. * Observable raised when the engine begins a new frame
  30872. */
  30873. onBeginFrameObservable: Observable<Engine>;
  30874. /**
  30875. * If set, will be used to request the next animation frame for the render loop
  30876. */
  30877. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  30878. /**
  30879. * Observable raised when the engine ends the current frame
  30880. */
  30881. onEndFrameObservable: Observable<Engine>;
  30882. /**
  30883. * Observable raised when the engine is about to compile a shader
  30884. */
  30885. onBeforeShaderCompilationObservable: Observable<Engine>;
  30886. /**
  30887. * Observable raised when the engine has jsut compiled a shader
  30888. */
  30889. onAfterShaderCompilationObservable: Observable<Engine>;
  30890. /** @hidden */
  30891. _gl: WebGLRenderingContext;
  30892. private _renderingCanvas;
  30893. private _windowIsBackground;
  30894. private _webGLVersion;
  30895. protected _highPrecisionShadersAllowed: boolean;
  30896. /** @hidden */
  30897. readonly _shouldUseHighPrecisionShader: boolean;
  30898. /**
  30899. * Gets a boolean indicating that only power of 2 textures are supported
  30900. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30901. */
  30902. readonly needPOTTextures: boolean;
  30903. /** @hidden */
  30904. _badOS: boolean;
  30905. /** @hidden */
  30906. _badDesktopOS: boolean;
  30907. /**
  30908. * Gets the audio engine
  30909. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30910. * @ignorenaming
  30911. */
  30912. static audioEngine: IAudioEngine;
  30913. /**
  30914. * Default AudioEngine factory responsible of creating the Audio Engine.
  30915. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  30916. */
  30917. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  30918. /**
  30919. * Default offline support factory responsible of creating a tool used to store data locally.
  30920. * By default, this will create a Database object if the workload has been embedded.
  30921. */
  30922. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  30923. private _onFocus;
  30924. private _onBlur;
  30925. private _onCanvasPointerOut;
  30926. private _onCanvasBlur;
  30927. private _onCanvasFocus;
  30928. private _onFullscreenChange;
  30929. private _onPointerLockChange;
  30930. private _hardwareScalingLevel;
  30931. /** @hidden */
  30932. _caps: EngineCapabilities;
  30933. private _pointerLockRequested;
  30934. private _isStencilEnable;
  30935. private _colorWrite;
  30936. private _loadingScreen;
  30937. /** @hidden */
  30938. _drawCalls: PerfCounter;
  30939. private _glVersion;
  30940. private _glRenderer;
  30941. private _glVendor;
  30942. private _videoTextureSupported;
  30943. private _renderingQueueLaunched;
  30944. private _activeRenderLoops;
  30945. private _deterministicLockstep;
  30946. private _lockstepMaxSteps;
  30947. /**
  30948. * Observable signaled when a context lost event is raised
  30949. */
  30950. onContextLostObservable: Observable<Engine>;
  30951. /**
  30952. * Observable signaled when a context restored event is raised
  30953. */
  30954. onContextRestoredObservable: Observable<Engine>;
  30955. private _onContextLost;
  30956. private _onContextRestored;
  30957. private _contextWasLost;
  30958. /** @hidden */
  30959. _doNotHandleContextLost: boolean;
  30960. /**
  30961. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  30962. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  30963. */
  30964. doNotHandleContextLost: boolean;
  30965. private _performanceMonitor;
  30966. private _fps;
  30967. private _deltaTime;
  30968. /**
  30969. * Turn this value on if you want to pause FPS computation when in background
  30970. */
  30971. disablePerformanceMonitorInBackground: boolean;
  30972. /**
  30973. * Gets the performance monitor attached to this engine
  30974. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  30975. */
  30976. readonly performanceMonitor: PerformanceMonitor;
  30977. /**
  30978. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  30979. */
  30980. disableVertexArrayObjects: boolean;
  30981. /** @hidden */
  30982. protected _depthCullingState: _DepthCullingState;
  30983. /** @hidden */
  30984. protected _stencilState: _StencilState;
  30985. /** @hidden */
  30986. protected _alphaState: _AlphaState;
  30987. /** @hidden */
  30988. protected _alphaMode: number;
  30989. /** @hidden */
  30990. _internalTexturesCache: InternalTexture[];
  30991. /** @hidden */
  30992. protected _activeChannel: number;
  30993. private _currentTextureChannel;
  30994. /** @hidden */
  30995. protected _boundTexturesCache: {
  30996. [key: string]: Nullable<InternalTexture>;
  30997. };
  30998. /** @hidden */
  30999. protected _currentEffect: Nullable<Effect>;
  31000. /** @hidden */
  31001. protected _currentProgram: Nullable<WebGLProgram>;
  31002. private _compiledEffects;
  31003. private _vertexAttribArraysEnabled;
  31004. /** @hidden */
  31005. protected _cachedViewport: Nullable<IViewportLike>;
  31006. private _cachedVertexArrayObject;
  31007. /** @hidden */
  31008. protected _cachedVertexBuffers: any;
  31009. /** @hidden */
  31010. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  31011. /** @hidden */
  31012. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  31013. /** @hidden */
  31014. _currentRenderTarget: Nullable<InternalTexture>;
  31015. private _uintIndicesCurrentlySet;
  31016. private _currentBoundBuffer;
  31017. /** @hidden */
  31018. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  31019. private _currentBufferPointers;
  31020. private _currentInstanceLocations;
  31021. private _currentInstanceBuffers;
  31022. private _textureUnits;
  31023. /** @hidden */
  31024. _workingCanvas: Nullable<HTMLCanvasElement>;
  31025. /** @hidden */
  31026. _workingContext: Nullable<CanvasRenderingContext2D>;
  31027. private _rescalePostProcess;
  31028. private _dummyFramebuffer;
  31029. private _externalData;
  31030. /** @hidden */
  31031. _bindedRenderFunction: any;
  31032. private _vaoRecordInProgress;
  31033. private _mustWipeVertexAttributes;
  31034. private _emptyTexture;
  31035. private _emptyCubeTexture;
  31036. private _emptyTexture3D;
  31037. /** @hidden */
  31038. _frameHandler: number;
  31039. private _nextFreeTextureSlots;
  31040. private _maxSimultaneousTextures;
  31041. private _activeRequests;
  31042. private _texturesSupported;
  31043. /** @hidden */
  31044. _textureFormatInUse: Nullable<string>;
  31045. /**
  31046. * Gets the list of texture formats supported
  31047. */
  31048. readonly texturesSupported: Array<string>;
  31049. /**
  31050. * Gets the list of texture formats in use
  31051. */
  31052. readonly textureFormatInUse: Nullable<string>;
  31053. /**
  31054. * Gets the current viewport
  31055. */
  31056. readonly currentViewport: Nullable<IViewportLike>;
  31057. /**
  31058. * Gets the default empty texture
  31059. */
  31060. readonly emptyTexture: InternalTexture;
  31061. /**
  31062. * Gets the default empty 3D texture
  31063. */
  31064. readonly emptyTexture3D: InternalTexture;
  31065. /**
  31066. * Gets the default empty cube texture
  31067. */
  31068. readonly emptyCubeTexture: InternalTexture;
  31069. /**
  31070. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  31071. */
  31072. readonly premultipliedAlpha: boolean;
  31073. /**
  31074. * Creates a new engine
  31075. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  31076. * @param antialias defines enable antialiasing (default: false)
  31077. * @param options defines further options to be sent to the getContext() function
  31078. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  31079. */
  31080. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  31081. /**
  31082. * Initializes a webVR display and starts listening to display change events
  31083. * The onVRDisplayChangedObservable will be notified upon these changes
  31084. * @returns The onVRDisplayChangedObservable
  31085. */
  31086. initWebVR(): Observable<IDisplayChangedEventArgs>;
  31087. /** @hidden */
  31088. _prepareVRComponent(): void;
  31089. /** @hidden */
  31090. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  31091. /** @hidden */
  31092. _submitVRFrame(): void;
  31093. /**
  31094. * Call this function to leave webVR mode
  31095. * Will do nothing if webVR is not supported or if there is no webVR device
  31096. * @see http://doc.babylonjs.com/how_to/webvr_camera
  31097. */
  31098. disableVR(): void;
  31099. /**
  31100. * Gets a boolean indicating that the system is in VR mode and is presenting
  31101. * @returns true if VR mode is engaged
  31102. */
  31103. isVRPresenting(): boolean;
  31104. /** @hidden */
  31105. _requestVRFrame(): void;
  31106. private _disableTouchAction;
  31107. private _rebuildInternalTextures;
  31108. private _rebuildEffects;
  31109. /**
  31110. * Gets a boolean indicating if all created effects are ready
  31111. * @returns true if all effects are ready
  31112. */
  31113. areAllEffectsReady(): boolean;
  31114. private _rebuildBuffers;
  31115. private _initGLContext;
  31116. /**
  31117. * Gets version of the current webGL context
  31118. */
  31119. readonly webGLVersion: number;
  31120. /**
  31121. * Gets a string idenfifying the name of the class
  31122. * @returns "Engine" string
  31123. */
  31124. getClassName(): string;
  31125. /**
  31126. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  31127. */
  31128. readonly isStencilEnable: boolean;
  31129. /** @hidden */
  31130. _prepareWorkingCanvas(): void;
  31131. /**
  31132. * Reset the texture cache to empty state
  31133. */
  31134. resetTextureCache(): void;
  31135. /**
  31136. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  31137. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31138. * @returns true if engine is in deterministic lock step mode
  31139. */
  31140. isDeterministicLockStep(): boolean;
  31141. /**
  31142. * Gets the max steps when engine is running in deterministic lock step
  31143. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31144. * @returns the max steps
  31145. */
  31146. getLockstepMaxSteps(): number;
  31147. /**
  31148. * Gets an object containing information about the current webGL context
  31149. * @returns an object containing the vender, the renderer and the version of the current webGL context
  31150. */
  31151. getGlInfo(): {
  31152. vendor: string;
  31153. renderer: string;
  31154. version: string;
  31155. };
  31156. /**
  31157. * Gets current aspect ratio
  31158. * @param viewportOwner defines the camera to use to get the aspect ratio
  31159. * @param useScreen defines if screen size must be used (or the current render target if any)
  31160. * @returns a number defining the aspect ratio
  31161. */
  31162. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  31163. /**
  31164. * Gets current screen aspect ratio
  31165. * @returns a number defining the aspect ratio
  31166. */
  31167. getScreenAspectRatio(): number;
  31168. /**
  31169. * Gets the current render width
  31170. * @param useScreen defines if screen size must be used (or the current render target if any)
  31171. * @returns a number defining the current render width
  31172. */
  31173. getRenderWidth(useScreen?: boolean): number;
  31174. /**
  31175. * Gets the current render height
  31176. * @param useScreen defines if screen size must be used (or the current render target if any)
  31177. * @returns a number defining the current render height
  31178. */
  31179. getRenderHeight(useScreen?: boolean): number;
  31180. /**
  31181. * Gets the HTML canvas attached with the current webGL context
  31182. * @returns a HTML canvas
  31183. */
  31184. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  31185. /**
  31186. * Gets host window
  31187. * @returns the host window object
  31188. */
  31189. getHostWindow(): Window;
  31190. /**
  31191. * Gets host document
  31192. * @returns the host document object
  31193. */
  31194. getHostDocument(): Document;
  31195. /**
  31196. * Gets the client rect of the HTML canvas attached with the current webGL context
  31197. * @returns a client rectanglee
  31198. */
  31199. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  31200. /**
  31201. * Defines the hardware scaling level.
  31202. * By default the hardware scaling level is computed from the window device ratio.
  31203. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  31204. * @param level defines the level to use
  31205. */
  31206. setHardwareScalingLevel(level: number): void;
  31207. /**
  31208. * Gets the current hardware scaling level.
  31209. * By default the hardware scaling level is computed from the window device ratio.
  31210. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  31211. * @returns a number indicating the current hardware scaling level
  31212. */
  31213. getHardwareScalingLevel(): number;
  31214. /**
  31215. * Gets the list of loaded textures
  31216. * @returns an array containing all loaded textures
  31217. */
  31218. getLoadedTexturesCache(): InternalTexture[];
  31219. /**
  31220. * Gets the object containing all engine capabilities
  31221. * @returns the EngineCapabilities object
  31222. */
  31223. getCaps(): EngineCapabilities;
  31224. /**
  31225. * Gets the current depth function
  31226. * @returns a number defining the depth function
  31227. */
  31228. getDepthFunction(): Nullable<number>;
  31229. /**
  31230. * Sets the current depth function
  31231. * @param depthFunc defines the function to use
  31232. */
  31233. setDepthFunction(depthFunc: number): void;
  31234. /**
  31235. * Sets the current depth function to GREATER
  31236. */
  31237. setDepthFunctionToGreater(): void;
  31238. /**
  31239. * Sets the current depth function to GEQUAL
  31240. */
  31241. setDepthFunctionToGreaterOrEqual(): void;
  31242. /**
  31243. * Sets the current depth function to LESS
  31244. */
  31245. setDepthFunctionToLess(): void;
  31246. private _cachedStencilBuffer;
  31247. private _cachedStencilFunction;
  31248. private _cachedStencilMask;
  31249. private _cachedStencilOperationPass;
  31250. private _cachedStencilOperationFail;
  31251. private _cachedStencilOperationDepthFail;
  31252. private _cachedStencilReference;
  31253. /**
  31254. * Caches the the state of the stencil buffer
  31255. */
  31256. cacheStencilState(): void;
  31257. /**
  31258. * Restores the state of the stencil buffer
  31259. */
  31260. restoreStencilState(): void;
  31261. /**
  31262. * Sets the current depth function to LEQUAL
  31263. */
  31264. setDepthFunctionToLessOrEqual(): void;
  31265. /**
  31266. * Gets a boolean indicating if stencil buffer is enabled
  31267. * @returns the current stencil buffer state
  31268. */
  31269. getStencilBuffer(): boolean;
  31270. /**
  31271. * Enable or disable the stencil buffer
  31272. * @param enable defines if the stencil buffer must be enabled or disabled
  31273. */
  31274. setStencilBuffer(enable: boolean): void;
  31275. /**
  31276. * Gets the current stencil mask
  31277. * @returns a number defining the new stencil mask to use
  31278. */
  31279. getStencilMask(): number;
  31280. /**
  31281. * Sets the current stencil mask
  31282. * @param mask defines the new stencil mask to use
  31283. */
  31284. setStencilMask(mask: number): void;
  31285. /**
  31286. * Gets the current stencil function
  31287. * @returns a number defining the stencil function to use
  31288. */
  31289. getStencilFunction(): number;
  31290. /**
  31291. * Gets the current stencil reference value
  31292. * @returns a number defining the stencil reference value to use
  31293. */
  31294. getStencilFunctionReference(): number;
  31295. /**
  31296. * Gets the current stencil mask
  31297. * @returns a number defining the stencil mask to use
  31298. */
  31299. getStencilFunctionMask(): number;
  31300. /**
  31301. * Sets the current stencil function
  31302. * @param stencilFunc defines the new stencil function to use
  31303. */
  31304. setStencilFunction(stencilFunc: number): void;
  31305. /**
  31306. * Sets the current stencil reference
  31307. * @param reference defines the new stencil reference to use
  31308. */
  31309. setStencilFunctionReference(reference: number): void;
  31310. /**
  31311. * Sets the current stencil mask
  31312. * @param mask defines the new stencil mask to use
  31313. */
  31314. setStencilFunctionMask(mask: number): void;
  31315. /**
  31316. * Gets the current stencil operation when stencil fails
  31317. * @returns a number defining stencil operation to use when stencil fails
  31318. */
  31319. getStencilOperationFail(): number;
  31320. /**
  31321. * Gets the current stencil operation when depth fails
  31322. * @returns a number defining stencil operation to use when depth fails
  31323. */
  31324. getStencilOperationDepthFail(): number;
  31325. /**
  31326. * Gets the current stencil operation when stencil passes
  31327. * @returns a number defining stencil operation to use when stencil passes
  31328. */
  31329. getStencilOperationPass(): number;
  31330. /**
  31331. * Sets the stencil operation to use when stencil fails
  31332. * @param operation defines the stencil operation to use when stencil fails
  31333. */
  31334. setStencilOperationFail(operation: number): void;
  31335. /**
  31336. * Sets the stencil operation to use when depth fails
  31337. * @param operation defines the stencil operation to use when depth fails
  31338. */
  31339. setStencilOperationDepthFail(operation: number): void;
  31340. /**
  31341. * Sets the stencil operation to use when stencil passes
  31342. * @param operation defines the stencil operation to use when stencil passes
  31343. */
  31344. setStencilOperationPass(operation: number): void;
  31345. /**
  31346. * Sets a boolean indicating if the dithering state is enabled or disabled
  31347. * @param value defines the dithering state
  31348. */
  31349. setDitheringState(value: boolean): void;
  31350. /**
  31351. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  31352. * @param value defines the rasterizer state
  31353. */
  31354. setRasterizerState(value: boolean): void;
  31355. /**
  31356. * stop executing a render loop function and remove it from the execution array
  31357. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  31358. */
  31359. stopRenderLoop(renderFunction?: () => void): void;
  31360. /** @hidden */
  31361. _renderLoop(): void;
  31362. /**
  31363. * Register and execute a render loop. The engine can have more than one render function
  31364. * @param renderFunction defines the function to continuously execute
  31365. */
  31366. runRenderLoop(renderFunction: () => void): void;
  31367. /**
  31368. * Toggle full screen mode
  31369. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31370. */
  31371. switchFullscreen(requestPointerLock: boolean): void;
  31372. /**
  31373. * Enters full screen mode
  31374. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31375. */
  31376. enterFullscreen(requestPointerLock: boolean): void;
  31377. /**
  31378. * Exits full screen mode
  31379. */
  31380. exitFullscreen(): void;
  31381. /**
  31382. * Enters Pointerlock mode
  31383. */
  31384. enterPointerlock(): void;
  31385. /**
  31386. * Exits Pointerlock mode
  31387. */
  31388. exitPointerlock(): void;
  31389. /**
  31390. * Clear the current render buffer or the current render target (if any is set up)
  31391. * @param color defines the color to use
  31392. * @param backBuffer defines if the back buffer must be cleared
  31393. * @param depth defines if the depth buffer must be cleared
  31394. * @param stencil defines if the stencil buffer must be cleared
  31395. */
  31396. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  31397. /**
  31398. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  31399. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31400. * @param y defines the y-coordinate of the corner of the clear rectangle
  31401. * @param width defines the width of the clear rectangle
  31402. * @param height defines the height of the clear rectangle
  31403. * @param clearColor defines the clear color
  31404. */
  31405. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  31406. /**
  31407. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  31408. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31409. * @param y defines the y-coordinate of the corner of the clear rectangle
  31410. * @param width defines the width of the clear rectangle
  31411. * @param height defines the height of the clear rectangle
  31412. */
  31413. enableScissor(x: number, y: number, width: number, height: number): void;
  31414. /**
  31415. * Disable previously set scissor test rectangle
  31416. */
  31417. disableScissor(): void;
  31418. private _viewportCached;
  31419. /** @hidden */
  31420. _viewport(x: number, y: number, width: number, height: number): void;
  31421. /**
  31422. * Set the WebGL's viewport
  31423. * @param viewport defines the viewport element to be used
  31424. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  31425. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  31426. */
  31427. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  31428. /**
  31429. * Directly set the WebGL Viewport
  31430. * @param x defines the x coordinate of the viewport (in screen space)
  31431. * @param y defines the y coordinate of the viewport (in screen space)
  31432. * @param width defines the width of the viewport (in screen space)
  31433. * @param height defines the height of the viewport (in screen space)
  31434. * @return the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state
  31435. */
  31436. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  31437. /**
  31438. * Begin a new frame
  31439. */
  31440. beginFrame(): void;
  31441. /**
  31442. * Enf the current frame
  31443. */
  31444. endFrame(): void;
  31445. /**
  31446. * Resize the view according to the canvas' size
  31447. */
  31448. resize(): void;
  31449. /**
  31450. * Force a specific size of the canvas
  31451. * @param width defines the new canvas' width
  31452. * @param height defines the new canvas' height
  31453. */
  31454. setSize(width: number, height: number): void;
  31455. /**
  31456. * Binds the frame buffer to the specified texture.
  31457. * @param texture The texture to render to or null for the default canvas
  31458. * @param faceIndex The face of the texture to render to in case of cube texture
  31459. * @param requiredWidth The width of the target to render to
  31460. * @param requiredHeight The height of the target to render to
  31461. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  31462. * @param depthStencilTexture The depth stencil texture to use to render
  31463. * @param lodLevel defines le lod level to bind to the frame buffer
  31464. */
  31465. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  31466. /** @hidden */
  31467. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  31468. /**
  31469. * Unbind the current render target texture from the webGL context
  31470. * @param texture defines the render target texture to unbind
  31471. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  31472. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  31473. */
  31474. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  31475. /**
  31476. * Force the mipmap generation for the given render target texture
  31477. * @param texture defines the render target texture to use
  31478. */
  31479. generateMipMapsForCubemap(texture: InternalTexture): void;
  31480. /**
  31481. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  31482. */
  31483. flushFramebuffer(): void;
  31484. /**
  31485. * Unbind the current render target and bind the default framebuffer
  31486. */
  31487. restoreDefaultFramebuffer(): void;
  31488. /**
  31489. * Create an uniform buffer
  31490. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31491. * @param elements defines the content of the uniform buffer
  31492. * @returns the webGL uniform buffer
  31493. */
  31494. createUniformBuffer(elements: FloatArray): DataBuffer;
  31495. /**
  31496. * Create a dynamic uniform buffer
  31497. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31498. * @param elements defines the content of the uniform buffer
  31499. * @returns the webGL uniform buffer
  31500. */
  31501. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  31502. /**
  31503. * Update an existing uniform buffer
  31504. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31505. * @param uniformBuffer defines the target uniform buffer
  31506. * @param elements defines the content to update
  31507. * @param offset defines the offset in the uniform buffer where update should start
  31508. * @param count defines the size of the data to update
  31509. */
  31510. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  31511. private _resetVertexBufferBinding;
  31512. /**
  31513. * Creates a vertex buffer
  31514. * @param data the data for the vertex buffer
  31515. * @returns the new WebGL static buffer
  31516. */
  31517. createVertexBuffer(data: DataArray): DataBuffer;
  31518. /**
  31519. * Creates a dynamic vertex buffer
  31520. * @param data the data for the dynamic vertex buffer
  31521. * @returns the new WebGL dynamic buffer
  31522. */
  31523. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  31524. /**
  31525. * Update a dynamic index buffer
  31526. * @param indexBuffer defines the target index buffer
  31527. * @param indices defines the data to update
  31528. * @param offset defines the offset in the target index buffer where update should start
  31529. */
  31530. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  31531. /**
  31532. * Updates a dynamic vertex buffer.
  31533. * @param vertexBuffer the vertex buffer to update
  31534. * @param data the data used to update the vertex buffer
  31535. * @param byteOffset the byte offset of the data
  31536. * @param byteLength the byte length of the data
  31537. */
  31538. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  31539. private _resetIndexBufferBinding;
  31540. /**
  31541. * Creates a new index buffer
  31542. * @param indices defines the content of the index buffer
  31543. * @param updatable defines if the index buffer must be updatable
  31544. * @returns a new webGL buffer
  31545. */
  31546. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  31547. /**
  31548. * Bind a webGL buffer to the webGL context
  31549. * @param buffer defines the buffer to bind
  31550. */
  31551. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  31552. /**
  31553. * Bind an uniform buffer to the current webGL context
  31554. * @param buffer defines the buffer to bind
  31555. */
  31556. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  31557. /**
  31558. * Bind a buffer to the current webGL context at a given location
  31559. * @param buffer defines the buffer to bind
  31560. * @param location defines the index where to bind the buffer
  31561. */
  31562. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  31563. /**
  31564. * Bind a specific block at a given index in a specific shader program
  31565. * @param pipelineContext defines the pipeline context to use
  31566. * @param blockName defines the block name
  31567. * @param index defines the index where to bind the block
  31568. */
  31569. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  31570. private bindIndexBuffer;
  31571. private bindBuffer;
  31572. /**
  31573. * update the bound buffer with the given data
  31574. * @param data defines the data to update
  31575. */
  31576. updateArrayBuffer(data: Float32Array): void;
  31577. private _vertexAttribPointer;
  31578. private _bindIndexBufferWithCache;
  31579. private _bindVertexBuffersAttributes;
  31580. /**
  31581. * Records a vertex array object
  31582. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31583. * @param vertexBuffers defines the list of vertex buffers to store
  31584. * @param indexBuffer defines the index buffer to store
  31585. * @param effect defines the effect to store
  31586. * @returns the new vertex array object
  31587. */
  31588. recordVertexArrayObject(vertexBuffers: {
  31589. [key: string]: VertexBuffer;
  31590. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  31591. /**
  31592. * Bind a specific vertex array object
  31593. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31594. * @param vertexArrayObject defines the vertex array object to bind
  31595. * @param indexBuffer defines the index buffer to bind
  31596. */
  31597. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  31598. /**
  31599. * Bind webGl buffers directly to the webGL context
  31600. * @param vertexBuffer defines the vertex buffer to bind
  31601. * @param indexBuffer defines the index buffer to bind
  31602. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  31603. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  31604. * @param effect defines the effect associated with the vertex buffer
  31605. */
  31606. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  31607. private _unbindVertexArrayObject;
  31608. /**
  31609. * Bind a list of vertex buffers to the webGL context
  31610. * @param vertexBuffers defines the list of vertex buffers to bind
  31611. * @param indexBuffer defines the index buffer to bind
  31612. * @param effect defines the effect associated with the vertex buffers
  31613. */
  31614. bindBuffers(vertexBuffers: {
  31615. [key: string]: Nullable<VertexBuffer>;
  31616. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  31617. /**
  31618. * Unbind all instance attributes
  31619. */
  31620. unbindInstanceAttributes(): void;
  31621. /**
  31622. * Release and free the memory of a vertex array object
  31623. * @param vao defines the vertex array object to delete
  31624. */
  31625. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  31626. /** @hidden */
  31627. _releaseBuffer(buffer: DataBuffer): boolean;
  31628. /**
  31629. * Creates a webGL buffer to use with instanciation
  31630. * @param capacity defines the size of the buffer
  31631. * @returns the webGL buffer
  31632. */
  31633. createInstancesBuffer(capacity: number): DataBuffer;
  31634. /**
  31635. * Delete a webGL buffer used with instanciation
  31636. * @param buffer defines the webGL buffer to delete
  31637. */
  31638. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  31639. /**
  31640. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  31641. * @param instancesBuffer defines the webGL buffer to update and bind
  31642. * @param data defines the data to store in the buffer
  31643. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  31644. */
  31645. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  31646. /**
  31647. * Apply all cached states (depth, culling, stencil and alpha)
  31648. */
  31649. applyStates(): void;
  31650. /**
  31651. * Send a draw order
  31652. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31653. * @param indexStart defines the starting index
  31654. * @param indexCount defines the number of index to draw
  31655. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31656. */
  31657. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  31658. /**
  31659. * Draw a list of points
  31660. * @param verticesStart defines the index of first vertex to draw
  31661. * @param verticesCount defines the count of vertices to draw
  31662. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31663. */
  31664. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31665. /**
  31666. * Draw a list of unindexed primitives
  31667. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31668. * @param verticesStart defines the index of first vertex to draw
  31669. * @param verticesCount defines the count of vertices to draw
  31670. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31671. */
  31672. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31673. /**
  31674. * Draw a list of indexed primitives
  31675. * @param fillMode defines the primitive to use
  31676. * @param indexStart defines the starting index
  31677. * @param indexCount defines the number of index to draw
  31678. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31679. */
  31680. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  31681. /**
  31682. * Draw a list of unindexed primitives
  31683. * @param fillMode defines the primitive to use
  31684. * @param verticesStart defines the index of first vertex to draw
  31685. * @param verticesCount defines the count of vertices to draw
  31686. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31687. */
  31688. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31689. private _drawMode;
  31690. /** @hidden */
  31691. _releaseEffect(effect: Effect): void;
  31692. /** @hidden */
  31693. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  31694. /**
  31695. * Create a new effect (used to store vertex/fragment shaders)
  31696. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  31697. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  31698. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  31699. * @param samplers defines an array of string used to represent textures
  31700. * @param defines defines the string containing the defines to use to compile the shaders
  31701. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  31702. * @param onCompiled defines a function to call when the effect creation is successful
  31703. * @param onError defines a function to call when the effect creation has failed
  31704. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  31705. * @returns the new Effect
  31706. */
  31707. createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  31708. private _compileShader;
  31709. private _compileRawShader;
  31710. /**
  31711. * Directly creates a webGL program
  31712. * @param pipelineContext defines the pipeline context to attach to
  31713. * @param vertexCode defines the vertex shader code to use
  31714. * @param fragmentCode defines the fragment shader code to use
  31715. * @param context defines the webGL context to use (if not set, the current one will be used)
  31716. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31717. * @returns the new webGL program
  31718. */
  31719. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31720. /**
  31721. * Creates a webGL program
  31722. * @param pipelineContext defines the pipeline context to attach to
  31723. * @param vertexCode defines the vertex shader code to use
  31724. * @param fragmentCode defines the fragment shader code to use
  31725. * @param defines defines the string containing the defines to use to compile the shaders
  31726. * @param context defines the webGL context to use (if not set, the current one will be used)
  31727. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31728. * @returns the new webGL program
  31729. */
  31730. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31731. /**
  31732. * Creates a new pipeline context
  31733. * @returns the new pipeline
  31734. */
  31735. createPipelineContext(): WebGLPipelineContext;
  31736. private _createShaderProgram;
  31737. private _finalizePipelineContext;
  31738. /** @hidden */
  31739. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  31740. /** @hidden */
  31741. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  31742. /** @hidden */
  31743. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  31744. /**
  31745. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  31746. * @param pipelineContext defines the pipeline context to use
  31747. * @param uniformsNames defines the list of uniform names
  31748. * @returns an array of webGL uniform locations
  31749. */
  31750. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  31751. /**
  31752. * Gets the lsit of active attributes for a given webGL program
  31753. * @param pipelineContext defines the pipeline context to use
  31754. * @param attributesNames defines the list of attribute names to get
  31755. * @returns an array of indices indicating the offset of each attribute
  31756. */
  31757. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  31758. /**
  31759. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  31760. * @param effect defines the effect to activate
  31761. */
  31762. enableEffect(effect: Nullable<Effect>): void;
  31763. /**
  31764. * Set the value of an uniform to an array of int32
  31765. * @param uniform defines the webGL uniform location where to store the value
  31766. * @param array defines the array of int32 to store
  31767. */
  31768. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31769. /**
  31770. * Set the value of an uniform to an array of int32 (stored as vec2)
  31771. * @param uniform defines the webGL uniform location where to store the value
  31772. * @param array defines the array of int32 to store
  31773. */
  31774. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31775. /**
  31776. * Set the value of an uniform to an array of int32 (stored as vec3)
  31777. * @param uniform defines the webGL uniform location where to store the value
  31778. * @param array defines the array of int32 to store
  31779. */
  31780. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31781. /**
  31782. * Set the value of an uniform to an array of int32 (stored as vec4)
  31783. * @param uniform defines the webGL uniform location where to store the value
  31784. * @param array defines the array of int32 to store
  31785. */
  31786. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31787. /**
  31788. * Set the value of an uniform to an array of float32
  31789. * @param uniform defines the webGL uniform location where to store the value
  31790. * @param array defines the array of float32 to store
  31791. */
  31792. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31793. /**
  31794. * Set the value of an uniform to an array of float32 (stored as vec2)
  31795. * @param uniform defines the webGL uniform location where to store the value
  31796. * @param array defines the array of float32 to store
  31797. */
  31798. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31799. /**
  31800. * Set the value of an uniform to an array of float32 (stored as vec3)
  31801. * @param uniform defines the webGL uniform location where to store the value
  31802. * @param array defines the array of float32 to store
  31803. */
  31804. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31805. /**
  31806. * Set the value of an uniform to an array of float32 (stored as vec4)
  31807. * @param uniform defines the webGL uniform location where to store the value
  31808. * @param array defines the array of float32 to store
  31809. */
  31810. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31811. /**
  31812. * Set the value of an uniform to an array of number
  31813. * @param uniform defines the webGL uniform location where to store the value
  31814. * @param array defines the array of number to store
  31815. */
  31816. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31817. /**
  31818. * Set the value of an uniform to an array of number (stored as vec2)
  31819. * @param uniform defines the webGL uniform location where to store the value
  31820. * @param array defines the array of number to store
  31821. */
  31822. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31823. /**
  31824. * Set the value of an uniform to an array of number (stored as vec3)
  31825. * @param uniform defines the webGL uniform location where to store the value
  31826. * @param array defines the array of number to store
  31827. */
  31828. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31829. /**
  31830. * Set the value of an uniform to an array of number (stored as vec4)
  31831. * @param uniform defines the webGL uniform location where to store the value
  31832. * @param array defines the array of number to store
  31833. */
  31834. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31835. /**
  31836. * Set the value of an uniform to an array of float32 (stored as matrices)
  31837. * @param uniform defines the webGL uniform location where to store the value
  31838. * @param matrices defines the array of float32 to store
  31839. */
  31840. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  31841. /**
  31842. * Set the value of an uniform to a matrix (3x3)
  31843. * @param uniform defines the webGL uniform location where to store the value
  31844. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  31845. */
  31846. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31847. /**
  31848. * Set the value of an uniform to a matrix (2x2)
  31849. * @param uniform defines the webGL uniform location where to store the value
  31850. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  31851. */
  31852. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31853. /**
  31854. * Set the value of an uniform to a number (int)
  31855. * @param uniform defines the webGL uniform location where to store the value
  31856. * @param value defines the int number to store
  31857. */
  31858. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31859. /**
  31860. * Set the value of an uniform to a number (float)
  31861. * @param uniform defines the webGL uniform location where to store the value
  31862. * @param value defines the float number to store
  31863. */
  31864. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31865. /**
  31866. * Set the value of an uniform to a vec2
  31867. * @param uniform defines the webGL uniform location where to store the value
  31868. * @param x defines the 1st component of the value
  31869. * @param y defines the 2nd component of the value
  31870. */
  31871. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  31872. /**
  31873. * Set the value of an uniform to a vec3
  31874. * @param uniform defines the webGL uniform location where to store the value
  31875. * @param x defines the 1st component of the value
  31876. * @param y defines the 2nd component of the value
  31877. * @param z defines the 3rd component of the value
  31878. */
  31879. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  31880. /**
  31881. * Set the value of an uniform to a boolean
  31882. * @param uniform defines the webGL uniform location where to store the value
  31883. * @param bool defines the boolean to store
  31884. */
  31885. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  31886. /**
  31887. * Set the value of an uniform to a vec4
  31888. * @param uniform defines the webGL uniform location where to store the value
  31889. * @param x defines the 1st component of the value
  31890. * @param y defines the 2nd component of the value
  31891. * @param z defines the 3rd component of the value
  31892. * @param w defines the 4th component of the value
  31893. */
  31894. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  31895. /**
  31896. * Sets a Color4 on a uniform variable
  31897. * @param uniform defines the uniform location
  31898. * @param color4 defines the value to be set
  31899. */
  31900. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  31901. /**
  31902. * Set various states to the webGL context
  31903. * @param culling defines backface culling state
  31904. * @param zOffset defines the value to apply to zOffset (0 by default)
  31905. * @param force defines if states must be applied even if cache is up to date
  31906. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  31907. */
  31908. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  31909. /**
  31910. * Set the z offset to apply to current rendering
  31911. * @param value defines the offset to apply
  31912. */
  31913. setZOffset(value: number): void;
  31914. /**
  31915. * Gets the current value of the zOffset
  31916. * @returns the current zOffset state
  31917. */
  31918. getZOffset(): number;
  31919. /**
  31920. * Enable or disable depth buffering
  31921. * @param enable defines the state to set
  31922. */
  31923. setDepthBuffer(enable: boolean): void;
  31924. /**
  31925. * Gets a boolean indicating if depth writing is enabled
  31926. * @returns the current depth writing state
  31927. */
  31928. getDepthWrite(): boolean;
  31929. /**
  31930. * Enable or disable depth writing
  31931. * @param enable defines the state to set
  31932. */
  31933. setDepthWrite(enable: boolean): void;
  31934. /**
  31935. * Enable or disable color writing
  31936. * @param enable defines the state to set
  31937. */
  31938. setColorWrite(enable: boolean): void;
  31939. /**
  31940. * Gets a boolean indicating if color writing is enabled
  31941. * @returns the current color writing state
  31942. */
  31943. getColorWrite(): boolean;
  31944. /**
  31945. * Sets alpha constants used by some alpha blending modes
  31946. * @param r defines the red component
  31947. * @param g defines the green component
  31948. * @param b defines the blue component
  31949. * @param a defines the alpha component
  31950. */
  31951. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  31952. /**
  31953. * Sets the current alpha mode
  31954. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  31955. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  31956. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  31957. */
  31958. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  31959. /**
  31960. * Gets the current alpha mode
  31961. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  31962. * @returns the current alpha mode
  31963. */
  31964. getAlphaMode(): number;
  31965. /**
  31966. * Clears the list of texture accessible through engine.
  31967. * This can help preventing texture load conflict due to name collision.
  31968. */
  31969. clearInternalTexturesCache(): void;
  31970. /**
  31971. * Force the entire cache to be cleared
  31972. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  31973. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  31974. */
  31975. wipeCaches(bruteForce?: boolean): void;
  31976. /**
  31977. * Set the compressed texture format to use, based on the formats you have, and the formats
  31978. * supported by the hardware / browser.
  31979. *
  31980. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  31981. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  31982. * to API arguments needed to compressed textures. This puts the burden on the container
  31983. * generator to house the arcane code for determining these for current & future formats.
  31984. *
  31985. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  31986. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  31987. *
  31988. * Note: The result of this call is not taken into account when a texture is base64.
  31989. *
  31990. * @param formatsAvailable defines the list of those format families you have created
  31991. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  31992. *
  31993. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  31994. * @returns The extension selected.
  31995. */
  31996. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  31997. /** @hidden */
  31998. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  31999. min: number;
  32000. mag: number;
  32001. };
  32002. /** @hidden */
  32003. _createTexture(): WebGLTexture;
  32004. /**
  32005. * Usually called from Texture.ts.
  32006. * Passed information to create a WebGLTexture
  32007. * @param urlArg defines a value which contains one of the following:
  32008. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  32009. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  32010. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  32011. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  32012. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  32013. * @param scene needed for loading to the correct scene
  32014. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  32015. * @param onLoad optional callback to be called upon successful completion
  32016. * @param onError optional callback to be called upon failure
  32017. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  32018. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  32019. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  32020. * @param forcedExtension defines the extension to use to pick the right loader
  32021. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  32022. * @returns a InternalTexture for assignment back into BABYLON.Texture
  32023. */
  32024. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  32025. /**
  32026. * @hidden
  32027. * Rescales a texture
  32028. * @param source input texutre
  32029. * @param destination destination texture
  32030. * @param scene scene to use to render the resize
  32031. * @param internalFormat format to use when resizing
  32032. * @param onComplete callback to be called when resize has completed
  32033. */
  32034. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  32035. private _unpackFlipYCached;
  32036. /**
  32037. * In case you are sharing the context with other applications, it might
  32038. * be interested to not cache the unpack flip y state to ensure a consistent
  32039. * value would be set.
  32040. */
  32041. enableUnpackFlipYCached: boolean;
  32042. /** @hidden */
  32043. _unpackFlipY(value: boolean): void;
  32044. /** @hidden */
  32045. _getUnpackAlignement(): number;
  32046. /**
  32047. * Creates a dynamic texture
  32048. * @param width defines the width of the texture
  32049. * @param height defines the height of the texture
  32050. * @param generateMipMaps defines if the engine should generate the mip levels
  32051. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  32052. * @returns the dynamic texture inside an InternalTexture
  32053. */
  32054. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  32055. /**
  32056. * Update the sampling mode of a given texture
  32057. * @param samplingMode defines the required sampling mode
  32058. * @param texture defines the texture to update
  32059. */
  32060. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  32061. /**
  32062. * Update the content of a dynamic texture
  32063. * @param texture defines the texture to update
  32064. * @param canvas defines the canvas containing the source
  32065. * @param invertY defines if data must be stored with Y axis inverted
  32066. * @param premulAlpha defines if alpha is stored as premultiplied
  32067. * @param format defines the format of the data
  32068. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  32069. */
  32070. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  32071. /**
  32072. * Update a video texture
  32073. * @param texture defines the texture to update
  32074. * @param video defines the video element to use
  32075. * @param invertY defines if data must be stored with Y axis inverted
  32076. */
  32077. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  32078. /**
  32079. * Updates a depth texture Comparison Mode and Function.
  32080. * If the comparison Function is equal to 0, the mode will be set to none.
  32081. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  32082. * @param texture The texture to set the comparison function for
  32083. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  32084. */
  32085. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  32086. /** @hidden */
  32087. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  32088. width: number;
  32089. height: number;
  32090. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  32091. /**
  32092. * Creates a depth stencil texture.
  32093. * This is only available in WebGL 2 or with the depth texture extension available.
  32094. * @param size The size of face edge in the texture.
  32095. * @param options The options defining the texture.
  32096. * @returns The texture
  32097. */
  32098. createDepthStencilTexture(size: number | {
  32099. width: number;
  32100. height: number;
  32101. }, options: DepthTextureCreationOptions): InternalTexture;
  32102. /**
  32103. * Creates a depth stencil texture.
  32104. * This is only available in WebGL 2 or with the depth texture extension available.
  32105. * @param size The size of face edge in the texture.
  32106. * @param options The options defining the texture.
  32107. * @returns The texture
  32108. */
  32109. private _createDepthStencilTexture;
  32110. /**
  32111. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  32112. * @param renderTarget The render target to set the frame buffer for
  32113. */
  32114. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  32115. /**
  32116. * Creates a new render target texture
  32117. * @param size defines the size of the texture
  32118. * @param options defines the options used to create the texture
  32119. * @returns a new render target texture stored in an InternalTexture
  32120. */
  32121. createRenderTargetTexture(size: number | {
  32122. width: number;
  32123. height: number;
  32124. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  32125. /** @hidden */
  32126. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  32127. /**
  32128. * Updates the sample count of a render target texture
  32129. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  32130. * @param texture defines the texture to update
  32131. * @param samples defines the sample count to set
  32132. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  32133. */
  32134. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  32135. /** @hidden */
  32136. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32137. /** @hidden */
  32138. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  32139. /** @hidden */
  32140. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32141. /** @hidden */
  32142. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  32143. /**
  32144. * @hidden
  32145. */
  32146. _setCubeMapTextureParams(loadMipmap: boolean): void;
  32147. private _prepareWebGLTextureContinuation;
  32148. private _prepareWebGLTexture;
  32149. /** @hidden */
  32150. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32151. /** @hidden */
  32152. _releaseFramebufferObjects(texture: InternalTexture): void;
  32153. /** @hidden */
  32154. _releaseTexture(texture: InternalTexture): void;
  32155. private setProgram;
  32156. private _boundUniforms;
  32157. /**
  32158. * Binds an effect to the webGL context
  32159. * @param effect defines the effect to bind
  32160. */
  32161. bindSamplers(effect: Effect): void;
  32162. private _activateCurrentTexture;
  32163. /** @hidden */
  32164. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  32165. /** @hidden */
  32166. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  32167. /**
  32168. * Sets a texture to the webGL context from a postprocess
  32169. * @param channel defines the channel to use
  32170. * @param postProcess defines the source postprocess
  32171. */
  32172. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32173. /**
  32174. * Binds the output of the passed in post process to the texture channel specified
  32175. * @param channel The channel the texture should be bound to
  32176. * @param postProcess The post process which's output should be bound
  32177. */
  32178. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32179. /**
  32180. * Unbind all textures from the webGL context
  32181. */
  32182. unbindAllTextures(): void;
  32183. /**
  32184. * Sets a texture to the according uniform.
  32185. * @param channel The texture channel
  32186. * @param uniform The uniform to set
  32187. * @param texture The texture to apply
  32188. */
  32189. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  32190. /**
  32191. * Sets a depth stencil texture from a render target to the according uniform.
  32192. * @param channel The texture channel
  32193. * @param uniform The uniform to set
  32194. * @param texture The render target texture containing the depth stencil texture to apply
  32195. */
  32196. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32197. private _bindSamplerUniformToChannel;
  32198. private _getTextureWrapMode;
  32199. private _setTexture;
  32200. /**
  32201. * Sets an array of texture to the webGL context
  32202. * @param channel defines the channel where the texture array must be set
  32203. * @param uniform defines the associated uniform location
  32204. * @param textures defines the array of textures to bind
  32205. */
  32206. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  32207. /** @hidden */
  32208. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  32209. private _setTextureParameterFloat;
  32210. private _setTextureParameterInteger;
  32211. /**
  32212. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32213. * @param x defines the x coordinate of the rectangle where pixels must be read
  32214. * @param y defines the y coordinate of the rectangle where pixels must be read
  32215. * @param width defines the width of the rectangle where pixels must be read
  32216. * @param height defines the height of the rectangle where pixels must be read
  32217. * @returns a Uint8Array containing RGBA colors
  32218. */
  32219. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32220. /**
  32221. * Add an externaly attached data from its key.
  32222. * This method call will fail and return false, if such key already exists.
  32223. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  32224. * @param key the unique key that identifies the data
  32225. * @param data the data object to associate to the key for this Engine instance
  32226. * @return true if no such key were already present and the data was added successfully, false otherwise
  32227. */
  32228. addExternalData<T>(key: string, data: T): boolean;
  32229. /**
  32230. * Get an externaly attached data from its key
  32231. * @param key the unique key that identifies the data
  32232. * @return the associated data, if present (can be null), or undefined if not present
  32233. */
  32234. getExternalData<T>(key: string): T;
  32235. /**
  32236. * Get an externaly attached data from its key, create it using a factory if it's not already present
  32237. * @param key the unique key that identifies the data
  32238. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  32239. * @return the associated data, can be null if the factory returned null.
  32240. */
  32241. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  32242. /**
  32243. * Remove an externaly attached data from the Engine instance
  32244. * @param key the unique key that identifies the data
  32245. * @return true if the data was successfully removed, false if it doesn't exist
  32246. */
  32247. removeExternalData(key: string): boolean;
  32248. /**
  32249. * Unbind all vertex attributes from the webGL context
  32250. */
  32251. unbindAllAttributes(): void;
  32252. /**
  32253. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  32254. */
  32255. releaseEffects(): void;
  32256. /**
  32257. * Dispose and release all associated resources
  32258. */
  32259. dispose(): void;
  32260. /**
  32261. * Display the loading screen
  32262. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32263. */
  32264. displayLoadingUI(): void;
  32265. /**
  32266. * Hide the loading screen
  32267. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32268. */
  32269. hideLoadingUI(): void;
  32270. /**
  32271. * Gets the current loading screen object
  32272. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32273. */
  32274. /**
  32275. * Sets the current loading screen object
  32276. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32277. */
  32278. loadingScreen: ILoadingScreen;
  32279. /**
  32280. * Sets the current loading screen text
  32281. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32282. */
  32283. loadingUIText: string;
  32284. /**
  32285. * Sets the current loading screen background color
  32286. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32287. */
  32288. loadingUIBackgroundColor: string;
  32289. /**
  32290. * Attach a new callback raised when context lost event is fired
  32291. * @param callback defines the callback to call
  32292. */
  32293. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32294. /**
  32295. * Attach a new callback raised when context restored event is fired
  32296. * @param callback defines the callback to call
  32297. */
  32298. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32299. /**
  32300. * Gets the source code of the vertex shader associated with a specific webGL program
  32301. * @param program defines the program to use
  32302. * @returns a string containing the source code of the vertex shader associated with the program
  32303. */
  32304. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32305. /**
  32306. * Gets the source code of the fragment shader associated with a specific webGL program
  32307. * @param program defines the program to use
  32308. * @returns a string containing the source code of the fragment shader associated with the program
  32309. */
  32310. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32311. /**
  32312. * Get the current error code of the webGL context
  32313. * @returns the error code
  32314. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  32315. */
  32316. getError(): number;
  32317. /**
  32318. * Gets the current framerate
  32319. * @returns a number representing the framerate
  32320. */
  32321. getFps(): number;
  32322. /**
  32323. * Gets the time spent between current and previous frame
  32324. * @returns a number representing the delta time in ms
  32325. */
  32326. getDeltaTime(): number;
  32327. private _measureFps;
  32328. /** @hidden */
  32329. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  32330. private _canRenderToFloatFramebuffer;
  32331. private _canRenderToHalfFloatFramebuffer;
  32332. private _canRenderToFramebuffer;
  32333. /** @hidden */
  32334. _getWebGLTextureType(type: number): number;
  32335. /** @hidden */
  32336. _getInternalFormat(format: number): number;
  32337. /** @hidden */
  32338. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  32339. /** @hidden */
  32340. _getRGBAMultiSampleBufferFormat(type: number): number;
  32341. /** @hidden */
  32342. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  32343. /** @hidden */
  32344. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32345. /**
  32346. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  32347. * @returns true if the engine can be created
  32348. * @ignorenaming
  32349. */
  32350. static isSupported(): boolean;
  32351. /**
  32352. * Find the next highest power of two.
  32353. * @param x Number to start search from.
  32354. * @return Next highest power of two.
  32355. */
  32356. static CeilingPOT(x: number): number;
  32357. /**
  32358. * Find the next lowest power of two.
  32359. * @param x Number to start search from.
  32360. * @return Next lowest power of two.
  32361. */
  32362. static FloorPOT(x: number): number;
  32363. /**
  32364. * Find the nearest power of two.
  32365. * @param x Number to start search from.
  32366. * @return Next nearest power of two.
  32367. */
  32368. static NearestPOT(x: number): number;
  32369. /**
  32370. * Get the closest exponent of two
  32371. * @param value defines the value to approximate
  32372. * @param max defines the maximum value to return
  32373. * @param mode defines how to define the closest value
  32374. * @returns closest exponent of two of the given value
  32375. */
  32376. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  32377. /**
  32378. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  32379. * @param func - the function to be called
  32380. * @param requester - the object that will request the next frame. Falls back to window.
  32381. * @returns frame number
  32382. */
  32383. static QueueNewFrame(func: () => void, requester?: any): number;
  32384. /**
  32385. * Ask the browser to promote the current element to pointerlock mode
  32386. * @param element defines the DOM element to promote
  32387. */
  32388. static _RequestPointerlock(element: HTMLElement): void;
  32389. /**
  32390. * Asks the browser to exit pointerlock mode
  32391. */
  32392. static _ExitPointerlock(): void;
  32393. /**
  32394. * Ask the browser to promote the current element to fullscreen rendering mode
  32395. * @param element defines the DOM element to promote
  32396. */
  32397. static _RequestFullscreen(element: HTMLElement): void;
  32398. /**
  32399. * Asks the browser to exit fullscreen mode
  32400. */
  32401. static _ExitFullscreen(): void;
  32402. }
  32403. }
  32404. declare module "babylonjs/Engines/engineStore" {
  32405. import { Nullable } from "babylonjs/types";
  32406. import { Engine } from "babylonjs/Engines/engine";
  32407. import { Scene } from "babylonjs/scene";
  32408. /**
  32409. * The engine store class is responsible to hold all the instances of Engine and Scene created
  32410. * during the life time of the application.
  32411. */
  32412. export class EngineStore {
  32413. /** Gets the list of created engines */
  32414. static Instances: import("babylonjs/Engines/engine").Engine[];
  32415. /** @hidden */
  32416. static _LastCreatedScene: Nullable<Scene>;
  32417. /**
  32418. * Gets the latest created engine
  32419. */
  32420. static readonly LastCreatedEngine: Nullable<Engine>;
  32421. /**
  32422. * Gets the latest created scene
  32423. */
  32424. static readonly LastCreatedScene: Nullable<Scene>;
  32425. /**
  32426. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32427. * @ignorenaming
  32428. */
  32429. static UseFallbackTexture: boolean;
  32430. /**
  32431. * Texture content used if a texture cannot loaded
  32432. * @ignorenaming
  32433. */
  32434. static FallbackTexture: string;
  32435. }
  32436. }
  32437. declare module "babylonjs/Misc/promise" {
  32438. /**
  32439. * Helper class that provides a small promise polyfill
  32440. */
  32441. export class PromisePolyfill {
  32442. /**
  32443. * Static function used to check if the polyfill is required
  32444. * If this is the case then the function will inject the polyfill to window.Promise
  32445. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  32446. */
  32447. static Apply(force?: boolean): void;
  32448. }
  32449. }
  32450. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  32451. /**
  32452. * Interface for screenshot methods with describe argument called `size` as object with options
  32453. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  32454. */
  32455. export interface IScreenshotSize {
  32456. /**
  32457. * number in pixels for canvas height
  32458. */
  32459. height?: number;
  32460. /**
  32461. * multiplier allowing render at a higher or lower resolution
  32462. * If value is defined then height and width will be ignored and taken from camera
  32463. */
  32464. precision?: number;
  32465. /**
  32466. * number in pixels for canvas width
  32467. */
  32468. width?: number;
  32469. }
  32470. }
  32471. declare module "babylonjs/Misc/tools" {
  32472. import { Nullable, float } from "babylonjs/types";
  32473. import { DomManagement } from "babylonjs/Misc/domManagement";
  32474. import { WebRequest } from "babylonjs/Misc/webRequest";
  32475. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  32476. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32477. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  32478. import { Camera } from "babylonjs/Cameras/camera";
  32479. import { Engine } from "babylonjs/Engines/engine";
  32480. interface IColor4Like {
  32481. r: float;
  32482. g: float;
  32483. b: float;
  32484. a: float;
  32485. }
  32486. /**
  32487. * Class containing a set of static utilities functions
  32488. */
  32489. export class Tools {
  32490. /**
  32491. * Gets or sets the base URL to use to load assets
  32492. */
  32493. static BaseUrl: string;
  32494. /**
  32495. * Enable/Disable Custom HTTP Request Headers globally.
  32496. * default = false
  32497. * @see CustomRequestHeaders
  32498. */
  32499. static UseCustomRequestHeaders: boolean;
  32500. /**
  32501. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  32502. * i.e. when loading files, where the server/service expects an Authorization header
  32503. */
  32504. static CustomRequestHeaders: {
  32505. [key: string]: string;
  32506. };
  32507. /**
  32508. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  32509. */
  32510. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  32511. /**
  32512. * Default behaviour for cors in the application.
  32513. * It can be a string if the expected behavior is identical in the entire app.
  32514. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  32515. */
  32516. static CorsBehavior: string | ((url: string | string[]) => string);
  32517. /**
  32518. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32519. * @ignorenaming
  32520. */
  32521. static UseFallbackTexture: boolean;
  32522. /**
  32523. * Use this object to register external classes like custom textures or material
  32524. * to allow the laoders to instantiate them
  32525. */
  32526. static RegisteredExternalClasses: {
  32527. [key: string]: Object;
  32528. };
  32529. /**
  32530. * Texture content used if a texture cannot loaded
  32531. * @ignorenaming
  32532. */
  32533. static fallbackTexture: string;
  32534. /**
  32535. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  32536. * @param u defines the coordinate on X axis
  32537. * @param v defines the coordinate on Y axis
  32538. * @param width defines the width of the source data
  32539. * @param height defines the height of the source data
  32540. * @param pixels defines the source byte array
  32541. * @param color defines the output color
  32542. */
  32543. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  32544. /**
  32545. * Interpolates between a and b via alpha
  32546. * @param a The lower value (returned when alpha = 0)
  32547. * @param b The upper value (returned when alpha = 1)
  32548. * @param alpha The interpolation-factor
  32549. * @return The mixed value
  32550. */
  32551. static Mix(a: number, b: number, alpha: number): number;
  32552. /**
  32553. * Tries to instantiate a new object from a given class name
  32554. * @param className defines the class name to instantiate
  32555. * @returns the new object or null if the system was not able to do the instantiation
  32556. */
  32557. static Instantiate(className: string): any;
  32558. /**
  32559. * Provides a slice function that will work even on IE
  32560. * @param data defines the array to slice
  32561. * @param start defines the start of the data (optional)
  32562. * @param end defines the end of the data (optional)
  32563. * @returns the new sliced array
  32564. */
  32565. static Slice<T>(data: T, start?: number, end?: number): T;
  32566. /**
  32567. * Polyfill for setImmediate
  32568. * @param action defines the action to execute after the current execution block
  32569. */
  32570. static SetImmediate(action: () => void): void;
  32571. /**
  32572. * Function indicating if a number is an exponent of 2
  32573. * @param value defines the value to test
  32574. * @returns true if the value is an exponent of 2
  32575. */
  32576. static IsExponentOfTwo(value: number): boolean;
  32577. private static _tmpFloatArray;
  32578. /**
  32579. * Returns the nearest 32-bit single precision float representation of a Number
  32580. * @param value A Number. If the parameter is of a different type, it will get converted
  32581. * to a number or to NaN if it cannot be converted
  32582. * @returns number
  32583. */
  32584. static FloatRound(value: number): number;
  32585. /**
  32586. * Extracts the filename from a path
  32587. * @param path defines the path to use
  32588. * @returns the filename
  32589. */
  32590. static GetFilename(path: string): string;
  32591. /**
  32592. * Extracts the "folder" part of a path (everything before the filename).
  32593. * @param uri The URI to extract the info from
  32594. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  32595. * @returns The "folder" part of the path
  32596. */
  32597. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  32598. /**
  32599. * Extracts text content from a DOM element hierarchy
  32600. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  32601. */
  32602. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  32603. /**
  32604. * Convert an angle in radians to degrees
  32605. * @param angle defines the angle to convert
  32606. * @returns the angle in degrees
  32607. */
  32608. static ToDegrees(angle: number): number;
  32609. /**
  32610. * Convert an angle in degrees to radians
  32611. * @param angle defines the angle to convert
  32612. * @returns the angle in radians
  32613. */
  32614. static ToRadians(angle: number): number;
  32615. /**
  32616. * Encode a buffer to a base64 string
  32617. * @param buffer defines the buffer to encode
  32618. * @returns the encoded string
  32619. */
  32620. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  32621. /**
  32622. * Returns an array if obj is not an array
  32623. * @param obj defines the object to evaluate as an array
  32624. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  32625. * @returns either obj directly if obj is an array or a new array containing obj
  32626. */
  32627. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  32628. /**
  32629. * Gets the pointer prefix to use
  32630. * @returns "pointer" if touch is enabled. Else returns "mouse"
  32631. */
  32632. static GetPointerPrefix(): string;
  32633. /**
  32634. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  32635. * @param url define the url we are trying
  32636. * @param element define the dom element where to configure the cors policy
  32637. */
  32638. static SetCorsBehavior(url: string | string[], element: {
  32639. crossOrigin: string | null;
  32640. }): void;
  32641. /**
  32642. * Removes unwanted characters from an url
  32643. * @param url defines the url to clean
  32644. * @returns the cleaned url
  32645. */
  32646. static CleanUrl(url: string): string;
  32647. /**
  32648. * Gets or sets a function used to pre-process url before using them to load assets
  32649. */
  32650. static PreprocessUrl: (url: string) => string;
  32651. /**
  32652. * Loads an image as an HTMLImageElement.
  32653. * @param input url string, ArrayBuffer, or Blob to load
  32654. * @param onLoad callback called when the image successfully loads
  32655. * @param onError callback called when the image fails to load
  32656. * @param offlineProvider offline provider for caching
  32657. * @returns the HTMLImageElement of the loaded image
  32658. */
  32659. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  32660. /**
  32661. * Loads a file
  32662. * @param url url string, ArrayBuffer, or Blob to load
  32663. * @param onSuccess callback called when the file successfully loads
  32664. * @param onProgress callback called while file is loading (if the server supports this mode)
  32665. * @param offlineProvider defines the offline provider for caching
  32666. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  32667. * @param onError callback called when the file fails to load
  32668. * @returns a file request object
  32669. */
  32670. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  32671. /**
  32672. * Loads a file from a url
  32673. * @param url the file url to load
  32674. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  32675. */
  32676. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  32677. /**
  32678. * Load a script (identified by an url). When the url returns, the
  32679. * content of this file is added into a new script element, attached to the DOM (body element)
  32680. * @param scriptUrl defines the url of the script to laod
  32681. * @param onSuccess defines the callback called when the script is loaded
  32682. * @param onError defines the callback to call if an error occurs
  32683. * @param scriptId defines the id of the script element
  32684. */
  32685. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  32686. /**
  32687. * Load an asynchronous script (identified by an url). When the url returns, the
  32688. * content of this file is added into a new script element, attached to the DOM (body element)
  32689. * @param scriptUrl defines the url of the script to laod
  32690. * @param scriptId defines the id of the script element
  32691. * @returns a promise request object
  32692. */
  32693. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  32694. /**
  32695. * Loads a file from a blob
  32696. * @param fileToLoad defines the blob to use
  32697. * @param callback defines the callback to call when data is loaded
  32698. * @param progressCallback defines the callback to call during loading process
  32699. * @returns a file request object
  32700. */
  32701. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  32702. /**
  32703. * Loads a file
  32704. * @param fileToLoad defines the file to load
  32705. * @param callback defines the callback to call when data is loaded
  32706. * @param progressCallBack defines the callback to call during loading process
  32707. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  32708. * @returns a file request object
  32709. */
  32710. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  32711. /**
  32712. * Creates a data url from a given string content
  32713. * @param content defines the content to convert
  32714. * @returns the new data url link
  32715. */
  32716. static FileAsURL(content: string): string;
  32717. /**
  32718. * Format the given number to a specific decimal format
  32719. * @param value defines the number to format
  32720. * @param decimals defines the number of decimals to use
  32721. * @returns the formatted string
  32722. */
  32723. static Format(value: number, decimals?: number): string;
  32724. /**
  32725. * Tries to copy an object by duplicating every property
  32726. * @param source defines the source object
  32727. * @param destination defines the target object
  32728. * @param doNotCopyList defines a list of properties to avoid
  32729. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  32730. */
  32731. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  32732. /**
  32733. * Gets a boolean indicating if the given object has no own property
  32734. * @param obj defines the object to test
  32735. * @returns true if object has no own property
  32736. */
  32737. static IsEmpty(obj: any): boolean;
  32738. /**
  32739. * Function used to register events at window level
  32740. * @param windowElement defines the Window object to use
  32741. * @param events defines the events to register
  32742. */
  32743. static RegisterTopRootEvents(windowElement: Window, events: {
  32744. name: string;
  32745. handler: Nullable<(e: FocusEvent) => any>;
  32746. }[]): void;
  32747. /**
  32748. * Function used to unregister events from window level
  32749. * @param windowElement defines the Window object to use
  32750. * @param events defines the events to unregister
  32751. */
  32752. static UnregisterTopRootEvents(windowElement: Window, events: {
  32753. name: string;
  32754. handler: Nullable<(e: FocusEvent) => any>;
  32755. }[]): void;
  32756. /**
  32757. * @ignore
  32758. */
  32759. static _ScreenshotCanvas: HTMLCanvasElement;
  32760. /**
  32761. * Dumps the current bound framebuffer
  32762. * @param width defines the rendering width
  32763. * @param height defines the rendering height
  32764. * @param engine defines the hosting engine
  32765. * @param successCallback defines the callback triggered once the data are available
  32766. * @param mimeType defines the mime type of the result
  32767. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  32768. */
  32769. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32770. /**
  32771. * Converts the canvas data to blob.
  32772. * This acts as a polyfill for browsers not supporting the to blob function.
  32773. * @param canvas Defines the canvas to extract the data from
  32774. * @param successCallback Defines the callback triggered once the data are available
  32775. * @param mimeType Defines the mime type of the result
  32776. */
  32777. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  32778. /**
  32779. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  32780. * @param successCallback defines the callback triggered once the data are available
  32781. * @param mimeType defines the mime type of the result
  32782. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  32783. */
  32784. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32785. /**
  32786. * Downloads a blob in the browser
  32787. * @param blob defines the blob to download
  32788. * @param fileName defines the name of the downloaded file
  32789. */
  32790. static Download(blob: Blob, fileName: string): void;
  32791. /**
  32792. * Captures a screenshot of the current rendering
  32793. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32794. * @param engine defines the rendering engine
  32795. * @param camera defines the source camera
  32796. * @param size This parameter can be set to a single number or to an object with the
  32797. * following (optional) properties: precision, width, height. If a single number is passed,
  32798. * it will be used for both width and height. If an object is passed, the screenshot size
  32799. * will be derived from the parameters. The precision property is a multiplier allowing
  32800. * rendering at a higher or lower resolution
  32801. * @param successCallback defines the callback receives a single parameter which contains the
  32802. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32803. * src parameter of an <img> to display it
  32804. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32805. * Check your browser for supported MIME types
  32806. */
  32807. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  32808. /**
  32809. * Captures a screenshot of the current rendering
  32810. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32811. * @param engine defines the rendering engine
  32812. * @param camera defines the source camera
  32813. * @param size This parameter can be set to a single number or to an object with the
  32814. * following (optional) properties: precision, width, height. If a single number is passed,
  32815. * it will be used for both width and height. If an object is passed, the screenshot size
  32816. * will be derived from the parameters. The precision property is a multiplier allowing
  32817. * rendering at a higher or lower resolution
  32818. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32819. * Check your browser for supported MIME types
  32820. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32821. * to the src parameter of an <img> to display it
  32822. */
  32823. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  32824. /**
  32825. * Generates an image screenshot from the specified camera.
  32826. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32827. * @param engine The engine to use for rendering
  32828. * @param camera The camera to use for rendering
  32829. * @param size This parameter can be set to a single number or to an object with the
  32830. * following (optional) properties: precision, width, height. If a single number is passed,
  32831. * it will be used for both width and height. If an object is passed, the screenshot size
  32832. * will be derived from the parameters. The precision property is a multiplier allowing
  32833. * rendering at a higher or lower resolution
  32834. * @param successCallback The callback receives a single parameter which contains the
  32835. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32836. * src parameter of an <img> to display it
  32837. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32838. * Check your browser for supported MIME types
  32839. * @param samples Texture samples (default: 1)
  32840. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32841. * @param fileName A name for for the downloaded file.
  32842. */
  32843. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  32844. /**
  32845. * Generates an image screenshot from the specified camera.
  32846. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32847. * @param engine The engine to use for rendering
  32848. * @param camera The camera to use for rendering
  32849. * @param size This parameter can be set to a single number or to an object with the
  32850. * following (optional) properties: precision, width, height. If a single number is passed,
  32851. * it will be used for both width and height. If an object is passed, the screenshot size
  32852. * will be derived from the parameters. The precision property is a multiplier allowing
  32853. * rendering at a higher or lower resolution
  32854. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32855. * Check your browser for supported MIME types
  32856. * @param samples Texture samples (default: 1)
  32857. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32858. * @param fileName A name for for the downloaded file.
  32859. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32860. * to the src parameter of an <img> to display it
  32861. */
  32862. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  32863. /**
  32864. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  32865. * Be aware Math.random() could cause collisions, but:
  32866. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  32867. * @returns a pseudo random id
  32868. */
  32869. static RandomId(): string;
  32870. /**
  32871. * Test if the given uri is a base64 string
  32872. * @param uri The uri to test
  32873. * @return True if the uri is a base64 string or false otherwise
  32874. */
  32875. static IsBase64(uri: string): boolean;
  32876. /**
  32877. * Decode the given base64 uri.
  32878. * @param uri The uri to decode
  32879. * @return The decoded base64 data.
  32880. */
  32881. static DecodeBase64(uri: string): ArrayBuffer;
  32882. /**
  32883. * Gets the absolute url.
  32884. * @param url the input url
  32885. * @return the absolute url
  32886. */
  32887. static GetAbsoluteUrl(url: string): string;
  32888. /**
  32889. * No log
  32890. */
  32891. static readonly NoneLogLevel: number;
  32892. /**
  32893. * Only message logs
  32894. */
  32895. static readonly MessageLogLevel: number;
  32896. /**
  32897. * Only warning logs
  32898. */
  32899. static readonly WarningLogLevel: number;
  32900. /**
  32901. * Only error logs
  32902. */
  32903. static readonly ErrorLogLevel: number;
  32904. /**
  32905. * All logs
  32906. */
  32907. static readonly AllLogLevel: number;
  32908. /**
  32909. * Gets a value indicating the number of loading errors
  32910. * @ignorenaming
  32911. */
  32912. static readonly errorsCount: number;
  32913. /**
  32914. * Callback called when a new log is added
  32915. */
  32916. static OnNewCacheEntry: (entry: string) => void;
  32917. /**
  32918. * Log a message to the console
  32919. * @param message defines the message to log
  32920. */
  32921. static Log(message: string): void;
  32922. /**
  32923. * Write a warning message to the console
  32924. * @param message defines the message to log
  32925. */
  32926. static Warn(message: string): void;
  32927. /**
  32928. * Write an error message to the console
  32929. * @param message defines the message to log
  32930. */
  32931. static Error(message: string): void;
  32932. /**
  32933. * Gets current log cache (list of logs)
  32934. */
  32935. static readonly LogCache: string;
  32936. /**
  32937. * Clears the log cache
  32938. */
  32939. static ClearLogCache(): void;
  32940. /**
  32941. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  32942. */
  32943. static LogLevels: number;
  32944. /**
  32945. * Checks if the window object exists
  32946. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  32947. */
  32948. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  32949. /**
  32950. * No performance log
  32951. */
  32952. static readonly PerformanceNoneLogLevel: number;
  32953. /**
  32954. * Use user marks to log performance
  32955. */
  32956. static readonly PerformanceUserMarkLogLevel: number;
  32957. /**
  32958. * Log performance to the console
  32959. */
  32960. static readonly PerformanceConsoleLogLevel: number;
  32961. private static _performance;
  32962. /**
  32963. * Sets the current performance log level
  32964. */
  32965. static PerformanceLogLevel: number;
  32966. private static _StartPerformanceCounterDisabled;
  32967. private static _EndPerformanceCounterDisabled;
  32968. private static _StartUserMark;
  32969. private static _EndUserMark;
  32970. private static _StartPerformanceConsole;
  32971. private static _EndPerformanceConsole;
  32972. /**
  32973. * Starts a performance counter
  32974. */
  32975. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  32976. /**
  32977. * Ends a specific performance coutner
  32978. */
  32979. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  32980. /**
  32981. * Gets either window.performance.now() if supported or Date.now() else
  32982. */
  32983. static readonly Now: number;
  32984. /**
  32985. * This method will return the name of the class used to create the instance of the given object.
  32986. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  32987. * @param object the object to get the class name from
  32988. * @param isType defines if the object is actually a type
  32989. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  32990. */
  32991. static GetClassName(object: any, isType?: boolean): string;
  32992. /**
  32993. * Gets the first element of an array satisfying a given predicate
  32994. * @param array defines the array to browse
  32995. * @param predicate defines the predicate to use
  32996. * @returns null if not found or the element
  32997. */
  32998. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  32999. /**
  33000. * This method will return the name of the full name of the class, including its owning module (if any).
  33001. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).
  33002. * @param object the object to get the class name from
  33003. * @param isType defines if the object is actually a type
  33004. * @return a string that can have two forms: "moduleName.className" if module was specified when the class' Name was registered or "className" if there was not module specified.
  33005. * @ignorenaming
  33006. */
  33007. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33008. /**
  33009. * Returns a promise that resolves after the given amount of time.
  33010. * @param delay Number of milliseconds to delay
  33011. * @returns Promise that resolves after the given amount of time
  33012. */
  33013. static DelayAsync(delay: number): Promise<void>;
  33014. }
  33015. /**
  33016. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33017. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33018. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33019. * @param name The name of the class, case should be preserved
  33020. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33021. */
  33022. export function className(name: string, module?: string): (target: Object) => void;
  33023. /**
  33024. * An implementation of a loop for asynchronous functions.
  33025. */
  33026. export class AsyncLoop {
  33027. /**
  33028. * Defines the number of iterations for the loop
  33029. */
  33030. iterations: number;
  33031. /**
  33032. * Defines the current index of the loop.
  33033. */
  33034. index: number;
  33035. private _done;
  33036. private _fn;
  33037. private _successCallback;
  33038. /**
  33039. * Constructor.
  33040. * @param iterations the number of iterations.
  33041. * @param func the function to run each iteration
  33042. * @param successCallback the callback that will be called upon succesful execution
  33043. * @param offset starting offset.
  33044. */
  33045. constructor(
  33046. /**
  33047. * Defines the number of iterations for the loop
  33048. */
  33049. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33050. /**
  33051. * Execute the next iteration. Must be called after the last iteration was finished.
  33052. */
  33053. executeNext(): void;
  33054. /**
  33055. * Break the loop and run the success callback.
  33056. */
  33057. breakLoop(): void;
  33058. /**
  33059. * Create and run an async loop.
  33060. * @param iterations the number of iterations.
  33061. * @param fn the function to run each iteration
  33062. * @param successCallback the callback that will be called upon succesful execution
  33063. * @param offset starting offset.
  33064. * @returns the created async loop object
  33065. */
  33066. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33067. /**
  33068. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33069. * @param iterations total number of iterations
  33070. * @param syncedIterations number of synchronous iterations in each async iteration.
  33071. * @param fn the function to call each iteration.
  33072. * @param callback a success call back that will be called when iterating stops.
  33073. * @param breakFunction a break condition (optional)
  33074. * @param timeout timeout settings for the setTimeout function. default - 0.
  33075. * @returns the created async loop object
  33076. */
  33077. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33078. }
  33079. }
  33080. declare module "babylonjs/Collisions/collisionCoordinator" {
  33081. import { Nullable } from "babylonjs/types";
  33082. import { Scene } from "babylonjs/scene";
  33083. import { Vector3 } from "babylonjs/Maths/math.vector";
  33084. import { Collider } from "babylonjs/Collisions/collider";
  33085. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33086. /** @hidden */
  33087. export interface ICollisionCoordinator {
  33088. createCollider(): Collider;
  33089. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33090. init(scene: Scene): void;
  33091. }
  33092. /** @hidden */
  33093. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33094. private _scene;
  33095. private _scaledPosition;
  33096. private _scaledVelocity;
  33097. private _finalPosition;
  33098. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33099. createCollider(): Collider;
  33100. init(scene: Scene): void;
  33101. private _collideWithWorld;
  33102. }
  33103. }
  33104. declare module "babylonjs/Inputs/scene.inputManager" {
  33105. import { Nullable } from "babylonjs/types";
  33106. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33107. import { Vector2 } from "babylonjs/Maths/math.vector";
  33108. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33109. import { Scene } from "babylonjs/scene";
  33110. /**
  33111. * Class used to manage all inputs for the scene.
  33112. */
  33113. export class InputManager {
  33114. /** The distance in pixel that you have to move to prevent some events */
  33115. static DragMovementThreshold: number;
  33116. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33117. static LongPressDelay: number;
  33118. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33119. static DoubleClickDelay: number;
  33120. /** If you need to check double click without raising a single click at first click, enable this flag */
  33121. static ExclusiveDoubleClickMode: boolean;
  33122. private _wheelEventName;
  33123. private _onPointerMove;
  33124. private _onPointerDown;
  33125. private _onPointerUp;
  33126. private _initClickEvent;
  33127. private _initActionManager;
  33128. private _delayedSimpleClick;
  33129. private _delayedSimpleClickTimeout;
  33130. private _previousDelayedSimpleClickTimeout;
  33131. private _meshPickProceed;
  33132. private _previousButtonPressed;
  33133. private _currentPickResult;
  33134. private _previousPickResult;
  33135. private _totalPointersPressed;
  33136. private _doubleClickOccured;
  33137. private _pointerOverMesh;
  33138. private _pickedDownMesh;
  33139. private _pickedUpMesh;
  33140. private _pointerX;
  33141. private _pointerY;
  33142. private _unTranslatedPointerX;
  33143. private _unTranslatedPointerY;
  33144. private _startingPointerPosition;
  33145. private _previousStartingPointerPosition;
  33146. private _startingPointerTime;
  33147. private _previousStartingPointerTime;
  33148. private _pointerCaptures;
  33149. private _onKeyDown;
  33150. private _onKeyUp;
  33151. private _onCanvasFocusObserver;
  33152. private _onCanvasBlurObserver;
  33153. private _scene;
  33154. /**
  33155. * Creates a new InputManager
  33156. * @param scene defines the hosting scene
  33157. */
  33158. constructor(scene: Scene);
  33159. /**
  33160. * Gets the mesh that is currently under the pointer
  33161. */
  33162. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33163. /**
  33164. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33165. */
  33166. readonly unTranslatedPointer: Vector2;
  33167. /**
  33168. * Gets or sets the current on-screen X position of the pointer
  33169. */
  33170. pointerX: number;
  33171. /**
  33172. * Gets or sets the current on-screen Y position of the pointer
  33173. */
  33174. pointerY: number;
  33175. private _updatePointerPosition;
  33176. private _processPointerMove;
  33177. private _setRayOnPointerInfo;
  33178. private _checkPrePointerObservable;
  33179. /**
  33180. * Use this method to simulate a pointer move on a mesh
  33181. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33182. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33183. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33184. */
  33185. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33186. /**
  33187. * Use this method to simulate a pointer down on a mesh
  33188. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33189. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33190. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33191. */
  33192. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33193. private _processPointerDown;
  33194. /** @hidden */
  33195. _isPointerSwiping(): boolean;
  33196. /**
  33197. * Use this method to simulate a pointer up on a mesh
  33198. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33199. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33200. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33201. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33202. */
  33203. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  33204. private _processPointerUp;
  33205. /**
  33206. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33207. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33208. * @returns true if the pointer was captured
  33209. */
  33210. isPointerCaptured(pointerId?: number): boolean;
  33211. /**
  33212. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33213. * @param attachUp defines if you want to attach events to pointerup
  33214. * @param attachDown defines if you want to attach events to pointerdown
  33215. * @param attachMove defines if you want to attach events to pointermove
  33216. */
  33217. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33218. /**
  33219. * Detaches all event handlers
  33220. */
  33221. detachControl(): void;
  33222. /**
  33223. * Force the value of meshUnderPointer
  33224. * @param mesh defines the mesh to use
  33225. */
  33226. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  33227. /**
  33228. * Gets the mesh under the pointer
  33229. * @returns a Mesh or null if no mesh is under the pointer
  33230. */
  33231. getPointerOverMesh(): Nullable<AbstractMesh>;
  33232. }
  33233. }
  33234. declare module "babylonjs/Misc/uniqueIdGenerator" {
  33235. /**
  33236. * Helper class used to generate session unique ID
  33237. */
  33238. export class UniqueIdGenerator {
  33239. private static _UniqueIdCounter;
  33240. /**
  33241. * Gets an unique (relatively to the current scene) Id
  33242. */
  33243. static readonly UniqueId: number;
  33244. }
  33245. }
  33246. declare module "babylonjs/Animations/animationGroup" {
  33247. import { Animatable } from "babylonjs/Animations/animatable";
  33248. import { Animation } from "babylonjs/Animations/animation";
  33249. import { Scene, IDisposable } from "babylonjs/scene";
  33250. import { Observable } from "babylonjs/Misc/observable";
  33251. import { Nullable } from "babylonjs/types";
  33252. import "babylonjs/Animations/animatable";
  33253. /**
  33254. * This class defines the direct association between an animation and a target
  33255. */
  33256. export class TargetedAnimation {
  33257. /**
  33258. * Animation to perform
  33259. */
  33260. animation: Animation;
  33261. /**
  33262. * Target to animate
  33263. */
  33264. target: any;
  33265. /**
  33266. * Serialize the object
  33267. * @returns the JSON object representing the current entity
  33268. */
  33269. serialize(): any;
  33270. }
  33271. /**
  33272. * Use this class to create coordinated animations on multiple targets
  33273. */
  33274. export class AnimationGroup implements IDisposable {
  33275. /** The name of the animation group */
  33276. name: string;
  33277. private _scene;
  33278. private _targetedAnimations;
  33279. private _animatables;
  33280. private _from;
  33281. private _to;
  33282. private _isStarted;
  33283. private _isPaused;
  33284. private _speedRatio;
  33285. private _loopAnimation;
  33286. /**
  33287. * Gets or sets the unique id of the node
  33288. */
  33289. uniqueId: number;
  33290. /**
  33291. * This observable will notify when one animation have ended
  33292. */
  33293. onAnimationEndObservable: Observable<TargetedAnimation>;
  33294. /**
  33295. * Observer raised when one animation loops
  33296. */
  33297. onAnimationLoopObservable: Observable<TargetedAnimation>;
  33298. /**
  33299. * This observable will notify when all animations have ended.
  33300. */
  33301. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  33302. /**
  33303. * This observable will notify when all animations have paused.
  33304. */
  33305. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  33306. /**
  33307. * This observable will notify when all animations are playing.
  33308. */
  33309. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  33310. /**
  33311. * Gets the first frame
  33312. */
  33313. readonly from: number;
  33314. /**
  33315. * Gets the last frame
  33316. */
  33317. readonly to: number;
  33318. /**
  33319. * Define if the animations are started
  33320. */
  33321. readonly isStarted: boolean;
  33322. /**
  33323. * Gets a value indicating that the current group is playing
  33324. */
  33325. readonly isPlaying: boolean;
  33326. /**
  33327. * Gets or sets the speed ratio to use for all animations
  33328. */
  33329. /**
  33330. * Gets or sets the speed ratio to use for all animations
  33331. */
  33332. speedRatio: number;
  33333. /**
  33334. * Gets or sets if all animations should loop or not
  33335. */
  33336. loopAnimation: boolean;
  33337. /**
  33338. * Gets the targeted animations for this animation group
  33339. */
  33340. readonly targetedAnimations: Array<TargetedAnimation>;
  33341. /**
  33342. * returning the list of animatables controlled by this animation group.
  33343. */
  33344. readonly animatables: Array<Animatable>;
  33345. /**
  33346. * Instantiates a new Animation Group.
  33347. * This helps managing several animations at once.
  33348. * @see http://doc.babylonjs.com/how_to/group
  33349. * @param name Defines the name of the group
  33350. * @param scene Defines the scene the group belongs to
  33351. */
  33352. constructor(
  33353. /** The name of the animation group */
  33354. name: string, scene?: Nullable<Scene>);
  33355. /**
  33356. * Add an animation (with its target) in the group
  33357. * @param animation defines the animation we want to add
  33358. * @param target defines the target of the animation
  33359. * @returns the TargetedAnimation object
  33360. */
  33361. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  33362. /**
  33363. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  33364. * It can add constant keys at begin or end
  33365. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  33366. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  33367. * @returns the animation group
  33368. */
  33369. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  33370. /**
  33371. * Start all animations on given targets
  33372. * @param loop defines if animations must loop
  33373. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  33374. * @param from defines the from key (optional)
  33375. * @param to defines the to key (optional)
  33376. * @returns the current animation group
  33377. */
  33378. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  33379. /**
  33380. * Pause all animations
  33381. * @returns the animation group
  33382. */
  33383. pause(): AnimationGroup;
  33384. /**
  33385. * Play all animations to initial state
  33386. * This function will start() the animations if they were not started or will restart() them if they were paused
  33387. * @param loop defines if animations must loop
  33388. * @returns the animation group
  33389. */
  33390. play(loop?: boolean): AnimationGroup;
  33391. /**
  33392. * Reset all animations to initial state
  33393. * @returns the animation group
  33394. */
  33395. reset(): AnimationGroup;
  33396. /**
  33397. * Restart animations from key 0
  33398. * @returns the animation group
  33399. */
  33400. restart(): AnimationGroup;
  33401. /**
  33402. * Stop all animations
  33403. * @returns the animation group
  33404. */
  33405. stop(): AnimationGroup;
  33406. /**
  33407. * Set animation weight for all animatables
  33408. * @param weight defines the weight to use
  33409. * @return the animationGroup
  33410. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33411. */
  33412. setWeightForAllAnimatables(weight: number): AnimationGroup;
  33413. /**
  33414. * Synchronize and normalize all animatables with a source animatable
  33415. * @param root defines the root animatable to synchronize with
  33416. * @return the animationGroup
  33417. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33418. */
  33419. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  33420. /**
  33421. * Goes to a specific frame in this animation group
  33422. * @param frame the frame number to go to
  33423. * @return the animationGroup
  33424. */
  33425. goToFrame(frame: number): AnimationGroup;
  33426. /**
  33427. * Dispose all associated resources
  33428. */
  33429. dispose(): void;
  33430. private _checkAnimationGroupEnded;
  33431. /**
  33432. * Clone the current animation group and returns a copy
  33433. * @param newName defines the name of the new group
  33434. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  33435. * @returns the new aniamtion group
  33436. */
  33437. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  33438. /**
  33439. * Serializes the animationGroup to an object
  33440. * @returns Serialized object
  33441. */
  33442. serialize(): any;
  33443. /**
  33444. * Returns a new AnimationGroup object parsed from the source provided.
  33445. * @param parsedAnimationGroup defines the source
  33446. * @param scene defines the scene that will receive the animationGroup
  33447. * @returns a new AnimationGroup
  33448. */
  33449. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  33450. /**
  33451. * Returns the string "AnimationGroup"
  33452. * @returns "AnimationGroup"
  33453. */
  33454. getClassName(): string;
  33455. /**
  33456. * Creates a detailled string about the object
  33457. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  33458. * @returns a string representing the object
  33459. */
  33460. toString(fullDetails?: boolean): string;
  33461. }
  33462. }
  33463. declare module "babylonjs/scene" {
  33464. import { Nullable } from "babylonjs/types";
  33465. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  33466. import { Observable } from "babylonjs/Misc/observable";
  33467. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  33468. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  33469. import { Geometry } from "babylonjs/Meshes/geometry";
  33470. import { TransformNode } from "babylonjs/Meshes/transformNode";
  33471. import { SubMesh } from "babylonjs/Meshes/subMesh";
  33472. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33473. import { Mesh } from "babylonjs/Meshes/mesh";
  33474. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  33475. import { Bone } from "babylonjs/Bones/bone";
  33476. import { Skeleton } from "babylonjs/Bones/skeleton";
  33477. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  33478. import { Camera } from "babylonjs/Cameras/camera";
  33479. import { AbstractScene } from "babylonjs/abstractScene";
  33480. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  33481. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  33482. import { Material } from "babylonjs/Materials/material";
  33483. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  33484. import { Effect } from "babylonjs/Materials/effect";
  33485. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  33486. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  33487. import { Light } from "babylonjs/Lights/light";
  33488. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33489. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  33490. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  33491. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  33492. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  33493. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  33494. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33495. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  33496. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  33497. import { Engine } from "babylonjs/Engines/engine";
  33498. import { Node } from "babylonjs/node";
  33499. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  33500. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  33501. import { WebRequest } from "babylonjs/Misc/webRequest";
  33502. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  33503. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  33504. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33505. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  33506. import { Plane } from "babylonjs/Maths/math.plane";
  33507. import { Ray } from "babylonjs/Culling/ray";
  33508. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  33509. import { Animation } from "babylonjs/Animations/animation";
  33510. import { Animatable } from "babylonjs/Animations/animatable";
  33511. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  33512. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  33513. import { Collider } from "babylonjs/Collisions/collider";
  33514. /**
  33515. * Define an interface for all classes that will hold resources
  33516. */
  33517. export interface IDisposable {
  33518. /**
  33519. * Releases all held resources
  33520. */
  33521. dispose(): void;
  33522. }
  33523. /** Interface defining initialization parameters for Scene class */
  33524. export interface SceneOptions {
  33525. /**
  33526. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  33527. * It will improve performance when the number of geometries becomes important.
  33528. */
  33529. useGeometryUniqueIdsMap?: boolean;
  33530. /**
  33531. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  33532. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33533. */
  33534. useMaterialMeshMap?: boolean;
  33535. /**
  33536. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  33537. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33538. */
  33539. useClonedMeshhMap?: boolean;
  33540. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  33541. virtual?: boolean;
  33542. }
  33543. /**
  33544. * Represents a scene to be rendered by the engine.
  33545. * @see http://doc.babylonjs.com/features/scene
  33546. */
  33547. export class Scene extends AbstractScene implements IAnimatable {
  33548. /** The fog is deactivated */
  33549. static readonly FOGMODE_NONE: number;
  33550. /** The fog density is following an exponential function */
  33551. static readonly FOGMODE_EXP: number;
  33552. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  33553. static readonly FOGMODE_EXP2: number;
  33554. /** The fog density is following a linear function. */
  33555. static readonly FOGMODE_LINEAR: number;
  33556. /**
  33557. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  33558. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33559. */
  33560. static MinDeltaTime: number;
  33561. /**
  33562. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  33563. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33564. */
  33565. static MaxDeltaTime: number;
  33566. /**
  33567. * Factory used to create the default material.
  33568. * @param name The name of the material to create
  33569. * @param scene The scene to create the material for
  33570. * @returns The default material
  33571. */
  33572. static DefaultMaterialFactory(scene: Scene): Material;
  33573. /**
  33574. * Factory used to create the a collision coordinator.
  33575. * @returns The collision coordinator
  33576. */
  33577. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  33578. /** @hidden */
  33579. _inputManager: InputManager;
  33580. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  33581. cameraToUseForPointers: Nullable<Camera>;
  33582. /** @hidden */
  33583. readonly _isScene: boolean;
  33584. /**
  33585. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  33586. */
  33587. autoClear: boolean;
  33588. /**
  33589. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  33590. */
  33591. autoClearDepthAndStencil: boolean;
  33592. /**
  33593. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  33594. */
  33595. clearColor: Color4;
  33596. /**
  33597. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  33598. */
  33599. ambientColor: Color3;
  33600. /**
  33601. * This is use to store the default BRDF lookup for PBR materials in your scene.
  33602. * It should only be one of the following (if not the default embedded one):
  33603. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  33604. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  33605. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  33606. * The material properties need to be setup according to the type of texture in use.
  33607. */
  33608. environmentBRDFTexture: BaseTexture;
  33609. /** @hidden */
  33610. protected _environmentTexture: Nullable<BaseTexture>;
  33611. /**
  33612. * Texture used in all pbr material as the reflection texture.
  33613. * As in the majority of the scene they are the same (exception for multi room and so on),
  33614. * this is easier to reference from here than from all the materials.
  33615. */
  33616. /**
  33617. * Texture used in all pbr material as the reflection texture.
  33618. * As in the majority of the scene they are the same (exception for multi room and so on),
  33619. * this is easier to set here than in all the materials.
  33620. */
  33621. environmentTexture: Nullable<BaseTexture>;
  33622. /** @hidden */
  33623. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  33624. /**
  33625. * Default image processing configuration used either in the rendering
  33626. * Forward main pass or through the imageProcessingPostProcess if present.
  33627. * As in the majority of the scene they are the same (exception for multi camera),
  33628. * this is easier to reference from here than from all the materials and post process.
  33629. *
  33630. * No setter as we it is a shared configuration, you can set the values instead.
  33631. */
  33632. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  33633. private _forceWireframe;
  33634. /**
  33635. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  33636. */
  33637. forceWireframe: boolean;
  33638. private _forcePointsCloud;
  33639. /**
  33640. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  33641. */
  33642. forcePointsCloud: boolean;
  33643. /**
  33644. * Gets or sets the active clipplane 1
  33645. */
  33646. clipPlane: Nullable<Plane>;
  33647. /**
  33648. * Gets or sets the active clipplane 2
  33649. */
  33650. clipPlane2: Nullable<Plane>;
  33651. /**
  33652. * Gets or sets the active clipplane 3
  33653. */
  33654. clipPlane3: Nullable<Plane>;
  33655. /**
  33656. * Gets or sets the active clipplane 4
  33657. */
  33658. clipPlane4: Nullable<Plane>;
  33659. /**
  33660. * Gets or sets a boolean indicating if animations are enabled
  33661. */
  33662. animationsEnabled: boolean;
  33663. private _animationPropertiesOverride;
  33664. /**
  33665. * Gets or sets the animation properties override
  33666. */
  33667. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  33668. /**
  33669. * Gets or sets a boolean indicating if a constant deltatime has to be used
  33670. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  33671. */
  33672. useConstantAnimationDeltaTime: boolean;
  33673. /**
  33674. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  33675. * Please note that it requires to run a ray cast through the scene on every frame
  33676. */
  33677. constantlyUpdateMeshUnderPointer: boolean;
  33678. /**
  33679. * Defines the HTML cursor to use when hovering over interactive elements
  33680. */
  33681. hoverCursor: string;
  33682. /**
  33683. * Defines the HTML default cursor to use (empty by default)
  33684. */
  33685. defaultCursor: string;
  33686. /**
  33687. * This is used to call preventDefault() on pointer down
  33688. * in order to block unwanted artifacts like system double clicks
  33689. */
  33690. preventDefaultOnPointerDown: boolean;
  33691. /**
  33692. * This is used to call preventDefault() on pointer up
  33693. * in order to block unwanted artifacts like system double clicks
  33694. */
  33695. preventDefaultOnPointerUp: boolean;
  33696. /**
  33697. * Gets or sets user defined metadata
  33698. */
  33699. metadata: any;
  33700. /**
  33701. * For internal use only. Please do not use.
  33702. */
  33703. reservedDataStore: any;
  33704. /**
  33705. * Gets the name of the plugin used to load this scene (null by default)
  33706. */
  33707. loadingPluginName: string;
  33708. /**
  33709. * Use this array to add regular expressions used to disable offline support for specific urls
  33710. */
  33711. disableOfflineSupportExceptionRules: RegExp[];
  33712. /**
  33713. * An event triggered when the scene is disposed.
  33714. */
  33715. onDisposeObservable: Observable<Scene>;
  33716. private _onDisposeObserver;
  33717. /** Sets a function to be executed when this scene is disposed. */
  33718. onDispose: () => void;
  33719. /**
  33720. * An event triggered before rendering the scene (right after animations and physics)
  33721. */
  33722. onBeforeRenderObservable: Observable<Scene>;
  33723. private _onBeforeRenderObserver;
  33724. /** Sets a function to be executed before rendering this scene */
  33725. beforeRender: Nullable<() => void>;
  33726. /**
  33727. * An event triggered after rendering the scene
  33728. */
  33729. onAfterRenderObservable: Observable<Scene>;
  33730. /**
  33731. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  33732. */
  33733. onAfterRenderCameraObservable: Observable<Camera>;
  33734. private _onAfterRenderObserver;
  33735. /** Sets a function to be executed after rendering this scene */
  33736. afterRender: Nullable<() => void>;
  33737. /**
  33738. * An event triggered before animating the scene
  33739. */
  33740. onBeforeAnimationsObservable: Observable<Scene>;
  33741. /**
  33742. * An event triggered after animations processing
  33743. */
  33744. onAfterAnimationsObservable: Observable<Scene>;
  33745. /**
  33746. * An event triggered before draw calls are ready to be sent
  33747. */
  33748. onBeforeDrawPhaseObservable: Observable<Scene>;
  33749. /**
  33750. * An event triggered after draw calls have been sent
  33751. */
  33752. onAfterDrawPhaseObservable: Observable<Scene>;
  33753. /**
  33754. * An event triggered when the scene is ready
  33755. */
  33756. onReadyObservable: Observable<Scene>;
  33757. /**
  33758. * An event triggered before rendering a camera
  33759. */
  33760. onBeforeCameraRenderObservable: Observable<Camera>;
  33761. private _onBeforeCameraRenderObserver;
  33762. /** Sets a function to be executed before rendering a camera*/
  33763. beforeCameraRender: () => void;
  33764. /**
  33765. * An event triggered after rendering a camera
  33766. */
  33767. onAfterCameraRenderObservable: Observable<Camera>;
  33768. private _onAfterCameraRenderObserver;
  33769. /** Sets a function to be executed after rendering a camera*/
  33770. afterCameraRender: () => void;
  33771. /**
  33772. * An event triggered when active meshes evaluation is about to start
  33773. */
  33774. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  33775. /**
  33776. * An event triggered when active meshes evaluation is done
  33777. */
  33778. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  33779. /**
  33780. * An event triggered when particles rendering is about to start
  33781. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33782. */
  33783. onBeforeParticlesRenderingObservable: Observable<Scene>;
  33784. /**
  33785. * An event triggered when particles rendering is done
  33786. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33787. */
  33788. onAfterParticlesRenderingObservable: Observable<Scene>;
  33789. /**
  33790. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  33791. */
  33792. onDataLoadedObservable: Observable<Scene>;
  33793. /**
  33794. * An event triggered when a camera is created
  33795. */
  33796. onNewCameraAddedObservable: Observable<Camera>;
  33797. /**
  33798. * An event triggered when a camera is removed
  33799. */
  33800. onCameraRemovedObservable: Observable<Camera>;
  33801. /**
  33802. * An event triggered when a light is created
  33803. */
  33804. onNewLightAddedObservable: Observable<Light>;
  33805. /**
  33806. * An event triggered when a light is removed
  33807. */
  33808. onLightRemovedObservable: Observable<Light>;
  33809. /**
  33810. * An event triggered when a geometry is created
  33811. */
  33812. onNewGeometryAddedObservable: Observable<Geometry>;
  33813. /**
  33814. * An event triggered when a geometry is removed
  33815. */
  33816. onGeometryRemovedObservable: Observable<Geometry>;
  33817. /**
  33818. * An event triggered when a transform node is created
  33819. */
  33820. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  33821. /**
  33822. * An event triggered when a transform node is removed
  33823. */
  33824. onTransformNodeRemovedObservable: Observable<TransformNode>;
  33825. /**
  33826. * An event triggered when a mesh is created
  33827. */
  33828. onNewMeshAddedObservable: Observable<AbstractMesh>;
  33829. /**
  33830. * An event triggered when a mesh is removed
  33831. */
  33832. onMeshRemovedObservable: Observable<AbstractMesh>;
  33833. /**
  33834. * An event triggered when a skeleton is created
  33835. */
  33836. onNewSkeletonAddedObservable: Observable<Skeleton>;
  33837. /**
  33838. * An event triggered when a skeleton is removed
  33839. */
  33840. onSkeletonRemovedObservable: Observable<Skeleton>;
  33841. /**
  33842. * An event triggered when a material is created
  33843. */
  33844. onNewMaterialAddedObservable: Observable<Material>;
  33845. /**
  33846. * An event triggered when a material is removed
  33847. */
  33848. onMaterialRemovedObservable: Observable<Material>;
  33849. /**
  33850. * An event triggered when a texture is created
  33851. */
  33852. onNewTextureAddedObservable: Observable<BaseTexture>;
  33853. /**
  33854. * An event triggered when a texture is removed
  33855. */
  33856. onTextureRemovedObservable: Observable<BaseTexture>;
  33857. /**
  33858. * An event triggered when render targets are about to be rendered
  33859. * Can happen multiple times per frame.
  33860. */
  33861. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  33862. /**
  33863. * An event triggered when render targets were rendered.
  33864. * Can happen multiple times per frame.
  33865. */
  33866. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  33867. /**
  33868. * An event triggered before calculating deterministic simulation step
  33869. */
  33870. onBeforeStepObservable: Observable<Scene>;
  33871. /**
  33872. * An event triggered after calculating deterministic simulation step
  33873. */
  33874. onAfterStepObservable: Observable<Scene>;
  33875. /**
  33876. * An event triggered when the activeCamera property is updated
  33877. */
  33878. onActiveCameraChanged: Observable<Scene>;
  33879. /**
  33880. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  33881. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33882. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  33883. */
  33884. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33885. /**
  33886. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  33887. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33888. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  33889. */
  33890. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33891. /**
  33892. * This Observable will when a mesh has been imported into the scene.
  33893. */
  33894. onMeshImportedObservable: Observable<AbstractMesh>;
  33895. /**
  33896. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  33897. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  33898. */
  33899. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  33900. /** @hidden */
  33901. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  33902. /**
  33903. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  33904. */
  33905. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  33906. /**
  33907. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  33908. */
  33909. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  33910. /**
  33911. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  33912. */
  33913. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  33914. /** Callback called when a pointer move is detected */
  33915. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  33916. /** Callback called when a pointer down is detected */
  33917. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  33918. /** Callback called when a pointer up is detected */
  33919. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  33920. /** Callback called when a pointer pick is detected */
  33921. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  33922. /**
  33923. * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).
  33924. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  33925. */
  33926. onPrePointerObservable: Observable<PointerInfoPre>;
  33927. /**
  33928. * Observable event triggered each time an input event is received from the rendering canvas
  33929. */
  33930. onPointerObservable: Observable<PointerInfo>;
  33931. /**
  33932. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  33933. */
  33934. readonly unTranslatedPointer: Vector2;
  33935. /**
  33936. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  33937. */
  33938. static DragMovementThreshold: number;
  33939. /**
  33940. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  33941. */
  33942. static LongPressDelay: number;
  33943. /**
  33944. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  33945. */
  33946. static DoubleClickDelay: number;
  33947. /** If you need to check double click without raising a single click at first click, enable this flag */
  33948. static ExclusiveDoubleClickMode: boolean;
  33949. /** @hidden */
  33950. _mirroredCameraPosition: Nullable<Vector3>;
  33951. /**
  33952. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  33953. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  33954. */
  33955. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  33956. /**
  33957. * Observable event triggered each time an keyboard event is received from the hosting window
  33958. */
  33959. onKeyboardObservable: Observable<KeyboardInfo>;
  33960. private _useRightHandedSystem;
  33961. /**
  33962. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  33963. */
  33964. useRightHandedSystem: boolean;
  33965. private _timeAccumulator;
  33966. private _currentStepId;
  33967. private _currentInternalStep;
  33968. /**
  33969. * Sets the step Id used by deterministic lock step
  33970. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33971. * @param newStepId defines the step Id
  33972. */
  33973. setStepId(newStepId: number): void;
  33974. /**
  33975. * Gets the step Id used by deterministic lock step
  33976. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33977. * @returns the step Id
  33978. */
  33979. getStepId(): number;
  33980. /**
  33981. * Gets the internal step used by deterministic lock step
  33982. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33983. * @returns the internal step
  33984. */
  33985. getInternalStep(): number;
  33986. private _fogEnabled;
  33987. /**
  33988. * Gets or sets a boolean indicating if fog is enabled on this scene
  33989. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33990. * (Default is true)
  33991. */
  33992. fogEnabled: boolean;
  33993. private _fogMode;
  33994. /**
  33995. * Gets or sets the fog mode to use
  33996. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33997. * | mode | value |
  33998. * | --- | --- |
  33999. * | FOGMODE_NONE | 0 |
  34000. * | FOGMODE_EXP | 1 |
  34001. * | FOGMODE_EXP2 | 2 |
  34002. * | FOGMODE_LINEAR | 3 |
  34003. */
  34004. fogMode: number;
  34005. /**
  34006. * Gets or sets the fog color to use
  34007. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34008. * (Default is Color3(0.2, 0.2, 0.3))
  34009. */
  34010. fogColor: Color3;
  34011. /**
  34012. * Gets or sets the fog density to use
  34013. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34014. * (Default is 0.1)
  34015. */
  34016. fogDensity: number;
  34017. /**
  34018. * Gets or sets the fog start distance to use
  34019. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34020. * (Default is 0)
  34021. */
  34022. fogStart: number;
  34023. /**
  34024. * Gets or sets the fog end distance to use
  34025. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34026. * (Default is 1000)
  34027. */
  34028. fogEnd: number;
  34029. private _shadowsEnabled;
  34030. /**
  34031. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34032. */
  34033. shadowsEnabled: boolean;
  34034. private _lightsEnabled;
  34035. /**
  34036. * Gets or sets a boolean indicating if lights are enabled on this scene
  34037. */
  34038. lightsEnabled: boolean;
  34039. /** All of the active cameras added to this scene. */
  34040. activeCameras: Camera[];
  34041. /** @hidden */
  34042. _activeCamera: Nullable<Camera>;
  34043. /** Gets or sets the current active camera */
  34044. activeCamera: Nullable<Camera>;
  34045. private _defaultMaterial;
  34046. /** The default material used on meshes when no material is affected */
  34047. /** The default material used on meshes when no material is affected */
  34048. defaultMaterial: Material;
  34049. private _texturesEnabled;
  34050. /**
  34051. * Gets or sets a boolean indicating if textures are enabled on this scene
  34052. */
  34053. texturesEnabled: boolean;
  34054. /**
  34055. * Gets or sets a boolean indicating if particles are enabled on this scene
  34056. */
  34057. particlesEnabled: boolean;
  34058. /**
  34059. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34060. */
  34061. spritesEnabled: boolean;
  34062. private _skeletonsEnabled;
  34063. /**
  34064. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34065. */
  34066. skeletonsEnabled: boolean;
  34067. /**
  34068. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34069. */
  34070. lensFlaresEnabled: boolean;
  34071. /**
  34072. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34073. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34074. */
  34075. collisionsEnabled: boolean;
  34076. private _collisionCoordinator;
  34077. /** @hidden */
  34078. readonly collisionCoordinator: ICollisionCoordinator;
  34079. /**
  34080. * Defines the gravity applied to this scene (used only for collisions)
  34081. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34082. */
  34083. gravity: Vector3;
  34084. /**
  34085. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34086. */
  34087. postProcessesEnabled: boolean;
  34088. /**
  34089. * The list of postprocesses added to the scene
  34090. */
  34091. postProcesses: PostProcess[];
  34092. /**
  34093. * Gets the current postprocess manager
  34094. */
  34095. postProcessManager: PostProcessManager;
  34096. /**
  34097. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34098. */
  34099. renderTargetsEnabled: boolean;
  34100. /**
  34101. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34102. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34103. */
  34104. dumpNextRenderTargets: boolean;
  34105. /**
  34106. * The list of user defined render targets added to the scene
  34107. */
  34108. customRenderTargets: RenderTargetTexture[];
  34109. /**
  34110. * Defines if texture loading must be delayed
  34111. * If true, textures will only be loaded when they need to be rendered
  34112. */
  34113. useDelayedTextureLoading: boolean;
  34114. /**
  34115. * Gets the list of meshes imported to the scene through SceneLoader
  34116. */
  34117. importedMeshesFiles: String[];
  34118. /**
  34119. * Gets or sets a boolean indicating if probes are enabled on this scene
  34120. */
  34121. probesEnabled: boolean;
  34122. /**
  34123. * Gets or sets the current offline provider to use to store scene data
  34124. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34125. */
  34126. offlineProvider: IOfflineProvider;
  34127. /**
  34128. * Gets or sets the action manager associated with the scene
  34129. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34130. */
  34131. actionManager: AbstractActionManager;
  34132. private _meshesForIntersections;
  34133. /**
  34134. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34135. */
  34136. proceduralTexturesEnabled: boolean;
  34137. private _engine;
  34138. private _totalVertices;
  34139. /** @hidden */
  34140. _activeIndices: PerfCounter;
  34141. /** @hidden */
  34142. _activeParticles: PerfCounter;
  34143. /** @hidden */
  34144. _activeBones: PerfCounter;
  34145. private _animationRatio;
  34146. /** @hidden */
  34147. _animationTimeLast: number;
  34148. /** @hidden */
  34149. _animationTime: number;
  34150. /**
  34151. * Gets or sets a general scale for animation speed
  34152. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  34153. */
  34154. animationTimeScale: number;
  34155. /** @hidden */
  34156. _cachedMaterial: Nullable<Material>;
  34157. /** @hidden */
  34158. _cachedEffect: Nullable<Effect>;
  34159. /** @hidden */
  34160. _cachedVisibility: Nullable<number>;
  34161. private _renderId;
  34162. private _frameId;
  34163. private _executeWhenReadyTimeoutId;
  34164. private _intermediateRendering;
  34165. private _viewUpdateFlag;
  34166. private _projectionUpdateFlag;
  34167. /** @hidden */
  34168. _toBeDisposed: Nullable<IDisposable>[];
  34169. private _activeRequests;
  34170. /** @hidden */
  34171. _pendingData: any[];
  34172. private _isDisposed;
  34173. /**
  34174. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  34175. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  34176. */
  34177. dispatchAllSubMeshesOfActiveMeshes: boolean;
  34178. private _activeMeshes;
  34179. private _processedMaterials;
  34180. private _renderTargets;
  34181. /** @hidden */
  34182. _activeParticleSystems: SmartArray<IParticleSystem>;
  34183. private _activeSkeletons;
  34184. private _softwareSkinnedMeshes;
  34185. private _renderingManager;
  34186. /** @hidden */
  34187. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  34188. private _transformMatrix;
  34189. private _sceneUbo;
  34190. /** @hidden */
  34191. _viewMatrix: Matrix;
  34192. private _projectionMatrix;
  34193. /** @hidden */
  34194. _forcedViewPosition: Nullable<Vector3>;
  34195. /** @hidden */
  34196. _frustumPlanes: Plane[];
  34197. /**
  34198. * Gets the list of frustum planes (built from the active camera)
  34199. */
  34200. readonly frustumPlanes: Plane[];
  34201. /**
  34202. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  34203. * This is useful if there are more lights that the maximum simulteanous authorized
  34204. */
  34205. requireLightSorting: boolean;
  34206. /** @hidden */
  34207. readonly useMaterialMeshMap: boolean;
  34208. /** @hidden */
  34209. readonly useClonedMeshhMap: boolean;
  34210. private _externalData;
  34211. private _uid;
  34212. /**
  34213. * @hidden
  34214. * Backing store of defined scene components.
  34215. */
  34216. _components: ISceneComponent[];
  34217. /**
  34218. * @hidden
  34219. * Backing store of defined scene components.
  34220. */
  34221. _serializableComponents: ISceneSerializableComponent[];
  34222. /**
  34223. * List of components to register on the next registration step.
  34224. */
  34225. private _transientComponents;
  34226. /**
  34227. * Registers the transient components if needed.
  34228. */
  34229. private _registerTransientComponents;
  34230. /**
  34231. * @hidden
  34232. * Add a component to the scene.
  34233. * Note that the ccomponent could be registered on th next frame if this is called after
  34234. * the register component stage.
  34235. * @param component Defines the component to add to the scene
  34236. */
  34237. _addComponent(component: ISceneComponent): void;
  34238. /**
  34239. * @hidden
  34240. * Gets a component from the scene.
  34241. * @param name defines the name of the component to retrieve
  34242. * @returns the component or null if not present
  34243. */
  34244. _getComponent(name: string): Nullable<ISceneComponent>;
  34245. /**
  34246. * @hidden
  34247. * Defines the actions happening before camera updates.
  34248. */
  34249. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  34250. /**
  34251. * @hidden
  34252. * Defines the actions happening before clear the canvas.
  34253. */
  34254. _beforeClearStage: Stage<SimpleStageAction>;
  34255. /**
  34256. * @hidden
  34257. * Defines the actions when collecting render targets for the frame.
  34258. */
  34259. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34260. /**
  34261. * @hidden
  34262. * Defines the actions happening for one camera in the frame.
  34263. */
  34264. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34265. /**
  34266. * @hidden
  34267. * Defines the actions happening during the per mesh ready checks.
  34268. */
  34269. _isReadyForMeshStage: Stage<MeshStageAction>;
  34270. /**
  34271. * @hidden
  34272. * Defines the actions happening before evaluate active mesh checks.
  34273. */
  34274. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  34275. /**
  34276. * @hidden
  34277. * Defines the actions happening during the evaluate sub mesh checks.
  34278. */
  34279. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  34280. /**
  34281. * @hidden
  34282. * Defines the actions happening during the active mesh stage.
  34283. */
  34284. _activeMeshStage: Stage<ActiveMeshStageAction>;
  34285. /**
  34286. * @hidden
  34287. * Defines the actions happening during the per camera render target step.
  34288. */
  34289. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  34290. /**
  34291. * @hidden
  34292. * Defines the actions happening just before the active camera is drawing.
  34293. */
  34294. _beforeCameraDrawStage: Stage<CameraStageAction>;
  34295. /**
  34296. * @hidden
  34297. * Defines the actions happening just before a render target is drawing.
  34298. */
  34299. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34300. /**
  34301. * @hidden
  34302. * Defines the actions happening just before a rendering group is drawing.
  34303. */
  34304. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34305. /**
  34306. * @hidden
  34307. * Defines the actions happening just before a mesh is drawing.
  34308. */
  34309. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34310. /**
  34311. * @hidden
  34312. * Defines the actions happening just after a mesh has been drawn.
  34313. */
  34314. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34315. /**
  34316. * @hidden
  34317. * Defines the actions happening just after a rendering group has been drawn.
  34318. */
  34319. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34320. /**
  34321. * @hidden
  34322. * Defines the actions happening just after the active camera has been drawn.
  34323. */
  34324. _afterCameraDrawStage: Stage<CameraStageAction>;
  34325. /**
  34326. * @hidden
  34327. * Defines the actions happening just after a render target has been drawn.
  34328. */
  34329. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34330. /**
  34331. * @hidden
  34332. * Defines the actions happening just after rendering all cameras and computing intersections.
  34333. */
  34334. _afterRenderStage: Stage<SimpleStageAction>;
  34335. /**
  34336. * @hidden
  34337. * Defines the actions happening when a pointer move event happens.
  34338. */
  34339. _pointerMoveStage: Stage<PointerMoveStageAction>;
  34340. /**
  34341. * @hidden
  34342. * Defines the actions happening when a pointer down event happens.
  34343. */
  34344. _pointerDownStage: Stage<PointerUpDownStageAction>;
  34345. /**
  34346. * @hidden
  34347. * Defines the actions happening when a pointer up event happens.
  34348. */
  34349. _pointerUpStage: Stage<PointerUpDownStageAction>;
  34350. /**
  34351. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  34352. */
  34353. private geometriesByUniqueId;
  34354. /**
  34355. * Creates a new Scene
  34356. * @param engine defines the engine to use to render this scene
  34357. * @param options defines the scene options
  34358. */
  34359. constructor(engine: Engine, options?: SceneOptions);
  34360. /**
  34361. * Gets a string idenfifying the name of the class
  34362. * @returns "Scene" string
  34363. */
  34364. getClassName(): string;
  34365. private _defaultMeshCandidates;
  34366. /**
  34367. * @hidden
  34368. */
  34369. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  34370. private _defaultSubMeshCandidates;
  34371. /**
  34372. * @hidden
  34373. */
  34374. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  34375. /**
  34376. * Sets the default candidate providers for the scene.
  34377. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  34378. * and getCollidingSubMeshCandidates to their default function
  34379. */
  34380. setDefaultCandidateProviders(): void;
  34381. /**
  34382. * Gets the mesh that is currently under the pointer
  34383. */
  34384. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34385. /**
  34386. * Gets or sets the current on-screen X position of the pointer
  34387. */
  34388. pointerX: number;
  34389. /**
  34390. * Gets or sets the current on-screen Y position of the pointer
  34391. */
  34392. pointerY: number;
  34393. /**
  34394. * Gets the cached material (ie. the latest rendered one)
  34395. * @returns the cached material
  34396. */
  34397. getCachedMaterial(): Nullable<Material>;
  34398. /**
  34399. * Gets the cached effect (ie. the latest rendered one)
  34400. * @returns the cached effect
  34401. */
  34402. getCachedEffect(): Nullable<Effect>;
  34403. /**
  34404. * Gets the cached visibility state (ie. the latest rendered one)
  34405. * @returns the cached visibility state
  34406. */
  34407. getCachedVisibility(): Nullable<number>;
  34408. /**
  34409. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  34410. * @param material defines the current material
  34411. * @param effect defines the current effect
  34412. * @param visibility defines the current visibility state
  34413. * @returns true if one parameter is not cached
  34414. */
  34415. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  34416. /**
  34417. * Gets the engine associated with the scene
  34418. * @returns an Engine
  34419. */
  34420. getEngine(): Engine;
  34421. /**
  34422. * Gets the total number of vertices rendered per frame
  34423. * @returns the total number of vertices rendered per frame
  34424. */
  34425. getTotalVertices(): number;
  34426. /**
  34427. * Gets the performance counter for total vertices
  34428. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34429. */
  34430. readonly totalVerticesPerfCounter: PerfCounter;
  34431. /**
  34432. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  34433. * @returns the total number of active indices rendered per frame
  34434. */
  34435. getActiveIndices(): number;
  34436. /**
  34437. * Gets the performance counter for active indices
  34438. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34439. */
  34440. readonly totalActiveIndicesPerfCounter: PerfCounter;
  34441. /**
  34442. * Gets the total number of active particles rendered per frame
  34443. * @returns the total number of active particles rendered per frame
  34444. */
  34445. getActiveParticles(): number;
  34446. /**
  34447. * Gets the performance counter for active particles
  34448. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34449. */
  34450. readonly activeParticlesPerfCounter: PerfCounter;
  34451. /**
  34452. * Gets the total number of active bones rendered per frame
  34453. * @returns the total number of active bones rendered per frame
  34454. */
  34455. getActiveBones(): number;
  34456. /**
  34457. * Gets the performance counter for active bones
  34458. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34459. */
  34460. readonly activeBonesPerfCounter: PerfCounter;
  34461. /**
  34462. * Gets the array of active meshes
  34463. * @returns an array of AbstractMesh
  34464. */
  34465. getActiveMeshes(): SmartArray<AbstractMesh>;
  34466. /**
  34467. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  34468. * @returns a number
  34469. */
  34470. getAnimationRatio(): number;
  34471. /**
  34472. * Gets an unique Id for the current render phase
  34473. * @returns a number
  34474. */
  34475. getRenderId(): number;
  34476. /**
  34477. * Gets an unique Id for the current frame
  34478. * @returns a number
  34479. */
  34480. getFrameId(): number;
  34481. /** Call this function if you want to manually increment the render Id*/
  34482. incrementRenderId(): void;
  34483. private _createUbo;
  34484. /**
  34485. * Use this method to simulate a pointer move on a mesh
  34486. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34487. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34488. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34489. * @returns the current scene
  34490. */
  34491. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34492. /**
  34493. * Use this method to simulate a pointer down on a mesh
  34494. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34495. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34496. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34497. * @returns the current scene
  34498. */
  34499. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34500. /**
  34501. * Use this method to simulate a pointer up on a mesh
  34502. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34503. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34504. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34505. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  34506. * @returns the current scene
  34507. */
  34508. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  34509. /**
  34510. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  34511. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  34512. * @returns true if the pointer was captured
  34513. */
  34514. isPointerCaptured(pointerId?: number): boolean;
  34515. /**
  34516. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  34517. * @param attachUp defines if you want to attach events to pointerup
  34518. * @param attachDown defines if you want to attach events to pointerdown
  34519. * @param attachMove defines if you want to attach events to pointermove
  34520. */
  34521. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  34522. /** Detaches all event handlers*/
  34523. detachControl(): void;
  34524. /**
  34525. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  34526. * Delay loaded resources are not taking in account
  34527. * @return true if all required resources are ready
  34528. */
  34529. isReady(): boolean;
  34530. /** Resets all cached information relative to material (including effect and visibility) */
  34531. resetCachedMaterial(): void;
  34532. /**
  34533. * Registers a function to be called before every frame render
  34534. * @param func defines the function to register
  34535. */
  34536. registerBeforeRender(func: () => void): void;
  34537. /**
  34538. * Unregisters a function called before every frame render
  34539. * @param func defines the function to unregister
  34540. */
  34541. unregisterBeforeRender(func: () => void): void;
  34542. /**
  34543. * Registers a function to be called after every frame render
  34544. * @param func defines the function to register
  34545. */
  34546. registerAfterRender(func: () => void): void;
  34547. /**
  34548. * Unregisters a function called after every frame render
  34549. * @param func defines the function to unregister
  34550. */
  34551. unregisterAfterRender(func: () => void): void;
  34552. private _executeOnceBeforeRender;
  34553. /**
  34554. * The provided function will run before render once and will be disposed afterwards.
  34555. * A timeout delay can be provided so that the function will be executed in N ms.
  34556. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  34557. * @param func The function to be executed.
  34558. * @param timeout optional delay in ms
  34559. */
  34560. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  34561. /** @hidden */
  34562. _addPendingData(data: any): void;
  34563. /** @hidden */
  34564. _removePendingData(data: any): void;
  34565. /**
  34566. * Returns the number of items waiting to be loaded
  34567. * @returns the number of items waiting to be loaded
  34568. */
  34569. getWaitingItemsCount(): number;
  34570. /**
  34571. * Returns a boolean indicating if the scene is still loading data
  34572. */
  34573. readonly isLoading: boolean;
  34574. /**
  34575. * Registers a function to be executed when the scene is ready
  34576. * @param {Function} func - the function to be executed
  34577. */
  34578. executeWhenReady(func: () => void): void;
  34579. /**
  34580. * Returns a promise that resolves when the scene is ready
  34581. * @returns A promise that resolves when the scene is ready
  34582. */
  34583. whenReadyAsync(): Promise<void>;
  34584. /** @hidden */
  34585. _checkIsReady(): void;
  34586. /**
  34587. * Gets all animatable attached to the scene
  34588. */
  34589. readonly animatables: Animatable[];
  34590. /**
  34591. * Resets the last animation time frame.
  34592. * Useful to override when animations start running when loading a scene for the first time.
  34593. */
  34594. resetLastAnimationTimeFrame(): void;
  34595. /**
  34596. * Gets the current view matrix
  34597. * @returns a Matrix
  34598. */
  34599. getViewMatrix(): Matrix;
  34600. /**
  34601. * Gets the current projection matrix
  34602. * @returns a Matrix
  34603. */
  34604. getProjectionMatrix(): Matrix;
  34605. /**
  34606. * Gets the current transform matrix
  34607. * @returns a Matrix made of View * Projection
  34608. */
  34609. getTransformMatrix(): Matrix;
  34610. /**
  34611. * Sets the current transform matrix
  34612. * @param viewL defines the View matrix to use
  34613. * @param projectionL defines the Projection matrix to use
  34614. * @param viewR defines the right View matrix to use (if provided)
  34615. * @param projectionR defines the right Projection matrix to use (if provided)
  34616. */
  34617. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  34618. /**
  34619. * Gets the uniform buffer used to store scene data
  34620. * @returns a UniformBuffer
  34621. */
  34622. getSceneUniformBuffer(): UniformBuffer;
  34623. /**
  34624. * Gets an unique (relatively to the current scene) Id
  34625. * @returns an unique number for the scene
  34626. */
  34627. getUniqueId(): number;
  34628. /**
  34629. * Add a mesh to the list of scene's meshes
  34630. * @param newMesh defines the mesh to add
  34631. * @param recursive if all child meshes should also be added to the scene
  34632. */
  34633. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  34634. /**
  34635. * Remove a mesh for the list of scene's meshes
  34636. * @param toRemove defines the mesh to remove
  34637. * @param recursive if all child meshes should also be removed from the scene
  34638. * @returns the index where the mesh was in the mesh list
  34639. */
  34640. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  34641. /**
  34642. * Add a transform node to the list of scene's transform nodes
  34643. * @param newTransformNode defines the transform node to add
  34644. */
  34645. addTransformNode(newTransformNode: TransformNode): void;
  34646. /**
  34647. * Remove a transform node for the list of scene's transform nodes
  34648. * @param toRemove defines the transform node to remove
  34649. * @returns the index where the transform node was in the transform node list
  34650. */
  34651. removeTransformNode(toRemove: TransformNode): number;
  34652. /**
  34653. * Remove a skeleton for the list of scene's skeletons
  34654. * @param toRemove defines the skeleton to remove
  34655. * @returns the index where the skeleton was in the skeleton list
  34656. */
  34657. removeSkeleton(toRemove: Skeleton): number;
  34658. /**
  34659. * Remove a morph target for the list of scene's morph targets
  34660. * @param toRemove defines the morph target to remove
  34661. * @returns the index where the morph target was in the morph target list
  34662. */
  34663. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  34664. /**
  34665. * Remove a light for the list of scene's lights
  34666. * @param toRemove defines the light to remove
  34667. * @returns the index where the light was in the light list
  34668. */
  34669. removeLight(toRemove: Light): number;
  34670. /**
  34671. * Remove a camera for the list of scene's cameras
  34672. * @param toRemove defines the camera to remove
  34673. * @returns the index where the camera was in the camera list
  34674. */
  34675. removeCamera(toRemove: Camera): number;
  34676. /**
  34677. * Remove a particle system for the list of scene's particle systems
  34678. * @param toRemove defines the particle system to remove
  34679. * @returns the index where the particle system was in the particle system list
  34680. */
  34681. removeParticleSystem(toRemove: IParticleSystem): number;
  34682. /**
  34683. * Remove a animation for the list of scene's animations
  34684. * @param toRemove defines the animation to remove
  34685. * @returns the index where the animation was in the animation list
  34686. */
  34687. removeAnimation(toRemove: Animation): number;
  34688. /**
  34689. * Will stop the animation of the given target
  34690. * @param target - the target
  34691. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  34692. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  34693. */
  34694. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  34695. /**
  34696. * Removes the given animation group from this scene.
  34697. * @param toRemove The animation group to remove
  34698. * @returns The index of the removed animation group
  34699. */
  34700. removeAnimationGroup(toRemove: AnimationGroup): number;
  34701. /**
  34702. * Removes the given multi-material from this scene.
  34703. * @param toRemove The multi-material to remove
  34704. * @returns The index of the removed multi-material
  34705. */
  34706. removeMultiMaterial(toRemove: MultiMaterial): number;
  34707. /**
  34708. * Removes the given material from this scene.
  34709. * @param toRemove The material to remove
  34710. * @returns The index of the removed material
  34711. */
  34712. removeMaterial(toRemove: Material): number;
  34713. /**
  34714. * Removes the given action manager from this scene.
  34715. * @param toRemove The action manager to remove
  34716. * @returns The index of the removed action manager
  34717. */
  34718. removeActionManager(toRemove: AbstractActionManager): number;
  34719. /**
  34720. * Removes the given texture from this scene.
  34721. * @param toRemove The texture to remove
  34722. * @returns The index of the removed texture
  34723. */
  34724. removeTexture(toRemove: BaseTexture): number;
  34725. /**
  34726. * Adds the given light to this scene
  34727. * @param newLight The light to add
  34728. */
  34729. addLight(newLight: Light): void;
  34730. /**
  34731. * Sorts the list list based on light priorities
  34732. */
  34733. sortLightsByPriority(): void;
  34734. /**
  34735. * Adds the given camera to this scene
  34736. * @param newCamera The camera to add
  34737. */
  34738. addCamera(newCamera: Camera): void;
  34739. /**
  34740. * Adds the given skeleton to this scene
  34741. * @param newSkeleton The skeleton to add
  34742. */
  34743. addSkeleton(newSkeleton: Skeleton): void;
  34744. /**
  34745. * Adds the given particle system to this scene
  34746. * @param newParticleSystem The particle system to add
  34747. */
  34748. addParticleSystem(newParticleSystem: IParticleSystem): void;
  34749. /**
  34750. * Adds the given animation to this scene
  34751. * @param newAnimation The animation to add
  34752. */
  34753. addAnimation(newAnimation: Animation): void;
  34754. /**
  34755. * Adds the given animation group to this scene.
  34756. * @param newAnimationGroup The animation group to add
  34757. */
  34758. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  34759. /**
  34760. * Adds the given multi-material to this scene
  34761. * @param newMultiMaterial The multi-material to add
  34762. */
  34763. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  34764. /**
  34765. * Adds the given material to this scene
  34766. * @param newMaterial The material to add
  34767. */
  34768. addMaterial(newMaterial: Material): void;
  34769. /**
  34770. * Adds the given morph target to this scene
  34771. * @param newMorphTargetManager The morph target to add
  34772. */
  34773. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  34774. /**
  34775. * Adds the given geometry to this scene
  34776. * @param newGeometry The geometry to add
  34777. */
  34778. addGeometry(newGeometry: Geometry): void;
  34779. /**
  34780. * Adds the given action manager to this scene
  34781. * @param newActionManager The action manager to add
  34782. */
  34783. addActionManager(newActionManager: AbstractActionManager): void;
  34784. /**
  34785. * Adds the given texture to this scene.
  34786. * @param newTexture The texture to add
  34787. */
  34788. addTexture(newTexture: BaseTexture): void;
  34789. /**
  34790. * Switch active camera
  34791. * @param newCamera defines the new active camera
  34792. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  34793. */
  34794. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  34795. /**
  34796. * sets the active camera of the scene using its ID
  34797. * @param id defines the camera's ID
  34798. * @return the new active camera or null if none found.
  34799. */
  34800. setActiveCameraByID(id: string): Nullable<Camera>;
  34801. /**
  34802. * sets the active camera of the scene using its name
  34803. * @param name defines the camera's name
  34804. * @returns the new active camera or null if none found.
  34805. */
  34806. setActiveCameraByName(name: string): Nullable<Camera>;
  34807. /**
  34808. * get an animation group using its name
  34809. * @param name defines the material's name
  34810. * @return the animation group or null if none found.
  34811. */
  34812. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  34813. /**
  34814. * Get a material using its unique id
  34815. * @param uniqueId defines the material's unique id
  34816. * @return the material or null if none found.
  34817. */
  34818. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  34819. /**
  34820. * get a material using its id
  34821. * @param id defines the material's ID
  34822. * @return the material or null if none found.
  34823. */
  34824. getMaterialByID(id: string): Nullable<Material>;
  34825. /**
  34826. * Gets a the last added material using a given id
  34827. * @param id defines the material's ID
  34828. * @return the last material with the given id or null if none found.
  34829. */
  34830. getLastMaterialByID(id: string): Nullable<Material>;
  34831. /**
  34832. * Gets a material using its name
  34833. * @param name defines the material's name
  34834. * @return the material or null if none found.
  34835. */
  34836. getMaterialByName(name: string): Nullable<Material>;
  34837. /**
  34838. * Get a texture using its unique id
  34839. * @param uniqueId defines the texture's unique id
  34840. * @return the texture or null if none found.
  34841. */
  34842. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  34843. /**
  34844. * Gets a camera using its id
  34845. * @param id defines the id to look for
  34846. * @returns the camera or null if not found
  34847. */
  34848. getCameraByID(id: string): Nullable<Camera>;
  34849. /**
  34850. * Gets a camera using its unique id
  34851. * @param uniqueId defines the unique id to look for
  34852. * @returns the camera or null if not found
  34853. */
  34854. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  34855. /**
  34856. * Gets a camera using its name
  34857. * @param name defines the camera's name
  34858. * @return the camera or null if none found.
  34859. */
  34860. getCameraByName(name: string): Nullable<Camera>;
  34861. /**
  34862. * Gets a bone using its id
  34863. * @param id defines the bone's id
  34864. * @return the bone or null if not found
  34865. */
  34866. getBoneByID(id: string): Nullable<Bone>;
  34867. /**
  34868. * Gets a bone using its id
  34869. * @param name defines the bone's name
  34870. * @return the bone or null if not found
  34871. */
  34872. getBoneByName(name: string): Nullable<Bone>;
  34873. /**
  34874. * Gets a light node using its name
  34875. * @param name defines the the light's name
  34876. * @return the light or null if none found.
  34877. */
  34878. getLightByName(name: string): Nullable<Light>;
  34879. /**
  34880. * Gets a light node using its id
  34881. * @param id defines the light's id
  34882. * @return the light or null if none found.
  34883. */
  34884. getLightByID(id: string): Nullable<Light>;
  34885. /**
  34886. * Gets a light node using its scene-generated unique ID
  34887. * @param uniqueId defines the light's unique id
  34888. * @return the light or null if none found.
  34889. */
  34890. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  34891. /**
  34892. * Gets a particle system by id
  34893. * @param id defines the particle system id
  34894. * @return the corresponding system or null if none found
  34895. */
  34896. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  34897. /**
  34898. * Gets a geometry using its ID
  34899. * @param id defines the geometry's id
  34900. * @return the geometry or null if none found.
  34901. */
  34902. getGeometryByID(id: string): Nullable<Geometry>;
  34903. private _getGeometryByUniqueID;
  34904. /**
  34905. * Add a new geometry to this scene
  34906. * @param geometry defines the geometry to be added to the scene.
  34907. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  34908. * @return a boolean defining if the geometry was added or not
  34909. */
  34910. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  34911. /**
  34912. * Removes an existing geometry
  34913. * @param geometry defines the geometry to be removed from the scene
  34914. * @return a boolean defining if the geometry was removed or not
  34915. */
  34916. removeGeometry(geometry: Geometry): boolean;
  34917. /**
  34918. * Gets the list of geometries attached to the scene
  34919. * @returns an array of Geometry
  34920. */
  34921. getGeometries(): Geometry[];
  34922. /**
  34923. * Gets the first added mesh found of a given ID
  34924. * @param id defines the id to search for
  34925. * @return the mesh found or null if not found at all
  34926. */
  34927. getMeshByID(id: string): Nullable<AbstractMesh>;
  34928. /**
  34929. * Gets a list of meshes using their id
  34930. * @param id defines the id to search for
  34931. * @returns a list of meshes
  34932. */
  34933. getMeshesByID(id: string): Array<AbstractMesh>;
  34934. /**
  34935. * Gets the first added transform node found of a given ID
  34936. * @param id defines the id to search for
  34937. * @return the found transform node or null if not found at all.
  34938. */
  34939. getTransformNodeByID(id: string): Nullable<TransformNode>;
  34940. /**
  34941. * Gets a transform node with its auto-generated unique id
  34942. * @param uniqueId efines the unique id to search for
  34943. * @return the found transform node or null if not found at all.
  34944. */
  34945. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  34946. /**
  34947. * Gets a list of transform nodes using their id
  34948. * @param id defines the id to search for
  34949. * @returns a list of transform nodes
  34950. */
  34951. getTransformNodesByID(id: string): Array<TransformNode>;
  34952. /**
  34953. * Gets a mesh with its auto-generated unique id
  34954. * @param uniqueId defines the unique id to search for
  34955. * @return the found mesh or null if not found at all.
  34956. */
  34957. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  34958. /**
  34959. * Gets a the last added mesh using a given id
  34960. * @param id defines the id to search for
  34961. * @return the found mesh or null if not found at all.
  34962. */
  34963. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  34964. /**
  34965. * Gets a the last added node (Mesh, Camera, Light) using a given id
  34966. * @param id defines the id to search for
  34967. * @return the found node or null if not found at all
  34968. */
  34969. getLastEntryByID(id: string): Nullable<Node>;
  34970. /**
  34971. * Gets a node (Mesh, Camera, Light) using a given id
  34972. * @param id defines the id to search for
  34973. * @return the found node or null if not found at all
  34974. */
  34975. getNodeByID(id: string): Nullable<Node>;
  34976. /**
  34977. * Gets a node (Mesh, Camera, Light) using a given name
  34978. * @param name defines the name to search for
  34979. * @return the found node or null if not found at all.
  34980. */
  34981. getNodeByName(name: string): Nullable<Node>;
  34982. /**
  34983. * Gets a mesh using a given name
  34984. * @param name defines the name to search for
  34985. * @return the found mesh or null if not found at all.
  34986. */
  34987. getMeshByName(name: string): Nullable<AbstractMesh>;
  34988. /**
  34989. * Gets a transform node using a given name
  34990. * @param name defines the name to search for
  34991. * @return the found transform node or null if not found at all.
  34992. */
  34993. getTransformNodeByName(name: string): Nullable<TransformNode>;
  34994. /**
  34995. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  34996. * @param id defines the id to search for
  34997. * @return the found skeleton or null if not found at all.
  34998. */
  34999. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  35000. /**
  35001. * Gets a skeleton using a given auto generated unique id
  35002. * @param uniqueId defines the unique id to search for
  35003. * @return the found skeleton or null if not found at all.
  35004. */
  35005. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35006. /**
  35007. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35008. * @param id defines the id to search for
  35009. * @return the found skeleton or null if not found at all.
  35010. */
  35011. getSkeletonById(id: string): Nullable<Skeleton>;
  35012. /**
  35013. * Gets a skeleton using a given name
  35014. * @param name defines the name to search for
  35015. * @return the found skeleton or null if not found at all.
  35016. */
  35017. getSkeletonByName(name: string): Nullable<Skeleton>;
  35018. /**
  35019. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35020. * @param id defines the id to search for
  35021. * @return the found morph target manager or null if not found at all.
  35022. */
  35023. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35024. /**
  35025. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35026. * @param id defines the id to search for
  35027. * @return the found morph target or null if not found at all.
  35028. */
  35029. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35030. /**
  35031. * Gets a boolean indicating if the given mesh is active
  35032. * @param mesh defines the mesh to look for
  35033. * @returns true if the mesh is in the active list
  35034. */
  35035. isActiveMesh(mesh: AbstractMesh): boolean;
  35036. /**
  35037. * Return a unique id as a string which can serve as an identifier for the scene
  35038. */
  35039. readonly uid: string;
  35040. /**
  35041. * Add an externaly attached data from its key.
  35042. * This method call will fail and return false, if such key already exists.
  35043. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35044. * @param key the unique key that identifies the data
  35045. * @param data the data object to associate to the key for this Engine instance
  35046. * @return true if no such key were already present and the data was added successfully, false otherwise
  35047. */
  35048. addExternalData<T>(key: string, data: T): boolean;
  35049. /**
  35050. * Get an externaly attached data from its key
  35051. * @param key the unique key that identifies the data
  35052. * @return the associated data, if present (can be null), or undefined if not present
  35053. */
  35054. getExternalData<T>(key: string): Nullable<T>;
  35055. /**
  35056. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35057. * @param key the unique key that identifies the data
  35058. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35059. * @return the associated data, can be null if the factory returned null.
  35060. */
  35061. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35062. /**
  35063. * Remove an externaly attached data from the Engine instance
  35064. * @param key the unique key that identifies the data
  35065. * @return true if the data was successfully removed, false if it doesn't exist
  35066. */
  35067. removeExternalData(key: string): boolean;
  35068. private _evaluateSubMesh;
  35069. /**
  35070. * Clear the processed materials smart array preventing retention point in material dispose.
  35071. */
  35072. freeProcessedMaterials(): void;
  35073. private _preventFreeActiveMeshesAndRenderingGroups;
  35074. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35075. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35076. * when disposing several meshes in a row or a hierarchy of meshes.
  35077. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35078. */
  35079. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35080. /**
  35081. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35082. */
  35083. freeActiveMeshes(): void;
  35084. /**
  35085. * Clear the info related to rendering groups preventing retention points during dispose.
  35086. */
  35087. freeRenderingGroups(): void;
  35088. /** @hidden */
  35089. _isInIntermediateRendering(): boolean;
  35090. /**
  35091. * Lambda returning the list of potentially active meshes.
  35092. */
  35093. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35094. /**
  35095. * Lambda returning the list of potentially active sub meshes.
  35096. */
  35097. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35098. /**
  35099. * Lambda returning the list of potentially intersecting sub meshes.
  35100. */
  35101. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35102. /**
  35103. * Lambda returning the list of potentially colliding sub meshes.
  35104. */
  35105. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35106. private _activeMeshesFrozen;
  35107. /**
  35108. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35109. * @returns the current scene
  35110. */
  35111. freezeActiveMeshes(): Scene;
  35112. /**
  35113. * Use this function to restart evaluating active meshes on every frame
  35114. * @returns the current scene
  35115. */
  35116. unfreezeActiveMeshes(): Scene;
  35117. private _evaluateActiveMeshes;
  35118. private _activeMesh;
  35119. /**
  35120. * Update the transform matrix to update from the current active camera
  35121. * @param force defines a boolean used to force the update even if cache is up to date
  35122. */
  35123. updateTransformMatrix(force?: boolean): void;
  35124. private _bindFrameBuffer;
  35125. /** @hidden */
  35126. _allowPostProcessClearColor: boolean;
  35127. /** @hidden */
  35128. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35129. private _processSubCameras;
  35130. private _checkIntersections;
  35131. /** @hidden */
  35132. _advancePhysicsEngineStep(step: number): void;
  35133. /**
  35134. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35135. */
  35136. getDeterministicFrameTime: () => number;
  35137. /** @hidden */
  35138. _animate(): void;
  35139. /** Execute all animations (for a frame) */
  35140. animate(): void;
  35141. /**
  35142. * Render the scene
  35143. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  35144. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  35145. */
  35146. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  35147. /**
  35148. * Freeze all materials
  35149. * A frozen material will not be updatable but should be faster to render
  35150. */
  35151. freezeMaterials(): void;
  35152. /**
  35153. * Unfreeze all materials
  35154. * A frozen material will not be updatable but should be faster to render
  35155. */
  35156. unfreezeMaterials(): void;
  35157. /**
  35158. * Releases all held ressources
  35159. */
  35160. dispose(): void;
  35161. /**
  35162. * Gets if the scene is already disposed
  35163. */
  35164. readonly isDisposed: boolean;
  35165. /**
  35166. * Call this function to reduce memory footprint of the scene.
  35167. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  35168. */
  35169. clearCachedVertexData(): void;
  35170. /**
  35171. * This function will remove the local cached buffer data from texture.
  35172. * It will save memory but will prevent the texture from being rebuilt
  35173. */
  35174. cleanCachedTextureBuffer(): void;
  35175. /**
  35176. * Get the world extend vectors with an optional filter
  35177. *
  35178. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  35179. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  35180. */
  35181. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  35182. min: Vector3;
  35183. max: Vector3;
  35184. };
  35185. /**
  35186. * Creates a ray that can be used to pick in the scene
  35187. * @param x defines the x coordinate of the origin (on-screen)
  35188. * @param y defines the y coordinate of the origin (on-screen)
  35189. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35190. * @param camera defines the camera to use for the picking
  35191. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35192. * @returns a Ray
  35193. */
  35194. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  35195. /**
  35196. * Creates a ray that can be used to pick in the scene
  35197. * @param x defines the x coordinate of the origin (on-screen)
  35198. * @param y defines the y coordinate of the origin (on-screen)
  35199. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35200. * @param result defines the ray where to store the picking ray
  35201. * @param camera defines the camera to use for the picking
  35202. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35203. * @returns the current scene
  35204. */
  35205. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  35206. /**
  35207. * Creates a ray that can be used to pick in the scene
  35208. * @param x defines the x coordinate of the origin (on-screen)
  35209. * @param y defines the y coordinate of the origin (on-screen)
  35210. * @param camera defines the camera to use for the picking
  35211. * @returns a Ray
  35212. */
  35213. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  35214. /**
  35215. * Creates a ray that can be used to pick in the scene
  35216. * @param x defines the x coordinate of the origin (on-screen)
  35217. * @param y defines the y coordinate of the origin (on-screen)
  35218. * @param result defines the ray where to store the picking ray
  35219. * @param camera defines the camera to use for the picking
  35220. * @returns the current scene
  35221. */
  35222. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  35223. /** Launch a ray to try to pick a mesh in the scene
  35224. * @param x position on screen
  35225. * @param y position on screen
  35226. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  35227. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  35228. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35229. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35230. * @returns a PickingInfo
  35231. */
  35232. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35233. /** Use the given ray to pick a mesh in the scene
  35234. * @param ray The ray to use to pick meshes
  35235. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true
  35236. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  35237. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35238. * @returns a PickingInfo
  35239. */
  35240. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35241. /**
  35242. * Launch a ray to try to pick a mesh in the scene
  35243. * @param x X position on screen
  35244. * @param y Y position on screen
  35245. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  35246. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35247. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35248. * @returns an array of PickingInfo
  35249. */
  35250. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35251. /**
  35252. * Launch a ray to try to pick a mesh in the scene
  35253. * @param ray Ray to use
  35254. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  35255. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35256. * @returns an array of PickingInfo
  35257. */
  35258. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35259. /**
  35260. * Force the value of meshUnderPointer
  35261. * @param mesh defines the mesh to use
  35262. */
  35263. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  35264. /**
  35265. * Gets the mesh under the pointer
  35266. * @returns a Mesh or null if no mesh is under the pointer
  35267. */
  35268. getPointerOverMesh(): Nullable<AbstractMesh>;
  35269. /** @hidden */
  35270. _rebuildGeometries(): void;
  35271. /** @hidden */
  35272. _rebuildTextures(): void;
  35273. private _getByTags;
  35274. /**
  35275. * Get a list of meshes by tags
  35276. * @param tagsQuery defines the tags query to use
  35277. * @param forEach defines a predicate used to filter results
  35278. * @returns an array of Mesh
  35279. */
  35280. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  35281. /**
  35282. * Get a list of cameras by tags
  35283. * @param tagsQuery defines the tags query to use
  35284. * @param forEach defines a predicate used to filter results
  35285. * @returns an array of Camera
  35286. */
  35287. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  35288. /**
  35289. * Get a list of lights by tags
  35290. * @param tagsQuery defines the tags query to use
  35291. * @param forEach defines a predicate used to filter results
  35292. * @returns an array of Light
  35293. */
  35294. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  35295. /**
  35296. * Get a list of materials by tags
  35297. * @param tagsQuery defines the tags query to use
  35298. * @param forEach defines a predicate used to filter results
  35299. * @returns an array of Material
  35300. */
  35301. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  35302. /**
  35303. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  35304. * This allowed control for front to back rendering or reversly depending of the special needs.
  35305. *
  35306. * @param renderingGroupId The rendering group id corresponding to its index
  35307. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  35308. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  35309. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  35310. */
  35311. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  35312. /**
  35313. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  35314. *
  35315. * @param renderingGroupId The rendering group id corresponding to its index
  35316. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  35317. * @param depth Automatically clears depth between groups if true and autoClear is true.
  35318. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  35319. */
  35320. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  35321. /**
  35322. * Gets the current auto clear configuration for one rendering group of the rendering
  35323. * manager.
  35324. * @param index the rendering group index to get the information for
  35325. * @returns The auto clear setup for the requested rendering group
  35326. */
  35327. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  35328. private _blockMaterialDirtyMechanism;
  35329. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  35330. blockMaterialDirtyMechanism: boolean;
  35331. /**
  35332. * Will flag all materials as dirty to trigger new shader compilation
  35333. * @param flag defines the flag used to specify which material part must be marked as dirty
  35334. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  35335. */
  35336. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  35337. /** @hidden */
  35338. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  35339. /** @hidden */
  35340. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35341. }
  35342. }
  35343. declare module "babylonjs/assetContainer" {
  35344. import { AbstractScene } from "babylonjs/abstractScene";
  35345. import { Scene } from "babylonjs/scene";
  35346. import { Mesh } from "babylonjs/Meshes/mesh";
  35347. /**
  35348. * Set of assets to keep when moving a scene into an asset container.
  35349. */
  35350. export class KeepAssets extends AbstractScene {
  35351. }
  35352. /**
  35353. * Container with a set of assets that can be added or removed from a scene.
  35354. */
  35355. export class AssetContainer extends AbstractScene {
  35356. /**
  35357. * The scene the AssetContainer belongs to.
  35358. */
  35359. scene: Scene;
  35360. /**
  35361. * Instantiates an AssetContainer.
  35362. * @param scene The scene the AssetContainer belongs to.
  35363. */
  35364. constructor(scene: Scene);
  35365. /**
  35366. * Adds all the assets from the container to the scene.
  35367. */
  35368. addAllToScene(): void;
  35369. /**
  35370. * Removes all the assets in the container from the scene
  35371. */
  35372. removeAllFromScene(): void;
  35373. /**
  35374. * Disposes all the assets in the container
  35375. */
  35376. dispose(): void;
  35377. private _moveAssets;
  35378. /**
  35379. * Removes all the assets contained in the scene and adds them to the container.
  35380. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  35381. */
  35382. moveAllFromScene(keepAssets?: KeepAssets): void;
  35383. /**
  35384. * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.
  35385. * @returns the root mesh
  35386. */
  35387. createRootMesh(): Mesh;
  35388. }
  35389. }
  35390. declare module "babylonjs/abstractScene" {
  35391. import { Scene } from "babylonjs/scene";
  35392. import { Nullable } from "babylonjs/types";
  35393. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35394. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35395. import { Geometry } from "babylonjs/Meshes/geometry";
  35396. import { Skeleton } from "babylonjs/Bones/skeleton";
  35397. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  35398. import { AssetContainer } from "babylonjs/assetContainer";
  35399. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  35400. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35401. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  35402. import { Material } from "babylonjs/Materials/material";
  35403. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  35404. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  35405. import { Camera } from "babylonjs/Cameras/camera";
  35406. import { Light } from "babylonjs/Lights/light";
  35407. import { Node } from "babylonjs/node";
  35408. import { Animation } from "babylonjs/Animations/animation";
  35409. /**
  35410. * Defines how the parser contract is defined.
  35411. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  35412. */
  35413. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  35414. /**
  35415. * Defines how the individual parser contract is defined.
  35416. * These parser can parse an individual asset
  35417. */
  35418. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  35419. /**
  35420. * Base class of the scene acting as a container for the different elements composing a scene.
  35421. * This class is dynamically extended by the different components of the scene increasing
  35422. * flexibility and reducing coupling
  35423. */
  35424. export abstract class AbstractScene {
  35425. /**
  35426. * Stores the list of available parsers in the application.
  35427. */
  35428. private static _BabylonFileParsers;
  35429. /**
  35430. * Stores the list of available individual parsers in the application.
  35431. */
  35432. private static _IndividualBabylonFileParsers;
  35433. /**
  35434. * Adds a parser in the list of available ones
  35435. * @param name Defines the name of the parser
  35436. * @param parser Defines the parser to add
  35437. */
  35438. static AddParser(name: string, parser: BabylonFileParser): void;
  35439. /**
  35440. * Gets a general parser from the list of avaialble ones
  35441. * @param name Defines the name of the parser
  35442. * @returns the requested parser or null
  35443. */
  35444. static GetParser(name: string): Nullable<BabylonFileParser>;
  35445. /**
  35446. * Adds n individual parser in the list of available ones
  35447. * @param name Defines the name of the parser
  35448. * @param parser Defines the parser to add
  35449. */
  35450. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  35451. /**
  35452. * Gets an individual parser from the list of avaialble ones
  35453. * @param name Defines the name of the parser
  35454. * @returns the requested parser or null
  35455. */
  35456. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  35457. /**
  35458. * Parser json data and populate both a scene and its associated container object
  35459. * @param jsonData Defines the data to parse
  35460. * @param scene Defines the scene to parse the data for
  35461. * @param container Defines the container attached to the parsing sequence
  35462. * @param rootUrl Defines the root url of the data
  35463. */
  35464. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  35465. /**
  35466. * Gets the list of root nodes (ie. nodes with no parent)
  35467. */
  35468. rootNodes: Node[];
  35469. /** All of the cameras added to this scene
  35470. * @see http://doc.babylonjs.com/babylon101/cameras
  35471. */
  35472. cameras: Camera[];
  35473. /**
  35474. * All of the lights added to this scene
  35475. * @see http://doc.babylonjs.com/babylon101/lights
  35476. */
  35477. lights: Light[];
  35478. /**
  35479. * All of the (abstract) meshes added to this scene
  35480. */
  35481. meshes: AbstractMesh[];
  35482. /**
  35483. * The list of skeletons added to the scene
  35484. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  35485. */
  35486. skeletons: Skeleton[];
  35487. /**
  35488. * All of the particle systems added to this scene
  35489. * @see http://doc.babylonjs.com/babylon101/particles
  35490. */
  35491. particleSystems: IParticleSystem[];
  35492. /**
  35493. * Gets a list of Animations associated with the scene
  35494. */
  35495. animations: Animation[];
  35496. /**
  35497. * All of the animation groups added to this scene
  35498. * @see http://doc.babylonjs.com/how_to/group
  35499. */
  35500. animationGroups: AnimationGroup[];
  35501. /**
  35502. * All of the multi-materials added to this scene
  35503. * @see http://doc.babylonjs.com/how_to/multi_materials
  35504. */
  35505. multiMaterials: MultiMaterial[];
  35506. /**
  35507. * All of the materials added to this scene
  35508. * In the context of a Scene, it is not supposed to be modified manually.
  35509. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  35510. * Note also that the order of the Material wihin the array is not significant and might change.
  35511. * @see http://doc.babylonjs.com/babylon101/materials
  35512. */
  35513. materials: Material[];
  35514. /**
  35515. * The list of morph target managers added to the scene
  35516. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  35517. */
  35518. morphTargetManagers: MorphTargetManager[];
  35519. /**
  35520. * The list of geometries used in the scene.
  35521. */
  35522. geometries: Geometry[];
  35523. /**
  35524. * All of the tranform nodes added to this scene
  35525. * In the context of a Scene, it is not supposed to be modified manually.
  35526. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  35527. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  35528. * @see http://doc.babylonjs.com/how_to/transformnode
  35529. */
  35530. transformNodes: TransformNode[];
  35531. /**
  35532. * ActionManagers available on the scene.
  35533. */
  35534. actionManagers: AbstractActionManager[];
  35535. /**
  35536. * Textures to keep.
  35537. */
  35538. textures: BaseTexture[];
  35539. /**
  35540. * Environment texture for the scene
  35541. */
  35542. environmentTexture: Nullable<BaseTexture>;
  35543. }
  35544. }
  35545. declare module "babylonjs/Audio/sound" {
  35546. import { Observable } from "babylonjs/Misc/observable";
  35547. import { Vector3 } from "babylonjs/Maths/math.vector";
  35548. import { Nullable } from "babylonjs/types";
  35549. import { Scene } from "babylonjs/scene";
  35550. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35551. /**
  35552. * Interface used to define options for Sound class
  35553. */
  35554. export interface ISoundOptions {
  35555. /**
  35556. * Does the sound autoplay once loaded.
  35557. */
  35558. autoplay?: boolean;
  35559. /**
  35560. * Does the sound loop after it finishes playing once.
  35561. */
  35562. loop?: boolean;
  35563. /**
  35564. * Sound's volume
  35565. */
  35566. volume?: number;
  35567. /**
  35568. * Is it a spatial sound?
  35569. */
  35570. spatialSound?: boolean;
  35571. /**
  35572. * Maximum distance to hear that sound
  35573. */
  35574. maxDistance?: number;
  35575. /**
  35576. * Uses user defined attenuation function
  35577. */
  35578. useCustomAttenuation?: boolean;
  35579. /**
  35580. * Define the roll off factor of spatial sounds.
  35581. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35582. */
  35583. rolloffFactor?: number;
  35584. /**
  35585. * Define the reference distance the sound should be heard perfectly.
  35586. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35587. */
  35588. refDistance?: number;
  35589. /**
  35590. * Define the distance attenuation model the sound will follow.
  35591. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35592. */
  35593. distanceModel?: string;
  35594. /**
  35595. * Defines the playback speed (1 by default)
  35596. */
  35597. playbackRate?: number;
  35598. /**
  35599. * Defines if the sound is from a streaming source
  35600. */
  35601. streaming?: boolean;
  35602. /**
  35603. * Defines an optional length (in seconds) inside the sound file
  35604. */
  35605. length?: number;
  35606. /**
  35607. * Defines an optional offset (in seconds) inside the sound file
  35608. */
  35609. offset?: number;
  35610. /**
  35611. * If true, URLs will not be required to state the audio file codec to use.
  35612. */
  35613. skipCodecCheck?: boolean;
  35614. }
  35615. /**
  35616. * Defines a sound that can be played in the application.
  35617. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  35618. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  35619. */
  35620. export class Sound {
  35621. /**
  35622. * The name of the sound in the scene.
  35623. */
  35624. name: string;
  35625. /**
  35626. * Does the sound autoplay once loaded.
  35627. */
  35628. autoplay: boolean;
  35629. /**
  35630. * Does the sound loop after it finishes playing once.
  35631. */
  35632. loop: boolean;
  35633. /**
  35634. * Does the sound use a custom attenuation curve to simulate the falloff
  35635. * happening when the source gets further away from the camera.
  35636. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35637. */
  35638. useCustomAttenuation: boolean;
  35639. /**
  35640. * The sound track id this sound belongs to.
  35641. */
  35642. soundTrackId: number;
  35643. /**
  35644. * Is this sound currently played.
  35645. */
  35646. isPlaying: boolean;
  35647. /**
  35648. * Is this sound currently paused.
  35649. */
  35650. isPaused: boolean;
  35651. /**
  35652. * Does this sound enables spatial sound.
  35653. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35654. */
  35655. spatialSound: boolean;
  35656. /**
  35657. * Define the reference distance the sound should be heard perfectly.
  35658. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35659. */
  35660. refDistance: number;
  35661. /**
  35662. * Define the roll off factor of spatial sounds.
  35663. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35664. */
  35665. rolloffFactor: number;
  35666. /**
  35667. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  35668. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35669. */
  35670. maxDistance: number;
  35671. /**
  35672. * Define the distance attenuation model the sound will follow.
  35673. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35674. */
  35675. distanceModel: string;
  35676. /**
  35677. * @hidden
  35678. * Back Compat
  35679. **/
  35680. onended: () => any;
  35681. /**
  35682. * Observable event when the current playing sound finishes.
  35683. */
  35684. onEndedObservable: Observable<Sound>;
  35685. private _panningModel;
  35686. private _playbackRate;
  35687. private _streaming;
  35688. private _startTime;
  35689. private _startOffset;
  35690. private _position;
  35691. /** @hidden */
  35692. _positionInEmitterSpace: boolean;
  35693. private _localDirection;
  35694. private _volume;
  35695. private _isReadyToPlay;
  35696. private _isDirectional;
  35697. private _readyToPlayCallback;
  35698. private _audioBuffer;
  35699. private _soundSource;
  35700. private _streamingSource;
  35701. private _soundPanner;
  35702. private _soundGain;
  35703. private _inputAudioNode;
  35704. private _outputAudioNode;
  35705. private _coneInnerAngle;
  35706. private _coneOuterAngle;
  35707. private _coneOuterGain;
  35708. private _scene;
  35709. private _connectedTransformNode;
  35710. private _customAttenuationFunction;
  35711. private _registerFunc;
  35712. private _isOutputConnected;
  35713. private _htmlAudioElement;
  35714. private _urlType;
  35715. private _length?;
  35716. private _offset?;
  35717. /** @hidden */
  35718. static _SceneComponentInitialization: (scene: Scene) => void;
  35719. /**
  35720. * Create a sound and attach it to a scene
  35721. * @param name Name of your sound
  35722. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  35723. * @param scene defines the scene the sound belongs to
  35724. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  35725. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  35726. */
  35727. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  35728. /**
  35729. * Release the sound and its associated resources
  35730. */
  35731. dispose(): void;
  35732. /**
  35733. * Gets if the sounds is ready to be played or not.
  35734. * @returns true if ready, otherwise false
  35735. */
  35736. isReady(): boolean;
  35737. private _soundLoaded;
  35738. /**
  35739. * Sets the data of the sound from an audiobuffer
  35740. * @param audioBuffer The audioBuffer containing the data
  35741. */
  35742. setAudioBuffer(audioBuffer: AudioBuffer): void;
  35743. /**
  35744. * Updates the current sounds options such as maxdistance, loop...
  35745. * @param options A JSON object containing values named as the object properties
  35746. */
  35747. updateOptions(options: ISoundOptions): void;
  35748. private _createSpatialParameters;
  35749. private _updateSpatialParameters;
  35750. /**
  35751. * Switch the panning model to HRTF:
  35752. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  35753. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35754. */
  35755. switchPanningModelToHRTF(): void;
  35756. /**
  35757. * Switch the panning model to Equal Power:
  35758. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  35759. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35760. */
  35761. switchPanningModelToEqualPower(): void;
  35762. private _switchPanningModel;
  35763. /**
  35764. * Connect this sound to a sound track audio node like gain...
  35765. * @param soundTrackAudioNode the sound track audio node to connect to
  35766. */
  35767. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  35768. /**
  35769. * Transform this sound into a directional source
  35770. * @param coneInnerAngle Size of the inner cone in degree
  35771. * @param coneOuterAngle Size of the outer cone in degree
  35772. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  35773. */
  35774. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  35775. /**
  35776. * Gets or sets the inner angle for the directional cone.
  35777. */
  35778. /**
  35779. * Gets or sets the inner angle for the directional cone.
  35780. */
  35781. directionalConeInnerAngle: number;
  35782. /**
  35783. * Gets or sets the outer angle for the directional cone.
  35784. */
  35785. /**
  35786. * Gets or sets the outer angle for the directional cone.
  35787. */
  35788. directionalConeOuterAngle: number;
  35789. /**
  35790. * Sets the position of the emitter if spatial sound is enabled
  35791. * @param newPosition Defines the new posisiton
  35792. */
  35793. setPosition(newPosition: Vector3): void;
  35794. /**
  35795. * Sets the local direction of the emitter if spatial sound is enabled
  35796. * @param newLocalDirection Defines the new local direction
  35797. */
  35798. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  35799. private _updateDirection;
  35800. /** @hidden */
  35801. updateDistanceFromListener(): void;
  35802. /**
  35803. * Sets a new custom attenuation function for the sound.
  35804. * @param callback Defines the function used for the attenuation
  35805. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35806. */
  35807. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  35808. /**
  35809. * Play the sound
  35810. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  35811. * @param offset (optional) Start the sound at a specific time in seconds
  35812. * @param length (optional) Sound duration (in seconds)
  35813. */
  35814. play(time?: number, offset?: number, length?: number): void;
  35815. private _onended;
  35816. /**
  35817. * Stop the sound
  35818. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  35819. */
  35820. stop(time?: number): void;
  35821. /**
  35822. * Put the sound in pause
  35823. */
  35824. pause(): void;
  35825. /**
  35826. * Sets a dedicated volume for this sounds
  35827. * @param newVolume Define the new volume of the sound
  35828. * @param time Define time for gradual change to new volume
  35829. */
  35830. setVolume(newVolume: number, time?: number): void;
  35831. /**
  35832. * Set the sound play back rate
  35833. * @param newPlaybackRate Define the playback rate the sound should be played at
  35834. */
  35835. setPlaybackRate(newPlaybackRate: number): void;
  35836. /**
  35837. * Gets the volume of the sound.
  35838. * @returns the volume of the sound
  35839. */
  35840. getVolume(): number;
  35841. /**
  35842. * Attach the sound to a dedicated mesh
  35843. * @param transformNode The transform node to connect the sound with
  35844. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35845. */
  35846. attachToMesh(transformNode: TransformNode): void;
  35847. /**
  35848. * Detach the sound from the previously attached mesh
  35849. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35850. */
  35851. detachFromMesh(): void;
  35852. private _onRegisterAfterWorldMatrixUpdate;
  35853. /**
  35854. * Clone the current sound in the scene.
  35855. * @returns the new sound clone
  35856. */
  35857. clone(): Nullable<Sound>;
  35858. /**
  35859. * Gets the current underlying audio buffer containing the data
  35860. * @returns the audio buffer
  35861. */
  35862. getAudioBuffer(): Nullable<AudioBuffer>;
  35863. /**
  35864. * Serializes the Sound in a JSON representation
  35865. * @returns the JSON representation of the sound
  35866. */
  35867. serialize(): any;
  35868. /**
  35869. * Parse a JSON representation of a sound to innstantiate in a given scene
  35870. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  35871. * @param scene Define the scene the new parsed sound should be created in
  35872. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  35873. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  35874. * @returns the newly parsed sound
  35875. */
  35876. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  35877. }
  35878. }
  35879. declare module "babylonjs/Actions/directAudioActions" {
  35880. import { Action } from "babylonjs/Actions/action";
  35881. import { Condition } from "babylonjs/Actions/condition";
  35882. import { Sound } from "babylonjs/Audio/sound";
  35883. /**
  35884. * This defines an action helpful to play a defined sound on a triggered action.
  35885. */
  35886. export class PlaySoundAction extends Action {
  35887. private _sound;
  35888. /**
  35889. * Instantiate the action
  35890. * @param triggerOptions defines the trigger options
  35891. * @param sound defines the sound to play
  35892. * @param condition defines the trigger related conditions
  35893. */
  35894. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  35895. /** @hidden */
  35896. _prepare(): void;
  35897. /**
  35898. * Execute the action and play the sound.
  35899. */
  35900. execute(): void;
  35901. /**
  35902. * Serializes the actions and its related information.
  35903. * @param parent defines the object to serialize in
  35904. * @returns the serialized object
  35905. */
  35906. serialize(parent: any): any;
  35907. }
  35908. /**
  35909. * This defines an action helpful to stop a defined sound on a triggered action.
  35910. */
  35911. export class StopSoundAction extends Action {
  35912. private _sound;
  35913. /**
  35914. * Instantiate the action
  35915. * @param triggerOptions defines the trigger options
  35916. * @param sound defines the sound to stop
  35917. * @param condition defines the trigger related conditions
  35918. */
  35919. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  35920. /** @hidden */
  35921. _prepare(): void;
  35922. /**
  35923. * Execute the action and stop the sound.
  35924. */
  35925. execute(): void;
  35926. /**
  35927. * Serializes the actions and its related information.
  35928. * @param parent defines the object to serialize in
  35929. * @returns the serialized object
  35930. */
  35931. serialize(parent: any): any;
  35932. }
  35933. }
  35934. declare module "babylonjs/Actions/interpolateValueAction" {
  35935. import { Action } from "babylonjs/Actions/action";
  35936. import { Condition } from "babylonjs/Actions/condition";
  35937. import { Observable } from "babylonjs/Misc/observable";
  35938. /**
  35939. * This defines an action responsible to change the value of a property
  35940. * by interpolating between its current value and the newly set one once triggered.
  35941. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  35942. */
  35943. export class InterpolateValueAction extends Action {
  35944. /**
  35945. * Defines the path of the property where the value should be interpolated
  35946. */
  35947. propertyPath: string;
  35948. /**
  35949. * Defines the target value at the end of the interpolation.
  35950. */
  35951. value: any;
  35952. /**
  35953. * Defines the time it will take for the property to interpolate to the value.
  35954. */
  35955. duration: number;
  35956. /**
  35957. * Defines if the other scene animations should be stopped when the action has been triggered
  35958. */
  35959. stopOtherAnimations?: boolean;
  35960. /**
  35961. * Defines a callback raised once the interpolation animation has been done.
  35962. */
  35963. onInterpolationDone?: () => void;
  35964. /**
  35965. * Observable triggered once the interpolation animation has been done.
  35966. */
  35967. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  35968. private _target;
  35969. private _effectiveTarget;
  35970. private _property;
  35971. /**
  35972. * Instantiate the action
  35973. * @param triggerOptions defines the trigger options
  35974. * @param target defines the object containing the value to interpolate
  35975. * @param propertyPath defines the path to the property in the target object
  35976. * @param value defines the target value at the end of the interpolation
  35977. * @param duration deines the time it will take for the property to interpolate to the value.
  35978. * @param condition defines the trigger related conditions
  35979. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  35980. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  35981. */
  35982. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  35983. /** @hidden */
  35984. _prepare(): void;
  35985. /**
  35986. * Execute the action starts the value interpolation.
  35987. */
  35988. execute(): void;
  35989. /**
  35990. * Serializes the actions and its related information.
  35991. * @param parent defines the object to serialize in
  35992. * @returns the serialized object
  35993. */
  35994. serialize(parent: any): any;
  35995. }
  35996. }
  35997. declare module "babylonjs/Actions/index" {
  35998. export * from "babylonjs/Actions/action";
  35999. export * from "babylonjs/Actions/actionEvent";
  36000. export * from "babylonjs/Actions/actionManager";
  36001. export * from "babylonjs/Actions/condition";
  36002. export * from "babylonjs/Actions/directActions";
  36003. export * from "babylonjs/Actions/directAudioActions";
  36004. export * from "babylonjs/Actions/interpolateValueAction";
  36005. }
  36006. declare module "babylonjs/Animations/index" {
  36007. export * from "babylonjs/Animations/animatable";
  36008. export * from "babylonjs/Animations/animation";
  36009. export * from "babylonjs/Animations/animationGroup";
  36010. export * from "babylonjs/Animations/animationPropertiesOverride";
  36011. export * from "babylonjs/Animations/easing";
  36012. export * from "babylonjs/Animations/runtimeAnimation";
  36013. export * from "babylonjs/Animations/animationEvent";
  36014. export * from "babylonjs/Animations/animationGroup";
  36015. export * from "babylonjs/Animations/animationKey";
  36016. export * from "babylonjs/Animations/animationRange";
  36017. export * from "babylonjs/Animations/animatable.interface";
  36018. }
  36019. declare module "babylonjs/Audio/soundTrack" {
  36020. import { Sound } from "babylonjs/Audio/sound";
  36021. import { Analyser } from "babylonjs/Audio/analyser";
  36022. import { Scene } from "babylonjs/scene";
  36023. /**
  36024. * Options allowed during the creation of a sound track.
  36025. */
  36026. export interface ISoundTrackOptions {
  36027. /**
  36028. * The volume the sound track should take during creation
  36029. */
  36030. volume?: number;
  36031. /**
  36032. * Define if the sound track is the main sound track of the scene
  36033. */
  36034. mainTrack?: boolean;
  36035. }
  36036. /**
  36037. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  36038. * It will be also used in a future release to apply effects on a specific track.
  36039. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36040. */
  36041. export class SoundTrack {
  36042. /**
  36043. * The unique identifier of the sound track in the scene.
  36044. */
  36045. id: number;
  36046. /**
  36047. * The list of sounds included in the sound track.
  36048. */
  36049. soundCollection: Array<Sound>;
  36050. private _outputAudioNode;
  36051. private _scene;
  36052. private _isMainTrack;
  36053. private _connectedAnalyser;
  36054. private _options;
  36055. private _isInitialized;
  36056. /**
  36057. * Creates a new sound track.
  36058. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36059. * @param scene Define the scene the sound track belongs to
  36060. * @param options
  36061. */
  36062. constructor(scene: Scene, options?: ISoundTrackOptions);
  36063. private _initializeSoundTrackAudioGraph;
  36064. /**
  36065. * Release the sound track and its associated resources
  36066. */
  36067. dispose(): void;
  36068. /**
  36069. * Adds a sound to this sound track
  36070. * @param sound define the cound to add
  36071. * @ignoreNaming
  36072. */
  36073. AddSound(sound: Sound): void;
  36074. /**
  36075. * Removes a sound to this sound track
  36076. * @param sound define the cound to remove
  36077. * @ignoreNaming
  36078. */
  36079. RemoveSound(sound: Sound): void;
  36080. /**
  36081. * Set a global volume for the full sound track.
  36082. * @param newVolume Define the new volume of the sound track
  36083. */
  36084. setVolume(newVolume: number): void;
  36085. /**
  36086. * Switch the panning model to HRTF:
  36087. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36088. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36089. */
  36090. switchPanningModelToHRTF(): void;
  36091. /**
  36092. * Switch the panning model to Equal Power:
  36093. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36094. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36095. */
  36096. switchPanningModelToEqualPower(): void;
  36097. /**
  36098. * Connect the sound track to an audio analyser allowing some amazing
  36099. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36100. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36101. * @param analyser The analyser to connect to the engine
  36102. */
  36103. connectToAnalyser(analyser: Analyser): void;
  36104. }
  36105. }
  36106. declare module "babylonjs/Audio/audioSceneComponent" {
  36107. import { Sound } from "babylonjs/Audio/sound";
  36108. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36109. import { Nullable } from "babylonjs/types";
  36110. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36111. import { Scene } from "babylonjs/scene";
  36112. import { AbstractScene } from "babylonjs/abstractScene";
  36113. import "babylonjs/Audio/audioEngine";
  36114. module "babylonjs/abstractScene" {
  36115. interface AbstractScene {
  36116. /**
  36117. * The list of sounds used in the scene.
  36118. */
  36119. sounds: Nullable<Array<Sound>>;
  36120. }
  36121. }
  36122. module "babylonjs/scene" {
  36123. interface Scene {
  36124. /**
  36125. * @hidden
  36126. * Backing field
  36127. */
  36128. _mainSoundTrack: SoundTrack;
  36129. /**
  36130. * The main sound track played by the scene.
  36131. * It cotains your primary collection of sounds.
  36132. */
  36133. mainSoundTrack: SoundTrack;
  36134. /**
  36135. * The list of sound tracks added to the scene
  36136. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36137. */
  36138. soundTracks: Nullable<Array<SoundTrack>>;
  36139. /**
  36140. * Gets a sound using a given name
  36141. * @param name defines the name to search for
  36142. * @return the found sound or null if not found at all.
  36143. */
  36144. getSoundByName(name: string): Nullable<Sound>;
  36145. /**
  36146. * Gets or sets if audio support is enabled
  36147. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36148. */
  36149. audioEnabled: boolean;
  36150. /**
  36151. * Gets or sets if audio will be output to headphones
  36152. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36153. */
  36154. headphone: boolean;
  36155. }
  36156. }
  36157. /**
  36158. * Defines the sound scene component responsible to manage any sounds
  36159. * in a given scene.
  36160. */
  36161. export class AudioSceneComponent implements ISceneSerializableComponent {
  36162. /**
  36163. * The component name helpfull to identify the component in the list of scene components.
  36164. */
  36165. readonly name: string;
  36166. /**
  36167. * The scene the component belongs to.
  36168. */
  36169. scene: Scene;
  36170. private _audioEnabled;
  36171. /**
  36172. * Gets whether audio is enabled or not.
  36173. * Please use related enable/disable method to switch state.
  36174. */
  36175. readonly audioEnabled: boolean;
  36176. private _headphone;
  36177. /**
  36178. * Gets whether audio is outputing to headphone or not.
  36179. * Please use the according Switch methods to change output.
  36180. */
  36181. readonly headphone: boolean;
  36182. /**
  36183. * Creates a new instance of the component for the given scene
  36184. * @param scene Defines the scene to register the component in
  36185. */
  36186. constructor(scene: Scene);
  36187. /**
  36188. * Registers the component in a given scene
  36189. */
  36190. register(): void;
  36191. /**
  36192. * Rebuilds the elements related to this component in case of
  36193. * context lost for instance.
  36194. */
  36195. rebuild(): void;
  36196. /**
  36197. * Serializes the component data to the specified json object
  36198. * @param serializationObject The object to serialize to
  36199. */
  36200. serialize(serializationObject: any): void;
  36201. /**
  36202. * Adds all the elements from the container to the scene
  36203. * @param container the container holding the elements
  36204. */
  36205. addFromContainer(container: AbstractScene): void;
  36206. /**
  36207. * Removes all the elements in the container from the scene
  36208. * @param container contains the elements to remove
  36209. * @param dispose if the removed element should be disposed (default: false)
  36210. */
  36211. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  36212. /**
  36213. * Disposes the component and the associated ressources.
  36214. */
  36215. dispose(): void;
  36216. /**
  36217. * Disables audio in the associated scene.
  36218. */
  36219. disableAudio(): void;
  36220. /**
  36221. * Enables audio in the associated scene.
  36222. */
  36223. enableAudio(): void;
  36224. /**
  36225. * Switch audio to headphone output.
  36226. */
  36227. switchAudioModeForHeadphones(): void;
  36228. /**
  36229. * Switch audio to normal speakers.
  36230. */
  36231. switchAudioModeForNormalSpeakers(): void;
  36232. private _afterRender;
  36233. }
  36234. }
  36235. declare module "babylonjs/Audio/weightedsound" {
  36236. import { Sound } from "babylonjs/Audio/sound";
  36237. /**
  36238. * Wraps one or more Sound objects and selects one with random weight for playback.
  36239. */
  36240. export class WeightedSound {
  36241. /** When true a Sound will be selected and played when the current playing Sound completes. */
  36242. loop: boolean;
  36243. private _coneInnerAngle;
  36244. private _coneOuterAngle;
  36245. private _volume;
  36246. /** A Sound is currently playing. */
  36247. isPlaying: boolean;
  36248. /** A Sound is currently paused. */
  36249. isPaused: boolean;
  36250. private _sounds;
  36251. private _weights;
  36252. private _currentIndex?;
  36253. /**
  36254. * Creates a new WeightedSound from the list of sounds given.
  36255. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  36256. * @param sounds Array of Sounds that will be selected from.
  36257. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  36258. */
  36259. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  36260. /**
  36261. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  36262. */
  36263. /**
  36264. * The size of cone in degress for a directional sound in which there will be no attenuation.
  36265. */
  36266. directionalConeInnerAngle: number;
  36267. /**
  36268. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36269. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36270. */
  36271. /**
  36272. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36273. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36274. */
  36275. directionalConeOuterAngle: number;
  36276. /**
  36277. * Playback volume.
  36278. */
  36279. /**
  36280. * Playback volume.
  36281. */
  36282. volume: number;
  36283. private _onended;
  36284. /**
  36285. * Suspend playback
  36286. */
  36287. pause(): void;
  36288. /**
  36289. * Stop playback
  36290. */
  36291. stop(): void;
  36292. /**
  36293. * Start playback.
  36294. * @param startOffset Position the clip head at a specific time in seconds.
  36295. */
  36296. play(startOffset?: number): void;
  36297. }
  36298. }
  36299. declare module "babylonjs/Audio/index" {
  36300. export * from "babylonjs/Audio/analyser";
  36301. export * from "babylonjs/Audio/audioEngine";
  36302. export * from "babylonjs/Audio/audioSceneComponent";
  36303. export * from "babylonjs/Audio/sound";
  36304. export * from "babylonjs/Audio/soundTrack";
  36305. export * from "babylonjs/Audio/weightedsound";
  36306. }
  36307. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  36308. import { Behavior } from "babylonjs/Behaviors/behavior";
  36309. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36310. import { BackEase } from "babylonjs/Animations/easing";
  36311. /**
  36312. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  36313. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36314. */
  36315. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  36316. /**
  36317. * Gets the name of the behavior.
  36318. */
  36319. readonly name: string;
  36320. /**
  36321. * The easing function used by animations
  36322. */
  36323. static EasingFunction: BackEase;
  36324. /**
  36325. * The easing mode used by animations
  36326. */
  36327. static EasingMode: number;
  36328. /**
  36329. * The duration of the animation, in milliseconds
  36330. */
  36331. transitionDuration: number;
  36332. /**
  36333. * Length of the distance animated by the transition when lower radius is reached
  36334. */
  36335. lowerRadiusTransitionRange: number;
  36336. /**
  36337. * Length of the distance animated by the transition when upper radius is reached
  36338. */
  36339. upperRadiusTransitionRange: number;
  36340. private _autoTransitionRange;
  36341. /**
  36342. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36343. */
  36344. /**
  36345. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36346. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  36347. */
  36348. autoTransitionRange: boolean;
  36349. private _attachedCamera;
  36350. private _onAfterCheckInputsObserver;
  36351. private _onMeshTargetChangedObserver;
  36352. /**
  36353. * Initializes the behavior.
  36354. */
  36355. init(): void;
  36356. /**
  36357. * Attaches the behavior to its arc rotate camera.
  36358. * @param camera Defines the camera to attach the behavior to
  36359. */
  36360. attach(camera: ArcRotateCamera): void;
  36361. /**
  36362. * Detaches the behavior from its current arc rotate camera.
  36363. */
  36364. detach(): void;
  36365. private _radiusIsAnimating;
  36366. private _radiusBounceTransition;
  36367. private _animatables;
  36368. private _cachedWheelPrecision;
  36369. /**
  36370. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  36371. * @param radiusLimit The limit to check against.
  36372. * @return Bool to indicate if at limit.
  36373. */
  36374. private _isRadiusAtLimit;
  36375. /**
  36376. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  36377. * @param radiusDelta The delta by which to animate to. Can be negative.
  36378. */
  36379. private _applyBoundRadiusAnimation;
  36380. /**
  36381. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  36382. */
  36383. protected _clearAnimationLocks(): void;
  36384. /**
  36385. * Stops and removes all animations that have been applied to the camera
  36386. */
  36387. stopAllAnimations(): void;
  36388. }
  36389. }
  36390. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  36391. import { Behavior } from "babylonjs/Behaviors/behavior";
  36392. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36393. import { ExponentialEase } from "babylonjs/Animations/easing";
  36394. import { Nullable } from "babylonjs/types";
  36395. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36396. import { Vector3 } from "babylonjs/Maths/math.vector";
  36397. /**
  36398. * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.
  36399. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  36400. */
  36401. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  36402. /**
  36403. * Gets the name of the behavior.
  36404. */
  36405. readonly name: string;
  36406. private _mode;
  36407. private _radiusScale;
  36408. private _positionScale;
  36409. private _defaultElevation;
  36410. private _elevationReturnTime;
  36411. private _elevationReturnWaitTime;
  36412. private _zoomStopsAnimation;
  36413. private _framingTime;
  36414. /**
  36415. * The easing function used by animations
  36416. */
  36417. static EasingFunction: ExponentialEase;
  36418. /**
  36419. * The easing mode used by animations
  36420. */
  36421. static EasingMode: number;
  36422. /**
  36423. * Sets the current mode used by the behavior
  36424. */
  36425. /**
  36426. * Gets current mode used by the behavior.
  36427. */
  36428. mode: number;
  36429. /**
  36430. * Sets the scale applied to the radius (1 by default)
  36431. */
  36432. /**
  36433. * Gets the scale applied to the radius
  36434. */
  36435. radiusScale: number;
  36436. /**
  36437. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36438. */
  36439. /**
  36440. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36441. */
  36442. positionScale: number;
  36443. /**
  36444. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36445. * behaviour is triggered, in radians.
  36446. */
  36447. /**
  36448. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36449. * behaviour is triggered, in radians.
  36450. */
  36451. defaultElevation: number;
  36452. /**
  36453. * Sets the time (in milliseconds) taken to return to the default beta position.
  36454. * Negative value indicates camera should not return to default.
  36455. */
  36456. /**
  36457. * Gets the time (in milliseconds) taken to return to the default beta position.
  36458. * Negative value indicates camera should not return to default.
  36459. */
  36460. elevationReturnTime: number;
  36461. /**
  36462. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36463. */
  36464. /**
  36465. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36466. */
  36467. elevationReturnWaitTime: number;
  36468. /**
  36469. * Sets the flag that indicates if user zooming should stop animation.
  36470. */
  36471. /**
  36472. * Gets the flag that indicates if user zooming should stop animation.
  36473. */
  36474. zoomStopsAnimation: boolean;
  36475. /**
  36476. * Sets the transition time when framing the mesh, in milliseconds
  36477. */
  36478. /**
  36479. * Gets the transition time when framing the mesh, in milliseconds
  36480. */
  36481. framingTime: number;
  36482. /**
  36483. * Define if the behavior should automatically change the configured
  36484. * camera limits and sensibilities.
  36485. */
  36486. autoCorrectCameraLimitsAndSensibility: boolean;
  36487. private _onPrePointerObservableObserver;
  36488. private _onAfterCheckInputsObserver;
  36489. private _onMeshTargetChangedObserver;
  36490. private _attachedCamera;
  36491. private _isPointerDown;
  36492. private _lastInteractionTime;
  36493. /**
  36494. * Initializes the behavior.
  36495. */
  36496. init(): void;
  36497. /**
  36498. * Attaches the behavior to its arc rotate camera.
  36499. * @param camera Defines the camera to attach the behavior to
  36500. */
  36501. attach(camera: ArcRotateCamera): void;
  36502. /**
  36503. * Detaches the behavior from its current arc rotate camera.
  36504. */
  36505. detach(): void;
  36506. private _animatables;
  36507. private _betaIsAnimating;
  36508. private _betaTransition;
  36509. private _radiusTransition;
  36510. private _vectorTransition;
  36511. /**
  36512. * Targets the given mesh and updates zoom level accordingly.
  36513. * @param mesh The mesh to target.
  36514. * @param radius Optional. If a cached radius position already exists, overrides default.
  36515. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36516. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36517. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36518. */
  36519. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36520. /**
  36521. * Targets the given mesh with its children and updates zoom level accordingly.
  36522. * @param mesh The mesh to target.
  36523. * @param radius Optional. If a cached radius position already exists, overrides default.
  36524. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36525. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36526. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36527. */
  36528. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36529. /**
  36530. * Targets the given meshes with their children and updates zoom level accordingly.
  36531. * @param meshes The mesh to target.
  36532. * @param radius Optional. If a cached radius position already exists, overrides default.
  36533. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36534. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36535. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36536. */
  36537. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36538. /**
  36539. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  36540. * @param minimumWorld Determines the smaller position of the bounding box extend
  36541. * @param maximumWorld Determines the bigger position of the bounding box extend
  36542. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36543. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36544. */
  36545. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36546. /**
  36547. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  36548. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  36549. * frustum width.
  36550. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  36551. * to fully enclose the mesh in the viewing frustum.
  36552. */
  36553. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  36554. /**
  36555. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  36556. * is automatically returned to its default position (expected to be above ground plane).
  36557. */
  36558. private _maintainCameraAboveGround;
  36559. /**
  36560. * Returns the frustum slope based on the canvas ratio and camera FOV
  36561. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  36562. */
  36563. private _getFrustumSlope;
  36564. /**
  36565. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  36566. */
  36567. private _clearAnimationLocks;
  36568. /**
  36569. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  36570. */
  36571. private _applyUserInteraction;
  36572. /**
  36573. * Stops and removes all animations that have been applied to the camera
  36574. */
  36575. stopAllAnimations(): void;
  36576. /**
  36577. * Gets a value indicating if the user is moving the camera
  36578. */
  36579. readonly isUserIsMoving: boolean;
  36580. /**
  36581. * The camera can move all the way towards the mesh.
  36582. */
  36583. static IgnoreBoundsSizeMode: number;
  36584. /**
  36585. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  36586. */
  36587. static FitFrustumSidesMode: number;
  36588. }
  36589. }
  36590. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  36591. import { Nullable } from "babylonjs/types";
  36592. import { Camera } from "babylonjs/Cameras/camera";
  36593. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36594. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36595. /**
  36596. * Base class for Camera Pointer Inputs.
  36597. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  36598. * for example usage.
  36599. */
  36600. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  36601. /**
  36602. * Defines the camera the input is attached to.
  36603. */
  36604. abstract camera: Camera;
  36605. /**
  36606. * Whether keyboard modifier keys are pressed at time of last mouse event.
  36607. */
  36608. protected _altKey: boolean;
  36609. protected _ctrlKey: boolean;
  36610. protected _metaKey: boolean;
  36611. protected _shiftKey: boolean;
  36612. /**
  36613. * Which mouse buttons were pressed at time of last mouse event.
  36614. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  36615. */
  36616. protected _buttonsPressed: number;
  36617. /**
  36618. * Defines the buttons associated with the input to handle camera move.
  36619. */
  36620. buttons: number[];
  36621. /**
  36622. * Attach the input controls to a specific dom element to get the input from.
  36623. * @param element Defines the element the controls should be listened from
  36624. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36625. */
  36626. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36627. /**
  36628. * Detach the current controls from the specified dom element.
  36629. * @param element Defines the element to stop listening the inputs from
  36630. */
  36631. detachControl(element: Nullable<HTMLElement>): void;
  36632. /**
  36633. * Gets the class name of the current input.
  36634. * @returns the class name
  36635. */
  36636. getClassName(): string;
  36637. /**
  36638. * Get the friendly name associated with the input class.
  36639. * @returns the input friendly name
  36640. */
  36641. getSimpleName(): string;
  36642. /**
  36643. * Called on pointer POINTERDOUBLETAP event.
  36644. * Override this method to provide functionality on POINTERDOUBLETAP event.
  36645. */
  36646. protected onDoubleTap(type: string): void;
  36647. /**
  36648. * Called on pointer POINTERMOVE event if only a single touch is active.
  36649. * Override this method to provide functionality.
  36650. */
  36651. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36652. /**
  36653. * Called on pointer POINTERMOVE event if multiple touches are active.
  36654. * Override this method to provide functionality.
  36655. */
  36656. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36657. /**
  36658. * Called on JS contextmenu event.
  36659. * Override this method to provide functionality.
  36660. */
  36661. protected onContextMenu(evt: PointerEvent): void;
  36662. /**
  36663. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36664. * press.
  36665. * Override this method to provide functionality.
  36666. */
  36667. protected onButtonDown(evt: PointerEvent): void;
  36668. /**
  36669. * Called each time a new POINTERUP event occurs. Ie, for each button
  36670. * release.
  36671. * Override this method to provide functionality.
  36672. */
  36673. protected onButtonUp(evt: PointerEvent): void;
  36674. /**
  36675. * Called when window becomes inactive.
  36676. * Override this method to provide functionality.
  36677. */
  36678. protected onLostFocus(): void;
  36679. private _pointerInput;
  36680. private _observer;
  36681. private _onLostFocus;
  36682. private pointA;
  36683. private pointB;
  36684. }
  36685. }
  36686. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  36687. import { Nullable } from "babylonjs/types";
  36688. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36689. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  36690. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36691. /**
  36692. * Manage the pointers inputs to control an arc rotate camera.
  36693. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36694. */
  36695. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  36696. /**
  36697. * Defines the camera the input is attached to.
  36698. */
  36699. camera: ArcRotateCamera;
  36700. /**
  36701. * Gets the class name of the current input.
  36702. * @returns the class name
  36703. */
  36704. getClassName(): string;
  36705. /**
  36706. * Defines the buttons associated with the input to handle camera move.
  36707. */
  36708. buttons: number[];
  36709. /**
  36710. * Defines the pointer angular sensibility along the X axis or how fast is
  36711. * the camera rotating.
  36712. */
  36713. angularSensibilityX: number;
  36714. /**
  36715. * Defines the pointer angular sensibility along the Y axis or how fast is
  36716. * the camera rotating.
  36717. */
  36718. angularSensibilityY: number;
  36719. /**
  36720. * Defines the pointer pinch precision or how fast is the camera zooming.
  36721. */
  36722. pinchPrecision: number;
  36723. /**
  36724. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  36725. * from 0.
  36726. * It defines the percentage of current camera.radius to use as delta when
  36727. * pinch zoom is used.
  36728. */
  36729. pinchDeltaPercentage: number;
  36730. /**
  36731. * Defines the pointer panning sensibility or how fast is the camera moving.
  36732. */
  36733. panningSensibility: number;
  36734. /**
  36735. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  36736. */
  36737. multiTouchPanning: boolean;
  36738. /**
  36739. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  36740. * zoom (pinch) through multitouch.
  36741. */
  36742. multiTouchPanAndZoom: boolean;
  36743. /**
  36744. * Revers pinch action direction.
  36745. */
  36746. pinchInwards: boolean;
  36747. private _isPanClick;
  36748. private _twoFingerActivityCount;
  36749. private _isPinching;
  36750. /**
  36751. * Called on pointer POINTERMOVE event if only a single touch is active.
  36752. */
  36753. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36754. /**
  36755. * Called on pointer POINTERDOUBLETAP event.
  36756. */
  36757. protected onDoubleTap(type: string): void;
  36758. /**
  36759. * Called on pointer POINTERMOVE event if multiple touches are active.
  36760. */
  36761. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36762. /**
  36763. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36764. * press.
  36765. */
  36766. protected onButtonDown(evt: PointerEvent): void;
  36767. /**
  36768. * Called each time a new POINTERUP event occurs. Ie, for each button
  36769. * release.
  36770. */
  36771. protected onButtonUp(evt: PointerEvent): void;
  36772. /**
  36773. * Called when window becomes inactive.
  36774. */
  36775. protected onLostFocus(): void;
  36776. }
  36777. }
  36778. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  36779. import { Nullable } from "babylonjs/types";
  36780. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36781. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36782. /**
  36783. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  36784. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36785. */
  36786. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  36787. /**
  36788. * Defines the camera the input is attached to.
  36789. */
  36790. camera: ArcRotateCamera;
  36791. /**
  36792. * Defines the list of key codes associated with the up action (increase alpha)
  36793. */
  36794. keysUp: number[];
  36795. /**
  36796. * Defines the list of key codes associated with the down action (decrease alpha)
  36797. */
  36798. keysDown: number[];
  36799. /**
  36800. * Defines the list of key codes associated with the left action (increase beta)
  36801. */
  36802. keysLeft: number[];
  36803. /**
  36804. * Defines the list of key codes associated with the right action (decrease beta)
  36805. */
  36806. keysRight: number[];
  36807. /**
  36808. * Defines the list of key codes associated with the reset action.
  36809. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  36810. */
  36811. keysReset: number[];
  36812. /**
  36813. * Defines the panning sensibility of the inputs.
  36814. * (How fast is the camera paning)
  36815. */
  36816. panningSensibility: number;
  36817. /**
  36818. * Defines the zooming sensibility of the inputs.
  36819. * (How fast is the camera zooming)
  36820. */
  36821. zoomingSensibility: number;
  36822. /**
  36823. * Defines wether maintaining the alt key down switch the movement mode from
  36824. * orientation to zoom.
  36825. */
  36826. useAltToZoom: boolean;
  36827. /**
  36828. * Rotation speed of the camera
  36829. */
  36830. angularSpeed: number;
  36831. private _keys;
  36832. private _ctrlPressed;
  36833. private _altPressed;
  36834. private _onCanvasBlurObserver;
  36835. private _onKeyboardObserver;
  36836. private _engine;
  36837. private _scene;
  36838. /**
  36839. * Attach the input controls to a specific dom element to get the input from.
  36840. * @param element Defines the element the controls should be listened from
  36841. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36842. */
  36843. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36844. /**
  36845. * Detach the current controls from the specified dom element.
  36846. * @param element Defines the element to stop listening the inputs from
  36847. */
  36848. detachControl(element: Nullable<HTMLElement>): void;
  36849. /**
  36850. * Update the current camera state depending on the inputs that have been used this frame.
  36851. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  36852. */
  36853. checkInputs(): void;
  36854. /**
  36855. * Gets the class name of the current intput.
  36856. * @returns the class name
  36857. */
  36858. getClassName(): string;
  36859. /**
  36860. * Get the friendly name associated with the input class.
  36861. * @returns the input friendly name
  36862. */
  36863. getSimpleName(): string;
  36864. }
  36865. }
  36866. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  36867. import { Nullable } from "babylonjs/types";
  36868. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36869. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36870. /**
  36871. * Manage the mouse wheel inputs to control an arc rotate camera.
  36872. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36873. */
  36874. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  36875. /**
  36876. * Defines the camera the input is attached to.
  36877. */
  36878. camera: ArcRotateCamera;
  36879. /**
  36880. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  36881. */
  36882. wheelPrecision: number;
  36883. /**
  36884. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  36885. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  36886. */
  36887. wheelDeltaPercentage: number;
  36888. private _wheel;
  36889. private _observer;
  36890. private computeDeltaFromMouseWheelLegacyEvent;
  36891. /**
  36892. * Attach the input controls to a specific dom element to get the input from.
  36893. * @param element Defines the element the controls should be listened from
  36894. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36895. */
  36896. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36897. /**
  36898. * Detach the current controls from the specified dom element.
  36899. * @param element Defines the element to stop listening the inputs from
  36900. */
  36901. detachControl(element: Nullable<HTMLElement>): void;
  36902. /**
  36903. * Gets the class name of the current intput.
  36904. * @returns the class name
  36905. */
  36906. getClassName(): string;
  36907. /**
  36908. * Get the friendly name associated with the input class.
  36909. * @returns the input friendly name
  36910. */
  36911. getSimpleName(): string;
  36912. }
  36913. }
  36914. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  36915. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36916. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  36917. /**
  36918. * Default Inputs manager for the ArcRotateCamera.
  36919. * It groups all the default supported inputs for ease of use.
  36920. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36921. */
  36922. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  36923. /**
  36924. * Instantiates a new ArcRotateCameraInputsManager.
  36925. * @param camera Defines the camera the inputs belong to
  36926. */
  36927. constructor(camera: ArcRotateCamera);
  36928. /**
  36929. * Add mouse wheel input support to the input manager.
  36930. * @returns the current input manager
  36931. */
  36932. addMouseWheel(): ArcRotateCameraInputsManager;
  36933. /**
  36934. * Add pointers input support to the input manager.
  36935. * @returns the current input manager
  36936. */
  36937. addPointers(): ArcRotateCameraInputsManager;
  36938. /**
  36939. * Add keyboard input support to the input manager.
  36940. * @returns the current input manager
  36941. */
  36942. addKeyboard(): ArcRotateCameraInputsManager;
  36943. }
  36944. }
  36945. declare module "babylonjs/Cameras/arcRotateCamera" {
  36946. import { Observable } from "babylonjs/Misc/observable";
  36947. import { Nullable } from "babylonjs/types";
  36948. import { Scene } from "babylonjs/scene";
  36949. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  36950. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36951. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  36952. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  36953. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  36954. import { Camera } from "babylonjs/Cameras/camera";
  36955. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  36956. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  36957. import { Collider } from "babylonjs/Collisions/collider";
  36958. /**
  36959. * This represents an orbital type of camera.
  36960. *
  36961. * This camera always points towards a given target position and can be rotated around that target with the target as the centre of rotation. It can be controlled with cursors and mouse, or with touch events.
  36962. * Think of this camera as one orbiting its target position, or more imaginatively as a spy satellite orbiting the earth. Its position relative to the target (earth) can be set by three parameters, alpha (radians) the longitudinal rotation, beta (radians) the latitudinal rotation and radius the distance from the target position.
  36963. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  36964. */
  36965. export class ArcRotateCamera extends TargetCamera {
  36966. /**
  36967. * Defines the rotation angle of the camera along the longitudinal axis.
  36968. */
  36969. alpha: number;
  36970. /**
  36971. * Defines the rotation angle of the camera along the latitudinal axis.
  36972. */
  36973. beta: number;
  36974. /**
  36975. * Defines the radius of the camera from it s target point.
  36976. */
  36977. radius: number;
  36978. protected _target: Vector3;
  36979. protected _targetHost: Nullable<AbstractMesh>;
  36980. /**
  36981. * Defines the target point of the camera.
  36982. * The camera looks towards it form the radius distance.
  36983. */
  36984. target: Vector3;
  36985. /**
  36986. * Define the current local position of the camera in the scene
  36987. */
  36988. position: Vector3;
  36989. protected _upVector: Vector3;
  36990. protected _upToYMatrix: Matrix;
  36991. protected _YToUpMatrix: Matrix;
  36992. /**
  36993. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  36994. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  36995. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  36996. */
  36997. upVector: Vector3;
  36998. /**
  36999. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37000. */
  37001. setMatUp(): void;
  37002. /**
  37003. * Current inertia value on the longitudinal axis.
  37004. * The bigger this number the longer it will take for the camera to stop.
  37005. */
  37006. inertialAlphaOffset: number;
  37007. /**
  37008. * Current inertia value on the latitudinal axis.
  37009. * The bigger this number the longer it will take for the camera to stop.
  37010. */
  37011. inertialBetaOffset: number;
  37012. /**
  37013. * Current inertia value on the radius axis.
  37014. * The bigger this number the longer it will take for the camera to stop.
  37015. */
  37016. inertialRadiusOffset: number;
  37017. /**
  37018. * Minimum allowed angle on the longitudinal axis.
  37019. * This can help limiting how the Camera is able to move in the scene.
  37020. */
  37021. lowerAlphaLimit: Nullable<number>;
  37022. /**
  37023. * Maximum allowed angle on the longitudinal axis.
  37024. * This can help limiting how the Camera is able to move in the scene.
  37025. */
  37026. upperAlphaLimit: Nullable<number>;
  37027. /**
  37028. * Minimum allowed angle on the latitudinal axis.
  37029. * This can help limiting how the Camera is able to move in the scene.
  37030. */
  37031. lowerBetaLimit: number;
  37032. /**
  37033. * Maximum allowed angle on the latitudinal axis.
  37034. * This can help limiting how the Camera is able to move in the scene.
  37035. */
  37036. upperBetaLimit: number;
  37037. /**
  37038. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  37039. * This can help limiting how the Camera is able to move in the scene.
  37040. */
  37041. lowerRadiusLimit: Nullable<number>;
  37042. /**
  37043. * Maximum allowed distance of the camera to the target (The camera can not get further).
  37044. * This can help limiting how the Camera is able to move in the scene.
  37045. */
  37046. upperRadiusLimit: Nullable<number>;
  37047. /**
  37048. * Defines the current inertia value used during panning of the camera along the X axis.
  37049. */
  37050. inertialPanningX: number;
  37051. /**
  37052. * Defines the current inertia value used during panning of the camera along the Y axis.
  37053. */
  37054. inertialPanningY: number;
  37055. /**
  37056. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  37057. * Basically if your fingers moves away from more than this distance you will be considered
  37058. * in pinch mode.
  37059. */
  37060. pinchToPanMaxDistance: number;
  37061. /**
  37062. * Defines the maximum distance the camera can pan.
  37063. * This could help keeping the cammera always in your scene.
  37064. */
  37065. panningDistanceLimit: Nullable<number>;
  37066. /**
  37067. * Defines the target of the camera before paning.
  37068. */
  37069. panningOriginTarget: Vector3;
  37070. /**
  37071. * Defines the value of the inertia used during panning.
  37072. * 0 would mean stop inertia and one would mean no decelleration at all.
  37073. */
  37074. panningInertia: number;
  37075. /**
  37076. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  37077. */
  37078. angularSensibilityX: number;
  37079. /**
  37080. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  37081. */
  37082. angularSensibilityY: number;
  37083. /**
  37084. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  37085. */
  37086. pinchPrecision: number;
  37087. /**
  37088. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  37089. * It will be used instead of pinchDeltaPrecision if different from 0.
  37090. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37091. */
  37092. pinchDeltaPercentage: number;
  37093. /**
  37094. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  37095. */
  37096. panningSensibility: number;
  37097. /**
  37098. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  37099. */
  37100. keysUp: number[];
  37101. /**
  37102. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  37103. */
  37104. keysDown: number[];
  37105. /**
  37106. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  37107. */
  37108. keysLeft: number[];
  37109. /**
  37110. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37111. */
  37112. keysRight: number[];
  37113. /**
  37114. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37115. */
  37116. wheelPrecision: number;
  37117. /**
  37118. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37119. * It will be used instead of pinchDeltaPrecision if different from 0.
  37120. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37121. */
  37122. wheelDeltaPercentage: number;
  37123. /**
  37124. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37125. */
  37126. zoomOnFactor: number;
  37127. /**
  37128. * Defines a screen offset for the camera position.
  37129. */
  37130. targetScreenOffset: Vector2;
  37131. /**
  37132. * Allows the camera to be completely reversed.
  37133. * If false the camera can not arrive upside down.
  37134. */
  37135. allowUpsideDown: boolean;
  37136. /**
  37137. * Define if double tap/click is used to restore the previously saved state of the camera.
  37138. */
  37139. useInputToRestoreState: boolean;
  37140. /** @hidden */
  37141. _viewMatrix: Matrix;
  37142. /** @hidden */
  37143. _useCtrlForPanning: boolean;
  37144. /** @hidden */
  37145. _panningMouseButton: number;
  37146. /**
  37147. * Defines the input associated to the camera.
  37148. */
  37149. inputs: ArcRotateCameraInputsManager;
  37150. /** @hidden */
  37151. _reset: () => void;
  37152. /**
  37153. * Defines the allowed panning axis.
  37154. */
  37155. panningAxis: Vector3;
  37156. protected _localDirection: Vector3;
  37157. protected _transformedDirection: Vector3;
  37158. private _bouncingBehavior;
  37159. /**
  37160. * Gets the bouncing behavior of the camera if it has been enabled.
  37161. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37162. */
  37163. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37164. /**
  37165. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37166. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37167. */
  37168. useBouncingBehavior: boolean;
  37169. private _framingBehavior;
  37170. /**
  37171. * Gets the framing behavior of the camera if it has been enabled.
  37172. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37173. */
  37174. readonly framingBehavior: Nullable<FramingBehavior>;
  37175. /**
  37176. * Defines if the framing behavior of the camera is enabled on the camera.
  37177. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37178. */
  37179. useFramingBehavior: boolean;
  37180. private _autoRotationBehavior;
  37181. /**
  37182. * Gets the auto rotation behavior of the camera if it has been enabled.
  37183. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37184. */
  37185. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  37186. /**
  37187. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  37188. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37189. */
  37190. useAutoRotationBehavior: boolean;
  37191. /**
  37192. * Observable triggered when the mesh target has been changed on the camera.
  37193. */
  37194. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  37195. /**
  37196. * Event raised when the camera is colliding with a mesh.
  37197. */
  37198. onCollide: (collidedMesh: AbstractMesh) => void;
  37199. /**
  37200. * Defines whether the camera should check collision with the objects oh the scene.
  37201. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  37202. */
  37203. checkCollisions: boolean;
  37204. /**
  37205. * Defines the collision radius of the camera.
  37206. * This simulates a sphere around the camera.
  37207. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  37208. */
  37209. collisionRadius: Vector3;
  37210. protected _collider: Collider;
  37211. protected _previousPosition: Vector3;
  37212. protected _collisionVelocity: Vector3;
  37213. protected _newPosition: Vector3;
  37214. protected _previousAlpha: number;
  37215. protected _previousBeta: number;
  37216. protected _previousRadius: number;
  37217. protected _collisionTriggered: boolean;
  37218. protected _targetBoundingCenter: Nullable<Vector3>;
  37219. private _computationVector;
  37220. /**
  37221. * Instantiates a new ArcRotateCamera in a given scene
  37222. * @param name Defines the name of the camera
  37223. * @param alpha Defines the camera rotation along the logitudinal axis
  37224. * @param beta Defines the camera rotation along the latitudinal axis
  37225. * @param radius Defines the camera distance from its target
  37226. * @param target Defines the camera target
  37227. * @param scene Defines the scene the camera belongs to
  37228. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  37229. */
  37230. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  37231. /** @hidden */
  37232. _initCache(): void;
  37233. /** @hidden */
  37234. _updateCache(ignoreParentClass?: boolean): void;
  37235. protected _getTargetPosition(): Vector3;
  37236. private _storedAlpha;
  37237. private _storedBeta;
  37238. private _storedRadius;
  37239. private _storedTarget;
  37240. /**
  37241. * Stores the current state of the camera (alpha, beta, radius and target)
  37242. * @returns the camera itself
  37243. */
  37244. storeState(): Camera;
  37245. /**
  37246. * @hidden
  37247. * Restored camera state. You must call storeState() first
  37248. */
  37249. _restoreStateValues(): boolean;
  37250. /** @hidden */
  37251. _isSynchronizedViewMatrix(): boolean;
  37252. /**
  37253. * Attached controls to the current camera.
  37254. * @param element Defines the element the controls should be listened from
  37255. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37256. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  37257. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  37258. */
  37259. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  37260. /**
  37261. * Detach the current controls from the camera.
  37262. * The camera will stop reacting to inputs.
  37263. * @param element Defines the element to stop listening the inputs from
  37264. */
  37265. detachControl(element: HTMLElement): void;
  37266. /** @hidden */
  37267. _checkInputs(): void;
  37268. protected _checkLimits(): void;
  37269. /**
  37270. * Rebuilds angles (alpha, beta) and radius from the give position and target
  37271. */
  37272. rebuildAnglesAndRadius(): void;
  37273. /**
  37274. * Use a position to define the current camera related information like aplha, beta and radius
  37275. * @param position Defines the position to set the camera at
  37276. */
  37277. setPosition(position: Vector3): void;
  37278. /**
  37279. * Defines the target the camera should look at.
  37280. * This will automatically adapt alpha beta and radius to fit within the new target.
  37281. * @param target Defines the new target as a Vector or a mesh
  37282. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  37283. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  37284. */
  37285. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  37286. /** @hidden */
  37287. _getViewMatrix(): Matrix;
  37288. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  37289. /**
  37290. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  37291. * @param meshes Defines the mesh to zoom on
  37292. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  37293. */
  37294. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  37295. /**
  37296. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  37297. * The target will be changed but the radius
  37298. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  37299. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  37300. */
  37301. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  37302. min: Vector3;
  37303. max: Vector3;
  37304. distance: number;
  37305. }, doNotUpdateMaxZ?: boolean): void;
  37306. /**
  37307. * @override
  37308. * Override Camera.createRigCamera
  37309. */
  37310. createRigCamera(name: string, cameraIndex: number): Camera;
  37311. /**
  37312. * @hidden
  37313. * @override
  37314. * Override Camera._updateRigCameras
  37315. */
  37316. _updateRigCameras(): void;
  37317. /**
  37318. * Destroy the camera and release the current resources hold by it.
  37319. */
  37320. dispose(): void;
  37321. /**
  37322. * Gets the current object class name.
  37323. * @return the class name
  37324. */
  37325. getClassName(): string;
  37326. }
  37327. }
  37328. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  37329. import { Behavior } from "babylonjs/Behaviors/behavior";
  37330. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37331. /**
  37332. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  37333. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37334. */
  37335. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  37336. /**
  37337. * Gets the name of the behavior.
  37338. */
  37339. readonly name: string;
  37340. private _zoomStopsAnimation;
  37341. private _idleRotationSpeed;
  37342. private _idleRotationWaitTime;
  37343. private _idleRotationSpinupTime;
  37344. /**
  37345. * Sets the flag that indicates if user zooming should stop animation.
  37346. */
  37347. /**
  37348. * Gets the flag that indicates if user zooming should stop animation.
  37349. */
  37350. zoomStopsAnimation: boolean;
  37351. /**
  37352. * Sets the default speed at which the camera rotates around the model.
  37353. */
  37354. /**
  37355. * Gets the default speed at which the camera rotates around the model.
  37356. */
  37357. idleRotationSpeed: number;
  37358. /**
  37359. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  37360. */
  37361. /**
  37362. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  37363. */
  37364. idleRotationWaitTime: number;
  37365. /**
  37366. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37367. */
  37368. /**
  37369. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37370. */
  37371. idleRotationSpinupTime: number;
  37372. /**
  37373. * Gets a value indicating if the camera is currently rotating because of this behavior
  37374. */
  37375. readonly rotationInProgress: boolean;
  37376. private _onPrePointerObservableObserver;
  37377. private _onAfterCheckInputsObserver;
  37378. private _attachedCamera;
  37379. private _isPointerDown;
  37380. private _lastFrameTime;
  37381. private _lastInteractionTime;
  37382. private _cameraRotationSpeed;
  37383. /**
  37384. * Initializes the behavior.
  37385. */
  37386. init(): void;
  37387. /**
  37388. * Attaches the behavior to its arc rotate camera.
  37389. * @param camera Defines the camera to attach the behavior to
  37390. */
  37391. attach(camera: ArcRotateCamera): void;
  37392. /**
  37393. * Detaches the behavior from its current arc rotate camera.
  37394. */
  37395. detach(): void;
  37396. /**
  37397. * Returns true if user is scrolling.
  37398. * @return true if user is scrolling.
  37399. */
  37400. private _userIsZooming;
  37401. private _lastFrameRadius;
  37402. private _shouldAnimationStopForInteraction;
  37403. /**
  37404. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37405. */
  37406. private _applyUserInteraction;
  37407. private _userIsMoving;
  37408. }
  37409. }
  37410. declare module "babylonjs/Behaviors/Cameras/index" {
  37411. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37412. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37413. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  37414. }
  37415. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  37416. import { Mesh } from "babylonjs/Meshes/mesh";
  37417. import { TransformNode } from "babylonjs/Meshes/transformNode";
  37418. import { Behavior } from "babylonjs/Behaviors/behavior";
  37419. /**
  37420. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  37421. */
  37422. export class AttachToBoxBehavior implements Behavior<Mesh> {
  37423. private ui;
  37424. /**
  37425. * The name of the behavior
  37426. */
  37427. name: string;
  37428. /**
  37429. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  37430. */
  37431. distanceAwayFromFace: number;
  37432. /**
  37433. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  37434. */
  37435. distanceAwayFromBottomOfFace: number;
  37436. private _faceVectors;
  37437. private _target;
  37438. private _scene;
  37439. private _onRenderObserver;
  37440. private _tmpMatrix;
  37441. private _tmpVector;
  37442. /**
  37443. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  37444. * @param ui The transform node that should be attched to the mesh
  37445. */
  37446. constructor(ui: TransformNode);
  37447. /**
  37448. * Initializes the behavior
  37449. */
  37450. init(): void;
  37451. private _closestFace;
  37452. private _zeroVector;
  37453. private _lookAtTmpMatrix;
  37454. private _lookAtToRef;
  37455. /**
  37456. * Attaches the AttachToBoxBehavior to the passed in mesh
  37457. * @param target The mesh that the specified node will be attached to
  37458. */
  37459. attach(target: Mesh): void;
  37460. /**
  37461. * Detaches the behavior from the mesh
  37462. */
  37463. detach(): void;
  37464. }
  37465. }
  37466. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  37467. import { Behavior } from "babylonjs/Behaviors/behavior";
  37468. import { Mesh } from "babylonjs/Meshes/mesh";
  37469. /**
  37470. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  37471. */
  37472. export class FadeInOutBehavior implements Behavior<Mesh> {
  37473. /**
  37474. * Time in milliseconds to delay before fading in (Default: 0)
  37475. */
  37476. delay: number;
  37477. /**
  37478. * Time in milliseconds for the mesh to fade in (Default: 300)
  37479. */
  37480. fadeInTime: number;
  37481. private _millisecondsPerFrame;
  37482. private _hovered;
  37483. private _hoverValue;
  37484. private _ownerNode;
  37485. /**
  37486. * Instatiates the FadeInOutBehavior
  37487. */
  37488. constructor();
  37489. /**
  37490. * The name of the behavior
  37491. */
  37492. readonly name: string;
  37493. /**
  37494. * Initializes the behavior
  37495. */
  37496. init(): void;
  37497. /**
  37498. * Attaches the fade behavior on the passed in mesh
  37499. * @param ownerNode The mesh that will be faded in/out once attached
  37500. */
  37501. attach(ownerNode: Mesh): void;
  37502. /**
  37503. * Detaches the behavior from the mesh
  37504. */
  37505. detach(): void;
  37506. /**
  37507. * Triggers the mesh to begin fading in or out
  37508. * @param value if the object should fade in or out (true to fade in)
  37509. */
  37510. fadeIn(value: boolean): void;
  37511. private _update;
  37512. private _setAllVisibility;
  37513. }
  37514. }
  37515. declare module "babylonjs/Misc/pivotTools" {
  37516. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37517. /**
  37518. * Class containing a set of static utilities functions for managing Pivots
  37519. * @hidden
  37520. */
  37521. export class PivotTools {
  37522. private static _PivotCached;
  37523. private static _OldPivotPoint;
  37524. private static _PivotTranslation;
  37525. private static _PivotTmpVector;
  37526. /** @hidden */
  37527. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  37528. /** @hidden */
  37529. static _RestorePivotPoint(mesh: AbstractMesh): void;
  37530. }
  37531. }
  37532. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  37533. import { Scene } from "babylonjs/scene";
  37534. import { Vector4 } from "babylonjs/Maths/math.vector";
  37535. import { Mesh } from "babylonjs/Meshes/mesh";
  37536. import { Nullable } from "babylonjs/types";
  37537. import { Plane } from "babylonjs/Maths/math.plane";
  37538. /**
  37539. * Class containing static functions to help procedurally build meshes
  37540. */
  37541. export class PlaneBuilder {
  37542. /**
  37543. * Creates a plane mesh
  37544. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  37545. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  37546. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  37547. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37548. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  37549. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  37550. * @param name defines the name of the mesh
  37551. * @param options defines the options used to create the mesh
  37552. * @param scene defines the hosting scene
  37553. * @returns the plane mesh
  37554. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  37555. */
  37556. static CreatePlane(name: string, options: {
  37557. size?: number;
  37558. width?: number;
  37559. height?: number;
  37560. sideOrientation?: number;
  37561. frontUVs?: Vector4;
  37562. backUVs?: Vector4;
  37563. updatable?: boolean;
  37564. sourcePlane?: Plane;
  37565. }, scene?: Nullable<Scene>): Mesh;
  37566. }
  37567. }
  37568. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  37569. import { Behavior } from "babylonjs/Behaviors/behavior";
  37570. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37571. import { Observable } from "babylonjs/Misc/observable";
  37572. import { Vector3 } from "babylonjs/Maths/math.vector";
  37573. import { Ray } from "babylonjs/Culling/ray";
  37574. import "babylonjs/Meshes/Builders/planeBuilder";
  37575. /**
  37576. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  37577. */
  37578. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  37579. private static _AnyMouseID;
  37580. /**
  37581. * Abstract mesh the behavior is set on
  37582. */
  37583. attachedNode: AbstractMesh;
  37584. private _dragPlane;
  37585. private _scene;
  37586. private _pointerObserver;
  37587. private _beforeRenderObserver;
  37588. private static _planeScene;
  37589. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  37590. /**
  37591. * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)
  37592. */
  37593. maxDragAngle: number;
  37594. /**
  37595. * @hidden
  37596. */
  37597. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  37598. /**
  37599. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37600. */
  37601. currentDraggingPointerID: number;
  37602. /**
  37603. * The last position where the pointer hit the drag plane in world space
  37604. */
  37605. lastDragPosition: Vector3;
  37606. /**
  37607. * If the behavior is currently in a dragging state
  37608. */
  37609. dragging: boolean;
  37610. /**
  37611. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  37612. */
  37613. dragDeltaRatio: number;
  37614. /**
  37615. * If the drag plane orientation should be updated during the dragging (Default: true)
  37616. */
  37617. updateDragPlane: boolean;
  37618. private _debugMode;
  37619. private _moving;
  37620. /**
  37621. * Fires each time the attached mesh is dragged with the pointer
  37622. * * delta between last drag position and current drag position in world space
  37623. * * dragDistance along the drag axis
  37624. * * dragPlaneNormal normal of the current drag plane used during the drag
  37625. * * dragPlanePoint in world space where the drag intersects the drag plane
  37626. */
  37627. onDragObservable: Observable<{
  37628. delta: Vector3;
  37629. dragPlanePoint: Vector3;
  37630. dragPlaneNormal: Vector3;
  37631. dragDistance: number;
  37632. pointerId: number;
  37633. }>;
  37634. /**
  37635. * Fires each time a drag begins (eg. mouse down on mesh)
  37636. */
  37637. onDragStartObservable: Observable<{
  37638. dragPlanePoint: Vector3;
  37639. pointerId: number;
  37640. }>;
  37641. /**
  37642. * Fires each time a drag ends (eg. mouse release after drag)
  37643. */
  37644. onDragEndObservable: Observable<{
  37645. dragPlanePoint: Vector3;
  37646. pointerId: number;
  37647. }>;
  37648. /**
  37649. * If the attached mesh should be moved when dragged
  37650. */
  37651. moveAttached: boolean;
  37652. /**
  37653. * If the drag behavior will react to drag events (Default: true)
  37654. */
  37655. enabled: boolean;
  37656. /**
  37657. * If pointer events should start and release the drag (Default: true)
  37658. */
  37659. startAndReleaseDragOnPointerEvents: boolean;
  37660. /**
  37661. * If camera controls should be detached during the drag
  37662. */
  37663. detachCameraControls: boolean;
  37664. /**
  37665. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  37666. */
  37667. useObjectOrienationForDragging: boolean;
  37668. private _options;
  37669. /**
  37670. * Creates a pointer drag behavior that can be attached to a mesh
  37671. * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)
  37672. */
  37673. constructor(options?: {
  37674. dragAxis?: Vector3;
  37675. dragPlaneNormal?: Vector3;
  37676. });
  37677. /**
  37678. * Predicate to determine if it is valid to move the object to a new position when it is moved
  37679. */
  37680. validateDrag: (targetPosition: Vector3) => boolean;
  37681. /**
  37682. * The name of the behavior
  37683. */
  37684. readonly name: string;
  37685. /**
  37686. * Initializes the behavior
  37687. */
  37688. init(): void;
  37689. private _tmpVector;
  37690. private _alternatePickedPoint;
  37691. private _worldDragAxis;
  37692. private _targetPosition;
  37693. private _attachedElement;
  37694. /**
  37695. * Attaches the drag behavior the passed in mesh
  37696. * @param ownerNode The mesh that will be dragged around once attached
  37697. */
  37698. attach(ownerNode: AbstractMesh): void;
  37699. /**
  37700. * Force relase the drag action by code.
  37701. */
  37702. releaseDrag(): void;
  37703. private _startDragRay;
  37704. private _lastPointerRay;
  37705. /**
  37706. * Simulates the start of a pointer drag event on the behavior
  37707. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  37708. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  37709. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  37710. */
  37711. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  37712. private _startDrag;
  37713. private _dragDelta;
  37714. private _moveDrag;
  37715. private _pickWithRayOnDragPlane;
  37716. private _pointA;
  37717. private _pointB;
  37718. private _pointC;
  37719. private _lineA;
  37720. private _lineB;
  37721. private _localAxis;
  37722. private _lookAt;
  37723. private _updateDragPlanePosition;
  37724. /**
  37725. * Detaches the behavior from the mesh
  37726. */
  37727. detach(): void;
  37728. }
  37729. }
  37730. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  37731. import { Mesh } from "babylonjs/Meshes/mesh";
  37732. import { Behavior } from "babylonjs/Behaviors/behavior";
  37733. /**
  37734. * A behavior that when attached to a mesh will allow the mesh to be scaled
  37735. */
  37736. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  37737. private _dragBehaviorA;
  37738. private _dragBehaviorB;
  37739. private _startDistance;
  37740. private _initialScale;
  37741. private _targetScale;
  37742. private _ownerNode;
  37743. private _sceneRenderObserver;
  37744. /**
  37745. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  37746. */
  37747. constructor();
  37748. /**
  37749. * The name of the behavior
  37750. */
  37751. readonly name: string;
  37752. /**
  37753. * Initializes the behavior
  37754. */
  37755. init(): void;
  37756. private _getCurrentDistance;
  37757. /**
  37758. * Attaches the scale behavior the passed in mesh
  37759. * @param ownerNode The mesh that will be scaled around once attached
  37760. */
  37761. attach(ownerNode: Mesh): void;
  37762. /**
  37763. * Detaches the behavior from the mesh
  37764. */
  37765. detach(): void;
  37766. }
  37767. }
  37768. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  37769. import { Behavior } from "babylonjs/Behaviors/behavior";
  37770. import { Mesh } from "babylonjs/Meshes/mesh";
  37771. import { Observable } from "babylonjs/Misc/observable";
  37772. /**
  37773. * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  37774. */
  37775. export class SixDofDragBehavior implements Behavior<Mesh> {
  37776. private static _virtualScene;
  37777. private _ownerNode;
  37778. private _sceneRenderObserver;
  37779. private _scene;
  37780. private _targetPosition;
  37781. private _virtualOriginMesh;
  37782. private _virtualDragMesh;
  37783. private _pointerObserver;
  37784. private _moving;
  37785. private _startingOrientation;
  37786. /**
  37787. * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)
  37788. */
  37789. private zDragFactor;
  37790. /**
  37791. * If the object should rotate to face the drag origin
  37792. */
  37793. rotateDraggedObject: boolean;
  37794. /**
  37795. * If the behavior is currently in a dragging state
  37796. */
  37797. dragging: boolean;
  37798. /**
  37799. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  37800. */
  37801. dragDeltaRatio: number;
  37802. /**
  37803. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37804. */
  37805. currentDraggingPointerID: number;
  37806. /**
  37807. * If camera controls should be detached during the drag
  37808. */
  37809. detachCameraControls: boolean;
  37810. /**
  37811. * Fires each time a drag starts
  37812. */
  37813. onDragStartObservable: Observable<{}>;
  37814. /**
  37815. * Fires each time a drag ends (eg. mouse release after drag)
  37816. */
  37817. onDragEndObservable: Observable<{}>;
  37818. /**
  37819. * Instantiates a behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  37820. */
  37821. constructor();
  37822. /**
  37823. * The name of the behavior
  37824. */
  37825. readonly name: string;
  37826. /**
  37827. * Initializes the behavior
  37828. */
  37829. init(): void;
  37830. /**
  37831. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  37832. */
  37833. private readonly _pointerCamera;
  37834. /**
  37835. * Attaches the scale behavior the passed in mesh
  37836. * @param ownerNode The mesh that will be scaled around once attached
  37837. */
  37838. attach(ownerNode: Mesh): void;
  37839. /**
  37840. * Detaches the behavior from the mesh
  37841. */
  37842. detach(): void;
  37843. }
  37844. }
  37845. declare module "babylonjs/Behaviors/Meshes/index" {
  37846. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  37847. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  37848. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  37849. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  37850. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  37851. }
  37852. declare module "babylonjs/Behaviors/index" {
  37853. export * from "babylonjs/Behaviors/behavior";
  37854. export * from "babylonjs/Behaviors/Cameras/index";
  37855. export * from "babylonjs/Behaviors/Meshes/index";
  37856. }
  37857. declare module "babylonjs/Bones/boneIKController" {
  37858. import { Bone } from "babylonjs/Bones/bone";
  37859. import { Vector3 } from "babylonjs/Maths/math.vector";
  37860. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37861. import { Nullable } from "babylonjs/types";
  37862. /**
  37863. * Class used to apply inverse kinematics to bones
  37864. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  37865. */
  37866. export class BoneIKController {
  37867. private static _tmpVecs;
  37868. private static _tmpQuat;
  37869. private static _tmpMats;
  37870. /**
  37871. * Gets or sets the target mesh
  37872. */
  37873. targetMesh: AbstractMesh;
  37874. /** Gets or sets the mesh used as pole */
  37875. poleTargetMesh: AbstractMesh;
  37876. /**
  37877. * Gets or sets the bone used as pole
  37878. */
  37879. poleTargetBone: Nullable<Bone>;
  37880. /**
  37881. * Gets or sets the target position
  37882. */
  37883. targetPosition: Vector3;
  37884. /**
  37885. * Gets or sets the pole target position
  37886. */
  37887. poleTargetPosition: Vector3;
  37888. /**
  37889. * Gets or sets the pole target local offset
  37890. */
  37891. poleTargetLocalOffset: Vector3;
  37892. /**
  37893. * Gets or sets the pole angle
  37894. */
  37895. poleAngle: number;
  37896. /**
  37897. * Gets or sets the mesh associated with the controller
  37898. */
  37899. mesh: AbstractMesh;
  37900. /**
  37901. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  37902. */
  37903. slerpAmount: number;
  37904. private _bone1Quat;
  37905. private _bone1Mat;
  37906. private _bone2Ang;
  37907. private _bone1;
  37908. private _bone2;
  37909. private _bone1Length;
  37910. private _bone2Length;
  37911. private _maxAngle;
  37912. private _maxReach;
  37913. private _rightHandedSystem;
  37914. private _bendAxis;
  37915. private _slerping;
  37916. private _adjustRoll;
  37917. /**
  37918. * Gets or sets maximum allowed angle
  37919. */
  37920. maxAngle: number;
  37921. /**
  37922. * Creates a new BoneIKController
  37923. * @param mesh defines the mesh to control
  37924. * @param bone defines the bone to control
  37925. * @param options defines options to set up the controller
  37926. */
  37927. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  37928. targetMesh?: AbstractMesh;
  37929. poleTargetMesh?: AbstractMesh;
  37930. poleTargetBone?: Bone;
  37931. poleTargetLocalOffset?: Vector3;
  37932. poleAngle?: number;
  37933. bendAxis?: Vector3;
  37934. maxAngle?: number;
  37935. slerpAmount?: number;
  37936. });
  37937. private _setMaxAngle;
  37938. /**
  37939. * Force the controller to update the bones
  37940. */
  37941. update(): void;
  37942. }
  37943. }
  37944. declare module "babylonjs/Bones/boneLookController" {
  37945. import { Vector3 } from "babylonjs/Maths/math.vector";
  37946. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37947. import { Bone } from "babylonjs/Bones/bone";
  37948. import { Space } from "babylonjs/Maths/math.axis";
  37949. /**
  37950. * Class used to make a bone look toward a point in space
  37951. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  37952. */
  37953. export class BoneLookController {
  37954. private static _tmpVecs;
  37955. private static _tmpQuat;
  37956. private static _tmpMats;
  37957. /**
  37958. * The target Vector3 that the bone will look at
  37959. */
  37960. target: Vector3;
  37961. /**
  37962. * The mesh that the bone is attached to
  37963. */
  37964. mesh: AbstractMesh;
  37965. /**
  37966. * The bone that will be looking to the target
  37967. */
  37968. bone: Bone;
  37969. /**
  37970. * The up axis of the coordinate system that is used when the bone is rotated
  37971. */
  37972. upAxis: Vector3;
  37973. /**
  37974. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  37975. */
  37976. upAxisSpace: Space;
  37977. /**
  37978. * Used to make an adjustment to the yaw of the bone
  37979. */
  37980. adjustYaw: number;
  37981. /**
  37982. * Used to make an adjustment to the pitch of the bone
  37983. */
  37984. adjustPitch: number;
  37985. /**
  37986. * Used to make an adjustment to the roll of the bone
  37987. */
  37988. adjustRoll: number;
  37989. /**
  37990. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  37991. */
  37992. slerpAmount: number;
  37993. private _minYaw;
  37994. private _maxYaw;
  37995. private _minPitch;
  37996. private _maxPitch;
  37997. private _minYawSin;
  37998. private _minYawCos;
  37999. private _maxYawSin;
  38000. private _maxYawCos;
  38001. private _midYawConstraint;
  38002. private _minPitchTan;
  38003. private _maxPitchTan;
  38004. private _boneQuat;
  38005. private _slerping;
  38006. private _transformYawPitch;
  38007. private _transformYawPitchInv;
  38008. private _firstFrameSkipped;
  38009. private _yawRange;
  38010. private _fowardAxis;
  38011. /**
  38012. * Gets or sets the minimum yaw angle that the bone can look to
  38013. */
  38014. minYaw: number;
  38015. /**
  38016. * Gets or sets the maximum yaw angle that the bone can look to
  38017. */
  38018. maxYaw: number;
  38019. /**
  38020. * Gets or sets the minimum pitch angle that the bone can look to
  38021. */
  38022. minPitch: number;
  38023. /**
  38024. * Gets or sets the maximum pitch angle that the bone can look to
  38025. */
  38026. maxPitch: number;
  38027. /**
  38028. * Create a BoneLookController
  38029. * @param mesh the mesh that the bone belongs to
  38030. * @param bone the bone that will be looking to the target
  38031. * @param target the target Vector3 to look at
  38032. * @param options optional settings:
  38033. * * maxYaw: the maximum angle the bone will yaw to
  38034. * * minYaw: the minimum angle the bone will yaw to
  38035. * * maxPitch: the maximum angle the bone will pitch to
  38036. * * minPitch: the minimum angle the bone will yaw to
  38037. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  38038. * * upAxis: the up axis of the coordinate system
  38039. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  38040. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  38041. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  38042. * * adjustYaw: used to make an adjustment to the yaw of the bone
  38043. * * adjustPitch: used to make an adjustment to the pitch of the bone
  38044. * * adjustRoll: used to make an adjustment to the roll of the bone
  38045. **/
  38046. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  38047. maxYaw?: number;
  38048. minYaw?: number;
  38049. maxPitch?: number;
  38050. minPitch?: number;
  38051. slerpAmount?: number;
  38052. upAxis?: Vector3;
  38053. upAxisSpace?: Space;
  38054. yawAxis?: Vector3;
  38055. pitchAxis?: Vector3;
  38056. adjustYaw?: number;
  38057. adjustPitch?: number;
  38058. adjustRoll?: number;
  38059. });
  38060. /**
  38061. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  38062. */
  38063. update(): void;
  38064. private _getAngleDiff;
  38065. private _getAngleBetween;
  38066. private _isAngleBetween;
  38067. }
  38068. }
  38069. declare module "babylonjs/Bones/index" {
  38070. export * from "babylonjs/Bones/bone";
  38071. export * from "babylonjs/Bones/boneIKController";
  38072. export * from "babylonjs/Bones/boneLookController";
  38073. export * from "babylonjs/Bones/skeleton";
  38074. }
  38075. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  38076. import { Nullable } from "babylonjs/types";
  38077. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38078. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38079. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  38080. /**
  38081. * Manage the gamepad inputs to control an arc rotate camera.
  38082. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38083. */
  38084. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  38085. /**
  38086. * Defines the camera the input is attached to.
  38087. */
  38088. camera: ArcRotateCamera;
  38089. /**
  38090. * Defines the gamepad the input is gathering event from.
  38091. */
  38092. gamepad: Nullable<Gamepad>;
  38093. /**
  38094. * Defines the gamepad rotation sensiblity.
  38095. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  38096. */
  38097. gamepadRotationSensibility: number;
  38098. /**
  38099. * Defines the gamepad move sensiblity.
  38100. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38101. */
  38102. gamepadMoveSensibility: number;
  38103. private _onGamepadConnectedObserver;
  38104. private _onGamepadDisconnectedObserver;
  38105. /**
  38106. * Attach the input controls to a specific dom element to get the input from.
  38107. * @param element Defines the element the controls should be listened from
  38108. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38109. */
  38110. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38111. /**
  38112. * Detach the current controls from the specified dom element.
  38113. * @param element Defines the element to stop listening the inputs from
  38114. */
  38115. detachControl(element: Nullable<HTMLElement>): void;
  38116. /**
  38117. * Update the current camera state depending on the inputs that have been used this frame.
  38118. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38119. */
  38120. checkInputs(): void;
  38121. /**
  38122. * Gets the class name of the current intput.
  38123. * @returns the class name
  38124. */
  38125. getClassName(): string;
  38126. /**
  38127. * Get the friendly name associated with the input class.
  38128. * @returns the input friendly name
  38129. */
  38130. getSimpleName(): string;
  38131. }
  38132. }
  38133. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38134. import { Nullable } from "babylonjs/types";
  38135. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38136. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38137. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38138. interface ArcRotateCameraInputsManager {
  38139. /**
  38140. * Add orientation input support to the input manager.
  38141. * @returns the current input manager
  38142. */
  38143. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38144. }
  38145. }
  38146. /**
  38147. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38148. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38149. */
  38150. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38151. /**
  38152. * Defines the camera the input is attached to.
  38153. */
  38154. camera: ArcRotateCamera;
  38155. /**
  38156. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38157. */
  38158. alphaCorrection: number;
  38159. /**
  38160. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38161. */
  38162. gammaCorrection: number;
  38163. private _alpha;
  38164. private _gamma;
  38165. private _dirty;
  38166. private _deviceOrientationHandler;
  38167. /**
  38168. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38169. */
  38170. constructor();
  38171. /**
  38172. * Attach the input controls to a specific dom element to get the input from.
  38173. * @param element Defines the element the controls should be listened from
  38174. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38175. */
  38176. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38177. /** @hidden */
  38178. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  38179. /**
  38180. * Update the current camera state depending on the inputs that have been used this frame.
  38181. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38182. */
  38183. checkInputs(): void;
  38184. /**
  38185. * Detach the current controls from the specified dom element.
  38186. * @param element Defines the element to stop listening the inputs from
  38187. */
  38188. detachControl(element: Nullable<HTMLElement>): void;
  38189. /**
  38190. * Gets the class name of the current intput.
  38191. * @returns the class name
  38192. */
  38193. getClassName(): string;
  38194. /**
  38195. * Get the friendly name associated with the input class.
  38196. * @returns the input friendly name
  38197. */
  38198. getSimpleName(): string;
  38199. }
  38200. }
  38201. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  38202. import { Nullable } from "babylonjs/types";
  38203. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38204. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38205. /**
  38206. * Listen to mouse events to control the camera.
  38207. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38208. */
  38209. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  38210. /**
  38211. * Defines the camera the input is attached to.
  38212. */
  38213. camera: FlyCamera;
  38214. /**
  38215. * Defines if touch is enabled. (Default is true.)
  38216. */
  38217. touchEnabled: boolean;
  38218. /**
  38219. * Defines the buttons associated with the input to handle camera rotation.
  38220. */
  38221. buttons: number[];
  38222. /**
  38223. * Assign buttons for Yaw control.
  38224. */
  38225. buttonsYaw: number[];
  38226. /**
  38227. * Assign buttons for Pitch control.
  38228. */
  38229. buttonsPitch: number[];
  38230. /**
  38231. * Assign buttons for Roll control.
  38232. */
  38233. buttonsRoll: number[];
  38234. /**
  38235. * Detect if any button is being pressed while mouse is moved.
  38236. * -1 = Mouse locked.
  38237. * 0 = Left button.
  38238. * 1 = Middle Button.
  38239. * 2 = Right Button.
  38240. */
  38241. activeButton: number;
  38242. /**
  38243. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  38244. * Higher values reduce its sensitivity.
  38245. */
  38246. angularSensibility: number;
  38247. private _mousemoveCallback;
  38248. private _observer;
  38249. private _rollObserver;
  38250. private previousPosition;
  38251. private noPreventDefault;
  38252. private element;
  38253. /**
  38254. * Listen to mouse events to control the camera.
  38255. * @param touchEnabled Define if touch is enabled. (Default is true.)
  38256. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38257. */
  38258. constructor(touchEnabled?: boolean);
  38259. /**
  38260. * Attach the mouse control to the HTML DOM element.
  38261. * @param element Defines the element that listens to the input events.
  38262. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  38263. */
  38264. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38265. /**
  38266. * Detach the current controls from the specified dom element.
  38267. * @param element Defines the element to stop listening the inputs from
  38268. */
  38269. detachControl(element: Nullable<HTMLElement>): void;
  38270. /**
  38271. * Gets the class name of the current input.
  38272. * @returns the class name.
  38273. */
  38274. getClassName(): string;
  38275. /**
  38276. * Get the friendly name associated with the input class.
  38277. * @returns the input's friendly name.
  38278. */
  38279. getSimpleName(): string;
  38280. private _pointerInput;
  38281. private _onMouseMove;
  38282. /**
  38283. * Rotate camera by mouse offset.
  38284. */
  38285. private rotateCamera;
  38286. }
  38287. }
  38288. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  38289. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38290. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38291. /**
  38292. * Default Inputs manager for the FlyCamera.
  38293. * It groups all the default supported inputs for ease of use.
  38294. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38295. */
  38296. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  38297. /**
  38298. * Instantiates a new FlyCameraInputsManager.
  38299. * @param camera Defines the camera the inputs belong to.
  38300. */
  38301. constructor(camera: FlyCamera);
  38302. /**
  38303. * Add keyboard input support to the input manager.
  38304. * @returns the new FlyCameraKeyboardMoveInput().
  38305. */
  38306. addKeyboard(): FlyCameraInputsManager;
  38307. /**
  38308. * Add mouse input support to the input manager.
  38309. * @param touchEnabled Enable touch screen support.
  38310. * @returns the new FlyCameraMouseInput().
  38311. */
  38312. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  38313. }
  38314. }
  38315. declare module "babylonjs/Cameras/flyCamera" {
  38316. import { Scene } from "babylonjs/scene";
  38317. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  38318. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38319. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38320. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  38321. /**
  38322. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38323. * such as in a 3D Space Shooter or a Flight Simulator.
  38324. */
  38325. export class FlyCamera extends TargetCamera {
  38326. /**
  38327. * Define the collision ellipsoid of the camera.
  38328. * This is helpful for simulating a camera body, like a player's body.
  38329. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38330. */
  38331. ellipsoid: Vector3;
  38332. /**
  38333. * Define an offset for the position of the ellipsoid around the camera.
  38334. * This can be helpful if the camera is attached away from the player's body center,
  38335. * such as at its head.
  38336. */
  38337. ellipsoidOffset: Vector3;
  38338. /**
  38339. * Enable or disable collisions of the camera with the rest of the scene objects.
  38340. */
  38341. checkCollisions: boolean;
  38342. /**
  38343. * Enable or disable gravity on the camera.
  38344. */
  38345. applyGravity: boolean;
  38346. /**
  38347. * Define the current direction the camera is moving to.
  38348. */
  38349. cameraDirection: Vector3;
  38350. /**
  38351. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  38352. * This overrides and empties cameraRotation.
  38353. */
  38354. rotationQuaternion: Quaternion;
  38355. /**
  38356. * Track Roll to maintain the wanted Rolling when looking around.
  38357. */
  38358. _trackRoll: number;
  38359. /**
  38360. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  38361. */
  38362. rollCorrect: number;
  38363. /**
  38364. * Mimic a banked turn, Rolling the camera when Yawing.
  38365. * It's recommended to use rollCorrect = 10 for faster banking correction.
  38366. */
  38367. bankedTurn: boolean;
  38368. /**
  38369. * Limit in radians for how much Roll banking will add. (Default: 90°)
  38370. */
  38371. bankedTurnLimit: number;
  38372. /**
  38373. * Value of 0 disables the banked Roll.
  38374. * Value of 1 is equal to the Yaw angle in radians.
  38375. */
  38376. bankedTurnMultiplier: number;
  38377. /**
  38378. * The inputs manager loads all the input sources, such as keyboard and mouse.
  38379. */
  38380. inputs: FlyCameraInputsManager;
  38381. /**
  38382. * Gets the input sensibility for mouse input.
  38383. * Higher values reduce sensitivity.
  38384. */
  38385. /**
  38386. * Sets the input sensibility for a mouse input.
  38387. * Higher values reduce sensitivity.
  38388. */
  38389. angularSensibility: number;
  38390. /**
  38391. * Get the keys for camera movement forward.
  38392. */
  38393. /**
  38394. * Set the keys for camera movement forward.
  38395. */
  38396. keysForward: number[];
  38397. /**
  38398. * Get the keys for camera movement backward.
  38399. */
  38400. keysBackward: number[];
  38401. /**
  38402. * Get the keys for camera movement up.
  38403. */
  38404. /**
  38405. * Set the keys for camera movement up.
  38406. */
  38407. keysUp: number[];
  38408. /**
  38409. * Get the keys for camera movement down.
  38410. */
  38411. /**
  38412. * Set the keys for camera movement down.
  38413. */
  38414. keysDown: number[];
  38415. /**
  38416. * Get the keys for camera movement left.
  38417. */
  38418. /**
  38419. * Set the keys for camera movement left.
  38420. */
  38421. keysLeft: number[];
  38422. /**
  38423. * Set the keys for camera movement right.
  38424. */
  38425. /**
  38426. * Set the keys for camera movement right.
  38427. */
  38428. keysRight: number[];
  38429. /**
  38430. * Event raised when the camera collides with a mesh in the scene.
  38431. */
  38432. onCollide: (collidedMesh: AbstractMesh) => void;
  38433. private _collider;
  38434. private _needMoveForGravity;
  38435. private _oldPosition;
  38436. private _diffPosition;
  38437. private _newPosition;
  38438. /** @hidden */
  38439. _localDirection: Vector3;
  38440. /** @hidden */
  38441. _transformedDirection: Vector3;
  38442. /**
  38443. * Instantiates a FlyCamera.
  38444. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38445. * such as in a 3D Space Shooter or a Flight Simulator.
  38446. * @param name Define the name of the camera in the scene.
  38447. * @param position Define the starting position of the camera in the scene.
  38448. * @param scene Define the scene the camera belongs to.
  38449. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  38450. */
  38451. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38452. /**
  38453. * Attach a control to the HTML DOM element.
  38454. * @param element Defines the element that listens to the input events.
  38455. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  38456. */
  38457. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38458. /**
  38459. * Detach a control from the HTML DOM element.
  38460. * The camera will stop reacting to that input.
  38461. * @param element Defines the element that listens to the input events.
  38462. */
  38463. detachControl(element: HTMLElement): void;
  38464. private _collisionMask;
  38465. /**
  38466. * Get the mask that the camera ignores in collision events.
  38467. */
  38468. /**
  38469. * Set the mask that the camera ignores in collision events.
  38470. */
  38471. collisionMask: number;
  38472. /** @hidden */
  38473. _collideWithWorld(displacement: Vector3): void;
  38474. /** @hidden */
  38475. private _onCollisionPositionChange;
  38476. /** @hidden */
  38477. _checkInputs(): void;
  38478. /** @hidden */
  38479. _decideIfNeedsToMove(): boolean;
  38480. /** @hidden */
  38481. _updatePosition(): void;
  38482. /**
  38483. * Restore the Roll to its target value at the rate specified.
  38484. * @param rate - Higher means slower restoring.
  38485. * @hidden
  38486. */
  38487. restoreRoll(rate: number): void;
  38488. /**
  38489. * Destroy the camera and release the current resources held by it.
  38490. */
  38491. dispose(): void;
  38492. /**
  38493. * Get the current object class name.
  38494. * @returns the class name.
  38495. */
  38496. getClassName(): string;
  38497. }
  38498. }
  38499. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  38500. import { Nullable } from "babylonjs/types";
  38501. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38502. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38503. /**
  38504. * Listen to keyboard events to control the camera.
  38505. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38506. */
  38507. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  38508. /**
  38509. * Defines the camera the input is attached to.
  38510. */
  38511. camera: FlyCamera;
  38512. /**
  38513. * The list of keyboard keys used to control the forward move of the camera.
  38514. */
  38515. keysForward: number[];
  38516. /**
  38517. * The list of keyboard keys used to control the backward move of the camera.
  38518. */
  38519. keysBackward: number[];
  38520. /**
  38521. * The list of keyboard keys used to control the forward move of the camera.
  38522. */
  38523. keysUp: number[];
  38524. /**
  38525. * The list of keyboard keys used to control the backward move of the camera.
  38526. */
  38527. keysDown: number[];
  38528. /**
  38529. * The list of keyboard keys used to control the right strafe move of the camera.
  38530. */
  38531. keysRight: number[];
  38532. /**
  38533. * The list of keyboard keys used to control the left strafe move of the camera.
  38534. */
  38535. keysLeft: number[];
  38536. private _keys;
  38537. private _onCanvasBlurObserver;
  38538. private _onKeyboardObserver;
  38539. private _engine;
  38540. private _scene;
  38541. /**
  38542. * Attach the input controls to a specific dom element to get the input from.
  38543. * @param element Defines the element the controls should be listened from
  38544. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38545. */
  38546. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38547. /**
  38548. * Detach the current controls from the specified dom element.
  38549. * @param element Defines the element to stop listening the inputs from
  38550. */
  38551. detachControl(element: Nullable<HTMLElement>): void;
  38552. /**
  38553. * Gets the class name of the current intput.
  38554. * @returns the class name
  38555. */
  38556. getClassName(): string;
  38557. /** @hidden */
  38558. _onLostFocus(e: FocusEvent): void;
  38559. /**
  38560. * Get the friendly name associated with the input class.
  38561. * @returns the input friendly name
  38562. */
  38563. getSimpleName(): string;
  38564. /**
  38565. * Update the current camera state depending on the inputs that have been used this frame.
  38566. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38567. */
  38568. checkInputs(): void;
  38569. }
  38570. }
  38571. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  38572. import { Nullable } from "babylonjs/types";
  38573. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38574. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38575. /**
  38576. * Manage the mouse wheel inputs to control a follow camera.
  38577. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38578. */
  38579. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  38580. /**
  38581. * Defines the camera the input is attached to.
  38582. */
  38583. camera: FollowCamera;
  38584. /**
  38585. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  38586. */
  38587. axisControlRadius: boolean;
  38588. /**
  38589. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  38590. */
  38591. axisControlHeight: boolean;
  38592. /**
  38593. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  38594. */
  38595. axisControlRotation: boolean;
  38596. /**
  38597. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  38598. * relation to mouseWheel events.
  38599. */
  38600. wheelPrecision: number;
  38601. /**
  38602. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  38603. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  38604. */
  38605. wheelDeltaPercentage: number;
  38606. private _wheel;
  38607. private _observer;
  38608. /**
  38609. * Attach the input controls to a specific dom element to get the input from.
  38610. * @param element Defines the element the controls should be listened from
  38611. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38612. */
  38613. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38614. /**
  38615. * Detach the current controls from the specified dom element.
  38616. * @param element Defines the element to stop listening the inputs from
  38617. */
  38618. detachControl(element: Nullable<HTMLElement>): void;
  38619. /**
  38620. * Gets the class name of the current intput.
  38621. * @returns the class name
  38622. */
  38623. getClassName(): string;
  38624. /**
  38625. * Get the friendly name associated with the input class.
  38626. * @returns the input friendly name
  38627. */
  38628. getSimpleName(): string;
  38629. }
  38630. }
  38631. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  38632. import { Nullable } from "babylonjs/types";
  38633. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38634. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  38635. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  38636. /**
  38637. * Manage the pointers inputs to control an follow camera.
  38638. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38639. */
  38640. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  38641. /**
  38642. * Defines the camera the input is attached to.
  38643. */
  38644. camera: FollowCamera;
  38645. /**
  38646. * Gets the class name of the current input.
  38647. * @returns the class name
  38648. */
  38649. getClassName(): string;
  38650. /**
  38651. * Defines the pointer angular sensibility along the X axis or how fast is
  38652. * the camera rotating.
  38653. * A negative number will reverse the axis direction.
  38654. */
  38655. angularSensibilityX: number;
  38656. /**
  38657. * Defines the pointer angular sensibility along the Y axis or how fast is
  38658. * the camera rotating.
  38659. * A negative number will reverse the axis direction.
  38660. */
  38661. angularSensibilityY: number;
  38662. /**
  38663. * Defines the pointer pinch precision or how fast is the camera zooming.
  38664. * A negative number will reverse the axis direction.
  38665. */
  38666. pinchPrecision: number;
  38667. /**
  38668. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  38669. * from 0.
  38670. * It defines the percentage of current camera.radius to use as delta when
  38671. * pinch zoom is used.
  38672. */
  38673. pinchDeltaPercentage: number;
  38674. /**
  38675. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  38676. */
  38677. axisXControlRadius: boolean;
  38678. /**
  38679. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  38680. */
  38681. axisXControlHeight: boolean;
  38682. /**
  38683. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  38684. */
  38685. axisXControlRotation: boolean;
  38686. /**
  38687. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  38688. */
  38689. axisYControlRadius: boolean;
  38690. /**
  38691. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  38692. */
  38693. axisYControlHeight: boolean;
  38694. /**
  38695. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  38696. */
  38697. axisYControlRotation: boolean;
  38698. /**
  38699. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  38700. */
  38701. axisPinchControlRadius: boolean;
  38702. /**
  38703. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  38704. */
  38705. axisPinchControlHeight: boolean;
  38706. /**
  38707. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  38708. */
  38709. axisPinchControlRotation: boolean;
  38710. /**
  38711. * Log error messages if basic misconfiguration has occurred.
  38712. */
  38713. warningEnable: boolean;
  38714. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  38715. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  38716. private _warningCounter;
  38717. private _warning;
  38718. }
  38719. }
  38720. declare module "babylonjs/Cameras/followCameraInputsManager" {
  38721. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38722. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38723. /**
  38724. * Default Inputs manager for the FollowCamera.
  38725. * It groups all the default supported inputs for ease of use.
  38726. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38727. */
  38728. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  38729. /**
  38730. * Instantiates a new FollowCameraInputsManager.
  38731. * @param camera Defines the camera the inputs belong to
  38732. */
  38733. constructor(camera: FollowCamera);
  38734. /**
  38735. * Add keyboard input support to the input manager.
  38736. * @returns the current input manager
  38737. */
  38738. addKeyboard(): FollowCameraInputsManager;
  38739. /**
  38740. * Add mouse wheel input support to the input manager.
  38741. * @returns the current input manager
  38742. */
  38743. addMouseWheel(): FollowCameraInputsManager;
  38744. /**
  38745. * Add pointers input support to the input manager.
  38746. * @returns the current input manager
  38747. */
  38748. addPointers(): FollowCameraInputsManager;
  38749. /**
  38750. * Add orientation input support to the input manager.
  38751. * @returns the current input manager
  38752. */
  38753. addVRDeviceOrientation(): FollowCameraInputsManager;
  38754. }
  38755. }
  38756. declare module "babylonjs/Cameras/followCamera" {
  38757. import { Nullable } from "babylonjs/types";
  38758. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38759. import { Scene } from "babylonjs/scene";
  38760. import { Vector3 } from "babylonjs/Maths/math.vector";
  38761. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38762. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  38763. /**
  38764. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  38765. * an arc rotate version arcFollowCamera are available.
  38766. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38767. */
  38768. export class FollowCamera extends TargetCamera {
  38769. /**
  38770. * Distance the follow camera should follow an object at
  38771. */
  38772. radius: number;
  38773. /**
  38774. * Minimum allowed distance of the camera to the axis of rotation
  38775. * (The camera can not get closer).
  38776. * This can help limiting how the Camera is able to move in the scene.
  38777. */
  38778. lowerRadiusLimit: Nullable<number>;
  38779. /**
  38780. * Maximum allowed distance of the camera to the axis of rotation
  38781. * (The camera can not get further).
  38782. * This can help limiting how the Camera is able to move in the scene.
  38783. */
  38784. upperRadiusLimit: Nullable<number>;
  38785. /**
  38786. * Define a rotation offset between the camera and the object it follows
  38787. */
  38788. rotationOffset: number;
  38789. /**
  38790. * Minimum allowed angle to camera position relative to target object.
  38791. * This can help limiting how the Camera is able to move in the scene.
  38792. */
  38793. lowerRotationOffsetLimit: Nullable<number>;
  38794. /**
  38795. * Maximum allowed angle to camera position relative to target object.
  38796. * This can help limiting how the Camera is able to move in the scene.
  38797. */
  38798. upperRotationOffsetLimit: Nullable<number>;
  38799. /**
  38800. * Define a height offset between the camera and the object it follows.
  38801. * It can help following an object from the top (like a car chaing a plane)
  38802. */
  38803. heightOffset: number;
  38804. /**
  38805. * Minimum allowed height of camera position relative to target object.
  38806. * This can help limiting how the Camera is able to move in the scene.
  38807. */
  38808. lowerHeightOffsetLimit: Nullable<number>;
  38809. /**
  38810. * Maximum allowed height of camera position relative to target object.
  38811. * This can help limiting how the Camera is able to move in the scene.
  38812. */
  38813. upperHeightOffsetLimit: Nullable<number>;
  38814. /**
  38815. * Define how fast the camera can accelerate to follow it s target.
  38816. */
  38817. cameraAcceleration: number;
  38818. /**
  38819. * Define the speed limit of the camera following an object.
  38820. */
  38821. maxCameraSpeed: number;
  38822. /**
  38823. * Define the target of the camera.
  38824. */
  38825. lockedTarget: Nullable<AbstractMesh>;
  38826. /**
  38827. * Defines the input associated with the camera.
  38828. */
  38829. inputs: FollowCameraInputsManager;
  38830. /**
  38831. * Instantiates the follow camera.
  38832. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38833. * @param name Define the name of the camera in the scene
  38834. * @param position Define the position of the camera
  38835. * @param scene Define the scene the camera belong to
  38836. * @param lockedTarget Define the target of the camera
  38837. */
  38838. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  38839. private _follow;
  38840. /**
  38841. * Attached controls to the current camera.
  38842. * @param element Defines the element the controls should be listened from
  38843. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38844. */
  38845. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38846. /**
  38847. * Detach the current controls from the camera.
  38848. * The camera will stop reacting to inputs.
  38849. * @param element Defines the element to stop listening the inputs from
  38850. */
  38851. detachControl(element: HTMLElement): void;
  38852. /** @hidden */
  38853. _checkInputs(): void;
  38854. private _checkLimits;
  38855. /**
  38856. * Gets the camera class name.
  38857. * @returns the class name
  38858. */
  38859. getClassName(): string;
  38860. }
  38861. /**
  38862. * Arc Rotate version of the follow camera.
  38863. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  38864. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38865. */
  38866. export class ArcFollowCamera extends TargetCamera {
  38867. /** The longitudinal angle of the camera */
  38868. alpha: number;
  38869. /** The latitudinal angle of the camera */
  38870. beta: number;
  38871. /** The radius of the camera from its target */
  38872. radius: number;
  38873. /** Define the camera target (the messh it should follow) */
  38874. target: Nullable<AbstractMesh>;
  38875. private _cartesianCoordinates;
  38876. /**
  38877. * Instantiates a new ArcFollowCamera
  38878. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38879. * @param name Define the name of the camera
  38880. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  38881. * @param beta Define the rotation angle of the camera around the elevation axis
  38882. * @param radius Define the radius of the camera from its target point
  38883. * @param target Define the target of the camera
  38884. * @param scene Define the scene the camera belongs to
  38885. */
  38886. constructor(name: string,
  38887. /** The longitudinal angle of the camera */
  38888. alpha: number,
  38889. /** The latitudinal angle of the camera */
  38890. beta: number,
  38891. /** The radius of the camera from its target */
  38892. radius: number,
  38893. /** Define the camera target (the messh it should follow) */
  38894. target: Nullable<AbstractMesh>, scene: Scene);
  38895. private _follow;
  38896. /** @hidden */
  38897. _checkInputs(): void;
  38898. /**
  38899. * Returns the class name of the object.
  38900. * It is mostly used internally for serialization purposes.
  38901. */
  38902. getClassName(): string;
  38903. }
  38904. }
  38905. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  38906. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38907. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38908. import { Nullable } from "babylonjs/types";
  38909. /**
  38910. * Manage the keyboard inputs to control the movement of a follow camera.
  38911. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38912. */
  38913. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  38914. /**
  38915. * Defines the camera the input is attached to.
  38916. */
  38917. camera: FollowCamera;
  38918. /**
  38919. * Defines the list of key codes associated with the up action (increase heightOffset)
  38920. */
  38921. keysHeightOffsetIncr: number[];
  38922. /**
  38923. * Defines the list of key codes associated with the down action (decrease heightOffset)
  38924. */
  38925. keysHeightOffsetDecr: number[];
  38926. /**
  38927. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  38928. */
  38929. keysHeightOffsetModifierAlt: boolean;
  38930. /**
  38931. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  38932. */
  38933. keysHeightOffsetModifierCtrl: boolean;
  38934. /**
  38935. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  38936. */
  38937. keysHeightOffsetModifierShift: boolean;
  38938. /**
  38939. * Defines the list of key codes associated with the left action (increase rotationOffset)
  38940. */
  38941. keysRotationOffsetIncr: number[];
  38942. /**
  38943. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  38944. */
  38945. keysRotationOffsetDecr: number[];
  38946. /**
  38947. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  38948. */
  38949. keysRotationOffsetModifierAlt: boolean;
  38950. /**
  38951. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  38952. */
  38953. keysRotationOffsetModifierCtrl: boolean;
  38954. /**
  38955. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  38956. */
  38957. keysRotationOffsetModifierShift: boolean;
  38958. /**
  38959. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  38960. */
  38961. keysRadiusIncr: number[];
  38962. /**
  38963. * Defines the list of key codes associated with the zoom-out action (increase radius)
  38964. */
  38965. keysRadiusDecr: number[];
  38966. /**
  38967. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  38968. */
  38969. keysRadiusModifierAlt: boolean;
  38970. /**
  38971. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  38972. */
  38973. keysRadiusModifierCtrl: boolean;
  38974. /**
  38975. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  38976. */
  38977. keysRadiusModifierShift: boolean;
  38978. /**
  38979. * Defines the rate of change of heightOffset.
  38980. */
  38981. heightSensibility: number;
  38982. /**
  38983. * Defines the rate of change of rotationOffset.
  38984. */
  38985. rotationSensibility: number;
  38986. /**
  38987. * Defines the rate of change of radius.
  38988. */
  38989. radiusSensibility: number;
  38990. private _keys;
  38991. private _ctrlPressed;
  38992. private _altPressed;
  38993. private _shiftPressed;
  38994. private _onCanvasBlurObserver;
  38995. private _onKeyboardObserver;
  38996. private _engine;
  38997. private _scene;
  38998. /**
  38999. * Attach the input controls to a specific dom element to get the input from.
  39000. * @param element Defines the element the controls should be listened from
  39001. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39002. */
  39003. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39004. /**
  39005. * Detach the current controls from the specified dom element.
  39006. * @param element Defines the element to stop listening the inputs from
  39007. */
  39008. detachControl(element: Nullable<HTMLElement>): void;
  39009. /**
  39010. * Update the current camera state depending on the inputs that have been used this frame.
  39011. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39012. */
  39013. checkInputs(): void;
  39014. /**
  39015. * Gets the class name of the current input.
  39016. * @returns the class name
  39017. */
  39018. getClassName(): string;
  39019. /**
  39020. * Get the friendly name associated with the input class.
  39021. * @returns the input friendly name
  39022. */
  39023. getSimpleName(): string;
  39024. /**
  39025. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39026. * allow modification of the heightOffset value.
  39027. */
  39028. private _modifierHeightOffset;
  39029. /**
  39030. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39031. * allow modification of the rotationOffset value.
  39032. */
  39033. private _modifierRotationOffset;
  39034. /**
  39035. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39036. * allow modification of the radius value.
  39037. */
  39038. private _modifierRadius;
  39039. }
  39040. }
  39041. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  39042. import { Nullable } from "babylonjs/types";
  39043. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39044. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39045. import { Observable } from "babylonjs/Misc/observable";
  39046. module "babylonjs/Cameras/freeCameraInputsManager" {
  39047. interface FreeCameraInputsManager {
  39048. /**
  39049. * @hidden
  39050. */
  39051. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  39052. /**
  39053. * Add orientation input support to the input manager.
  39054. * @returns the current input manager
  39055. */
  39056. addDeviceOrientation(): FreeCameraInputsManager;
  39057. }
  39058. }
  39059. /**
  39060. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  39061. * Screen rotation is taken into account.
  39062. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39063. */
  39064. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  39065. private _camera;
  39066. private _screenOrientationAngle;
  39067. private _constantTranform;
  39068. private _screenQuaternion;
  39069. private _alpha;
  39070. private _beta;
  39071. private _gamma;
  39072. /**
  39073. * Can be used to detect if a device orientation sensor is availible on a device
  39074. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  39075. * @returns a promise that will resolve on orientation change
  39076. */
  39077. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  39078. /**
  39079. * @hidden
  39080. */
  39081. _onDeviceOrientationChangedObservable: Observable<void>;
  39082. /**
  39083. * Instantiates a new input
  39084. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39085. */
  39086. constructor();
  39087. /**
  39088. * Define the camera controlled by the input.
  39089. */
  39090. camera: FreeCamera;
  39091. /**
  39092. * Attach the input controls to a specific dom element to get the input from.
  39093. * @param element Defines the element the controls should be listened from
  39094. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39095. */
  39096. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39097. private _orientationChanged;
  39098. private _deviceOrientation;
  39099. /**
  39100. * Detach the current controls from the specified dom element.
  39101. * @param element Defines the element to stop listening the inputs from
  39102. */
  39103. detachControl(element: Nullable<HTMLElement>): void;
  39104. /**
  39105. * Update the current camera state depending on the inputs that have been used this frame.
  39106. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39107. */
  39108. checkInputs(): void;
  39109. /**
  39110. * Gets the class name of the current intput.
  39111. * @returns the class name
  39112. */
  39113. getClassName(): string;
  39114. /**
  39115. * Get the friendly name associated with the input class.
  39116. * @returns the input friendly name
  39117. */
  39118. getSimpleName(): string;
  39119. }
  39120. }
  39121. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39122. import { Nullable } from "babylonjs/types";
  39123. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39124. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39125. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39126. /**
  39127. * Manage the gamepad inputs to control a free camera.
  39128. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39129. */
  39130. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39131. /**
  39132. * Define the camera the input is attached to.
  39133. */
  39134. camera: FreeCamera;
  39135. /**
  39136. * Define the Gamepad controlling the input
  39137. */
  39138. gamepad: Nullable<Gamepad>;
  39139. /**
  39140. * Defines the gamepad rotation sensiblity.
  39141. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39142. */
  39143. gamepadAngularSensibility: number;
  39144. /**
  39145. * Defines the gamepad move sensiblity.
  39146. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39147. */
  39148. gamepadMoveSensibility: number;
  39149. private _onGamepadConnectedObserver;
  39150. private _onGamepadDisconnectedObserver;
  39151. private _cameraTransform;
  39152. private _deltaTransform;
  39153. private _vector3;
  39154. private _vector2;
  39155. /**
  39156. * Attach the input controls to a specific dom element to get the input from.
  39157. * @param element Defines the element the controls should be listened from
  39158. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39159. */
  39160. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39161. /**
  39162. * Detach the current controls from the specified dom element.
  39163. * @param element Defines the element to stop listening the inputs from
  39164. */
  39165. detachControl(element: Nullable<HTMLElement>): void;
  39166. /**
  39167. * Update the current camera state depending on the inputs that have been used this frame.
  39168. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39169. */
  39170. checkInputs(): void;
  39171. /**
  39172. * Gets the class name of the current intput.
  39173. * @returns the class name
  39174. */
  39175. getClassName(): string;
  39176. /**
  39177. * Get the friendly name associated with the input class.
  39178. * @returns the input friendly name
  39179. */
  39180. getSimpleName(): string;
  39181. }
  39182. }
  39183. declare module "babylonjs/Misc/virtualJoystick" {
  39184. import { Nullable } from "babylonjs/types";
  39185. import { Vector3 } from "babylonjs/Maths/math.vector";
  39186. /**
  39187. * Defines the potential axis of a Joystick
  39188. */
  39189. export enum JoystickAxis {
  39190. /** X axis */
  39191. X = 0,
  39192. /** Y axis */
  39193. Y = 1,
  39194. /** Z axis */
  39195. Z = 2
  39196. }
  39197. /**
  39198. * Class used to define virtual joystick (used in touch mode)
  39199. */
  39200. export class VirtualJoystick {
  39201. /**
  39202. * Gets or sets a boolean indicating that left and right values must be inverted
  39203. */
  39204. reverseLeftRight: boolean;
  39205. /**
  39206. * Gets or sets a boolean indicating that up and down values must be inverted
  39207. */
  39208. reverseUpDown: boolean;
  39209. /**
  39210. * Gets the offset value for the position (ie. the change of the position value)
  39211. */
  39212. deltaPosition: Vector3;
  39213. /**
  39214. * Gets a boolean indicating if the virtual joystick was pressed
  39215. */
  39216. pressed: boolean;
  39217. /**
  39218. * Canvas the virtual joystick will render onto, default z-index of this is 5
  39219. */
  39220. static Canvas: Nullable<HTMLCanvasElement>;
  39221. private static _globalJoystickIndex;
  39222. private static vjCanvasContext;
  39223. private static vjCanvasWidth;
  39224. private static vjCanvasHeight;
  39225. private static halfWidth;
  39226. private _action;
  39227. private _axisTargetedByLeftAndRight;
  39228. private _axisTargetedByUpAndDown;
  39229. private _joystickSensibility;
  39230. private _inversedSensibility;
  39231. private _joystickPointerID;
  39232. private _joystickColor;
  39233. private _joystickPointerPos;
  39234. private _joystickPreviousPointerPos;
  39235. private _joystickPointerStartPos;
  39236. private _deltaJoystickVector;
  39237. private _leftJoystick;
  39238. private _touches;
  39239. private _onPointerDownHandlerRef;
  39240. private _onPointerMoveHandlerRef;
  39241. private _onPointerUpHandlerRef;
  39242. private _onResize;
  39243. /**
  39244. * Creates a new virtual joystick
  39245. * @param leftJoystick defines that the joystick is for left hand (false by default)
  39246. */
  39247. constructor(leftJoystick?: boolean);
  39248. /**
  39249. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  39250. * @param newJoystickSensibility defines the new sensibility
  39251. */
  39252. setJoystickSensibility(newJoystickSensibility: number): void;
  39253. private _onPointerDown;
  39254. private _onPointerMove;
  39255. private _onPointerUp;
  39256. /**
  39257. * Change the color of the virtual joystick
  39258. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  39259. */
  39260. setJoystickColor(newColor: string): void;
  39261. /**
  39262. * Defines a callback to call when the joystick is touched
  39263. * @param action defines the callback
  39264. */
  39265. setActionOnTouch(action: () => any): void;
  39266. /**
  39267. * Defines which axis you'd like to control for left & right
  39268. * @param axis defines the axis to use
  39269. */
  39270. setAxisForLeftRight(axis: JoystickAxis): void;
  39271. /**
  39272. * Defines which axis you'd like to control for up & down
  39273. * @param axis defines the axis to use
  39274. */
  39275. setAxisForUpDown(axis: JoystickAxis): void;
  39276. private _drawVirtualJoystick;
  39277. /**
  39278. * Release internal HTML canvas
  39279. */
  39280. releaseCanvas(): void;
  39281. }
  39282. }
  39283. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  39284. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  39285. import { Nullable } from "babylonjs/types";
  39286. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39287. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39288. module "babylonjs/Cameras/freeCameraInputsManager" {
  39289. interface FreeCameraInputsManager {
  39290. /**
  39291. * Add virtual joystick input support to the input manager.
  39292. * @returns the current input manager
  39293. */
  39294. addVirtualJoystick(): FreeCameraInputsManager;
  39295. }
  39296. }
  39297. /**
  39298. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  39299. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39300. */
  39301. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  39302. /**
  39303. * Defines the camera the input is attached to.
  39304. */
  39305. camera: FreeCamera;
  39306. private _leftjoystick;
  39307. private _rightjoystick;
  39308. /**
  39309. * Gets the left stick of the virtual joystick.
  39310. * @returns The virtual Joystick
  39311. */
  39312. getLeftJoystick(): VirtualJoystick;
  39313. /**
  39314. * Gets the right stick of the virtual joystick.
  39315. * @returns The virtual Joystick
  39316. */
  39317. getRightJoystick(): VirtualJoystick;
  39318. /**
  39319. * Update the current camera state depending on the inputs that have been used this frame.
  39320. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39321. */
  39322. checkInputs(): void;
  39323. /**
  39324. * Attach the input controls to a specific dom element to get the input from.
  39325. * @param element Defines the element the controls should be listened from
  39326. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39327. */
  39328. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39329. /**
  39330. * Detach the current controls from the specified dom element.
  39331. * @param element Defines the element to stop listening the inputs from
  39332. */
  39333. detachControl(element: Nullable<HTMLElement>): void;
  39334. /**
  39335. * Gets the class name of the current intput.
  39336. * @returns the class name
  39337. */
  39338. getClassName(): string;
  39339. /**
  39340. * Get the friendly name associated with the input class.
  39341. * @returns the input friendly name
  39342. */
  39343. getSimpleName(): string;
  39344. }
  39345. }
  39346. declare module "babylonjs/Cameras/Inputs/index" {
  39347. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  39348. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  39349. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  39350. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  39351. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  39352. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  39353. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  39354. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  39355. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  39356. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  39357. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39358. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  39359. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  39360. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  39361. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  39362. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  39363. }
  39364. declare module "babylonjs/Cameras/touchCamera" {
  39365. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39366. import { Scene } from "babylonjs/scene";
  39367. import { Vector3 } from "babylonjs/Maths/math.vector";
  39368. /**
  39369. * This represents a FPS type of camera controlled by touch.
  39370. * This is like a universal camera minus the Gamepad controls.
  39371. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39372. */
  39373. export class TouchCamera extends FreeCamera {
  39374. /**
  39375. * Defines the touch sensibility for rotation.
  39376. * The higher the faster.
  39377. */
  39378. touchAngularSensibility: number;
  39379. /**
  39380. * Defines the touch sensibility for move.
  39381. * The higher the faster.
  39382. */
  39383. touchMoveSensibility: number;
  39384. /**
  39385. * Instantiates a new touch camera.
  39386. * This represents a FPS type of camera controlled by touch.
  39387. * This is like a universal camera minus the Gamepad controls.
  39388. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39389. * @param name Define the name of the camera in the scene
  39390. * @param position Define the start position of the camera in the scene
  39391. * @param scene Define the scene the camera belongs to
  39392. */
  39393. constructor(name: string, position: Vector3, scene: Scene);
  39394. /**
  39395. * Gets the current object class name.
  39396. * @return the class name
  39397. */
  39398. getClassName(): string;
  39399. /** @hidden */
  39400. _setupInputs(): void;
  39401. }
  39402. }
  39403. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  39404. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39405. import { Scene } from "babylonjs/scene";
  39406. import { Vector3 } from "babylonjs/Maths/math.vector";
  39407. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39408. import { Axis } from "babylonjs/Maths/math.axis";
  39409. /**
  39410. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  39411. * being tilted forward or back and left or right.
  39412. */
  39413. export class DeviceOrientationCamera extends FreeCamera {
  39414. private _initialQuaternion;
  39415. private _quaternionCache;
  39416. private _tmpDragQuaternion;
  39417. /**
  39418. * Creates a new device orientation camera
  39419. * @param name The name of the camera
  39420. * @param position The start position camera
  39421. * @param scene The scene the camera belongs to
  39422. */
  39423. constructor(name: string, position: Vector3, scene: Scene);
  39424. /**
  39425. * @hidden
  39426. * Disabled pointer input on first orientation sensor update (Default: true)
  39427. */
  39428. _disablePointerInputWhenUsingDeviceOrientation: boolean;
  39429. private _dragFactor;
  39430. /**
  39431. * Enabled turning on the y axis when the orientation sensor is active
  39432. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  39433. */
  39434. enableHorizontalDragging(dragFactor?: number): void;
  39435. /**
  39436. * Gets the current instance class name ("DeviceOrientationCamera").
  39437. * This helps avoiding instanceof at run time.
  39438. * @returns the class name
  39439. */
  39440. getClassName(): string;
  39441. /**
  39442. * @hidden
  39443. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  39444. */
  39445. _checkInputs(): void;
  39446. /**
  39447. * Reset the camera to its default orientation on the specified axis only.
  39448. * @param axis The axis to reset
  39449. */
  39450. resetToCurrentRotation(axis?: Axis): void;
  39451. }
  39452. }
  39453. declare module "babylonjs/Gamepads/xboxGamepad" {
  39454. import { Observable } from "babylonjs/Misc/observable";
  39455. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39456. /**
  39457. * Defines supported buttons for XBox360 compatible gamepads
  39458. */
  39459. export enum Xbox360Button {
  39460. /** A */
  39461. A = 0,
  39462. /** B */
  39463. B = 1,
  39464. /** X */
  39465. X = 2,
  39466. /** Y */
  39467. Y = 3,
  39468. /** Start */
  39469. Start = 4,
  39470. /** Back */
  39471. Back = 5,
  39472. /** Left button */
  39473. LB = 6,
  39474. /** Right button */
  39475. RB = 7,
  39476. /** Left stick */
  39477. LeftStick = 8,
  39478. /** Right stick */
  39479. RightStick = 9
  39480. }
  39481. /** Defines values for XBox360 DPad */
  39482. export enum Xbox360Dpad {
  39483. /** Up */
  39484. Up = 0,
  39485. /** Down */
  39486. Down = 1,
  39487. /** Left */
  39488. Left = 2,
  39489. /** Right */
  39490. Right = 3
  39491. }
  39492. /**
  39493. * Defines a XBox360 gamepad
  39494. */
  39495. export class Xbox360Pad extends Gamepad {
  39496. private _leftTrigger;
  39497. private _rightTrigger;
  39498. private _onlefttriggerchanged;
  39499. private _onrighttriggerchanged;
  39500. private _onbuttondown;
  39501. private _onbuttonup;
  39502. private _ondpaddown;
  39503. private _ondpadup;
  39504. /** Observable raised when a button is pressed */
  39505. onButtonDownObservable: Observable<Xbox360Button>;
  39506. /** Observable raised when a button is released */
  39507. onButtonUpObservable: Observable<Xbox360Button>;
  39508. /** Observable raised when a pad is pressed */
  39509. onPadDownObservable: Observable<Xbox360Dpad>;
  39510. /** Observable raised when a pad is released */
  39511. onPadUpObservable: Observable<Xbox360Dpad>;
  39512. private _buttonA;
  39513. private _buttonB;
  39514. private _buttonX;
  39515. private _buttonY;
  39516. private _buttonBack;
  39517. private _buttonStart;
  39518. private _buttonLB;
  39519. private _buttonRB;
  39520. private _buttonLeftStick;
  39521. private _buttonRightStick;
  39522. private _dPadUp;
  39523. private _dPadDown;
  39524. private _dPadLeft;
  39525. private _dPadRight;
  39526. private _isXboxOnePad;
  39527. /**
  39528. * Creates a new XBox360 gamepad object
  39529. * @param id defines the id of this gamepad
  39530. * @param index defines its index
  39531. * @param gamepad defines the internal HTML gamepad object
  39532. * @param xboxOne defines if it is a XBox One gamepad
  39533. */
  39534. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  39535. /**
  39536. * Defines the callback to call when left trigger is pressed
  39537. * @param callback defines the callback to use
  39538. */
  39539. onlefttriggerchanged(callback: (value: number) => void): void;
  39540. /**
  39541. * Defines the callback to call when right trigger is pressed
  39542. * @param callback defines the callback to use
  39543. */
  39544. onrighttriggerchanged(callback: (value: number) => void): void;
  39545. /**
  39546. * Gets the left trigger value
  39547. */
  39548. /**
  39549. * Sets the left trigger value
  39550. */
  39551. leftTrigger: number;
  39552. /**
  39553. * Gets the right trigger value
  39554. */
  39555. /**
  39556. * Sets the right trigger value
  39557. */
  39558. rightTrigger: number;
  39559. /**
  39560. * Defines the callback to call when a button is pressed
  39561. * @param callback defines the callback to use
  39562. */
  39563. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  39564. /**
  39565. * Defines the callback to call when a button is released
  39566. * @param callback defines the callback to use
  39567. */
  39568. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  39569. /**
  39570. * Defines the callback to call when a pad is pressed
  39571. * @param callback defines the callback to use
  39572. */
  39573. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  39574. /**
  39575. * Defines the callback to call when a pad is released
  39576. * @param callback defines the callback to use
  39577. */
  39578. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  39579. private _setButtonValue;
  39580. private _setDPadValue;
  39581. /**
  39582. * Gets the value of the `A` button
  39583. */
  39584. /**
  39585. * Sets the value of the `A` button
  39586. */
  39587. buttonA: number;
  39588. /**
  39589. * Gets the value of the `B` button
  39590. */
  39591. /**
  39592. * Sets the value of the `B` button
  39593. */
  39594. buttonB: number;
  39595. /**
  39596. * Gets the value of the `X` button
  39597. */
  39598. /**
  39599. * Sets the value of the `X` button
  39600. */
  39601. buttonX: number;
  39602. /**
  39603. * Gets the value of the `Y` button
  39604. */
  39605. /**
  39606. * Sets the value of the `Y` button
  39607. */
  39608. buttonY: number;
  39609. /**
  39610. * Gets the value of the `Start` button
  39611. */
  39612. /**
  39613. * Sets the value of the `Start` button
  39614. */
  39615. buttonStart: number;
  39616. /**
  39617. * Gets the value of the `Back` button
  39618. */
  39619. /**
  39620. * Sets the value of the `Back` button
  39621. */
  39622. buttonBack: number;
  39623. /**
  39624. * Gets the value of the `Left` button
  39625. */
  39626. /**
  39627. * Sets the value of the `Left` button
  39628. */
  39629. buttonLB: number;
  39630. /**
  39631. * Gets the value of the `Right` button
  39632. */
  39633. /**
  39634. * Sets the value of the `Right` button
  39635. */
  39636. buttonRB: number;
  39637. /**
  39638. * Gets the value of the Left joystick
  39639. */
  39640. /**
  39641. * Sets the value of the Left joystick
  39642. */
  39643. buttonLeftStick: number;
  39644. /**
  39645. * Gets the value of the Right joystick
  39646. */
  39647. /**
  39648. * Sets the value of the Right joystick
  39649. */
  39650. buttonRightStick: number;
  39651. /**
  39652. * Gets the value of D-pad up
  39653. */
  39654. /**
  39655. * Sets the value of D-pad up
  39656. */
  39657. dPadUp: number;
  39658. /**
  39659. * Gets the value of D-pad down
  39660. */
  39661. /**
  39662. * Sets the value of D-pad down
  39663. */
  39664. dPadDown: number;
  39665. /**
  39666. * Gets the value of D-pad left
  39667. */
  39668. /**
  39669. * Sets the value of D-pad left
  39670. */
  39671. dPadLeft: number;
  39672. /**
  39673. * Gets the value of D-pad right
  39674. */
  39675. /**
  39676. * Sets the value of D-pad right
  39677. */
  39678. dPadRight: number;
  39679. /**
  39680. * Force the gamepad to synchronize with device values
  39681. */
  39682. update(): void;
  39683. /**
  39684. * Disposes the gamepad
  39685. */
  39686. dispose(): void;
  39687. }
  39688. }
  39689. declare module "babylonjs/Gamepads/gamepadManager" {
  39690. import { Observable } from "babylonjs/Misc/observable";
  39691. import { Nullable } from "babylonjs/types";
  39692. import { Scene } from "babylonjs/scene";
  39693. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39694. /**
  39695. * Manager for handling gamepads
  39696. */
  39697. export class GamepadManager {
  39698. private _scene?;
  39699. private _babylonGamepads;
  39700. private _oneGamepadConnected;
  39701. /** @hidden */
  39702. _isMonitoring: boolean;
  39703. private _gamepadEventSupported;
  39704. private _gamepadSupport;
  39705. /**
  39706. * observable to be triggered when the gamepad controller has been connected
  39707. */
  39708. onGamepadConnectedObservable: Observable<Gamepad>;
  39709. /**
  39710. * observable to be triggered when the gamepad controller has been disconnected
  39711. */
  39712. onGamepadDisconnectedObservable: Observable<Gamepad>;
  39713. private _onGamepadConnectedEvent;
  39714. private _onGamepadDisconnectedEvent;
  39715. /**
  39716. * Initializes the gamepad manager
  39717. * @param _scene BabylonJS scene
  39718. */
  39719. constructor(_scene?: Scene | undefined);
  39720. /**
  39721. * The gamepads in the game pad manager
  39722. */
  39723. readonly gamepads: Gamepad[];
  39724. /**
  39725. * Get the gamepad controllers based on type
  39726. * @param type The type of gamepad controller
  39727. * @returns Nullable gamepad
  39728. */
  39729. getGamepadByType(type?: number): Nullable<Gamepad>;
  39730. /**
  39731. * Disposes the gamepad manager
  39732. */
  39733. dispose(): void;
  39734. private _addNewGamepad;
  39735. private _startMonitoringGamepads;
  39736. private _stopMonitoringGamepads;
  39737. /** @hidden */
  39738. _checkGamepadsStatus(): void;
  39739. private _updateGamepadObjects;
  39740. }
  39741. }
  39742. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  39743. import { Nullable } from "babylonjs/types";
  39744. import { Scene } from "babylonjs/scene";
  39745. import { ISceneComponent } from "babylonjs/sceneComponent";
  39746. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  39747. module "babylonjs/scene" {
  39748. interface Scene {
  39749. /** @hidden */
  39750. _gamepadManager: Nullable<GamepadManager>;
  39751. /**
  39752. * Gets the gamepad manager associated with the scene
  39753. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  39754. */
  39755. gamepadManager: GamepadManager;
  39756. }
  39757. }
  39758. module "babylonjs/Cameras/freeCameraInputsManager" {
  39759. /**
  39760. * Interface representing a free camera inputs manager
  39761. */
  39762. interface FreeCameraInputsManager {
  39763. /**
  39764. * Adds gamepad input support to the FreeCameraInputsManager.
  39765. * @returns the FreeCameraInputsManager
  39766. */
  39767. addGamepad(): FreeCameraInputsManager;
  39768. }
  39769. }
  39770. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  39771. /**
  39772. * Interface representing an arc rotate camera inputs manager
  39773. */
  39774. interface ArcRotateCameraInputsManager {
  39775. /**
  39776. * Adds gamepad input support to the ArcRotateCamera InputManager.
  39777. * @returns the camera inputs manager
  39778. */
  39779. addGamepad(): ArcRotateCameraInputsManager;
  39780. }
  39781. }
  39782. /**
  39783. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  39784. */
  39785. export class GamepadSystemSceneComponent implements ISceneComponent {
  39786. /**
  39787. * The component name helpfull to identify the component in the list of scene components.
  39788. */
  39789. readonly name: string;
  39790. /**
  39791. * The scene the component belongs to.
  39792. */
  39793. scene: Scene;
  39794. /**
  39795. * Creates a new instance of the component for the given scene
  39796. * @param scene Defines the scene to register the component in
  39797. */
  39798. constructor(scene: Scene);
  39799. /**
  39800. * Registers the component in a given scene
  39801. */
  39802. register(): void;
  39803. /**
  39804. * Rebuilds the elements related to this component in case of
  39805. * context lost for instance.
  39806. */
  39807. rebuild(): void;
  39808. /**
  39809. * Disposes the component and the associated ressources
  39810. */
  39811. dispose(): void;
  39812. private _beforeCameraUpdate;
  39813. }
  39814. }
  39815. declare module "babylonjs/Cameras/universalCamera" {
  39816. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  39817. import { Scene } from "babylonjs/scene";
  39818. import { Vector3 } from "babylonjs/Maths/math.vector";
  39819. import "babylonjs/Gamepads/gamepadSceneComponent";
  39820. /**
  39821. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  39822. * which still works and will still be found in many Playgrounds.
  39823. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39824. */
  39825. export class UniversalCamera extends TouchCamera {
  39826. /**
  39827. * Defines the gamepad rotation sensiblity.
  39828. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39829. */
  39830. gamepadAngularSensibility: number;
  39831. /**
  39832. * Defines the gamepad move sensiblity.
  39833. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39834. */
  39835. gamepadMoveSensibility: number;
  39836. /**
  39837. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  39838. * which still works and will still be found in many Playgrounds.
  39839. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39840. * @param name Define the name of the camera in the scene
  39841. * @param position Define the start position of the camera in the scene
  39842. * @param scene Define the scene the camera belongs to
  39843. */
  39844. constructor(name: string, position: Vector3, scene: Scene);
  39845. /**
  39846. * Gets the current object class name.
  39847. * @return the class name
  39848. */
  39849. getClassName(): string;
  39850. }
  39851. }
  39852. declare module "babylonjs/Cameras/gamepadCamera" {
  39853. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  39854. import { Scene } from "babylonjs/scene";
  39855. import { Vector3 } from "babylonjs/Maths/math.vector";
  39856. /**
  39857. * This represents a FPS type of camera. This is only here for back compat purpose.
  39858. * Please use the UniversalCamera instead as both are identical.
  39859. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39860. */
  39861. export class GamepadCamera extends UniversalCamera {
  39862. /**
  39863. * Instantiates a new Gamepad Camera
  39864. * This represents a FPS type of camera. This is only here for back compat purpose.
  39865. * Please use the UniversalCamera instead as both are identical.
  39866. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39867. * @param name Define the name of the camera in the scene
  39868. * @param position Define the start position of the camera in the scene
  39869. * @param scene Define the scene the camera belongs to
  39870. */
  39871. constructor(name: string, position: Vector3, scene: Scene);
  39872. /**
  39873. * Gets the current object class name.
  39874. * @return the class name
  39875. */
  39876. getClassName(): string;
  39877. }
  39878. }
  39879. declare module "babylonjs/Shaders/pass.fragment" {
  39880. /** @hidden */
  39881. export var passPixelShader: {
  39882. name: string;
  39883. shader: string;
  39884. };
  39885. }
  39886. declare module "babylonjs/Shaders/passCube.fragment" {
  39887. /** @hidden */
  39888. export var passCubePixelShader: {
  39889. name: string;
  39890. shader: string;
  39891. };
  39892. }
  39893. declare module "babylonjs/PostProcesses/passPostProcess" {
  39894. import { Nullable } from "babylonjs/types";
  39895. import { Camera } from "babylonjs/Cameras/camera";
  39896. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  39897. import { Engine } from "babylonjs/Engines/engine";
  39898. import "babylonjs/Shaders/pass.fragment";
  39899. import "babylonjs/Shaders/passCube.fragment";
  39900. /**
  39901. * PassPostProcess which produces an output the same as it's input
  39902. */
  39903. export class PassPostProcess extends PostProcess {
  39904. /**
  39905. * Creates the PassPostProcess
  39906. * @param name The name of the effect.
  39907. * @param options The required width/height ratio to downsize to before computing the render pass.
  39908. * @param camera The camera to apply the render pass to.
  39909. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  39910. * @param engine The engine which the post process will be applied. (default: current engine)
  39911. * @param reusable If the post process can be reused on the same frame. (default: false)
  39912. * @param textureType The type of texture to be used when performing the post processing.
  39913. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  39914. */
  39915. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  39916. }
  39917. /**
  39918. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  39919. */
  39920. export class PassCubePostProcess extends PostProcess {
  39921. private _face;
  39922. /**
  39923. * Gets or sets the cube face to display.
  39924. * * 0 is +X
  39925. * * 1 is -X
  39926. * * 2 is +Y
  39927. * * 3 is -Y
  39928. * * 4 is +Z
  39929. * * 5 is -Z
  39930. */
  39931. face: number;
  39932. /**
  39933. * Creates the PassCubePostProcess
  39934. * @param name The name of the effect.
  39935. * @param options The required width/height ratio to downsize to before computing the render pass.
  39936. * @param camera The camera to apply the render pass to.
  39937. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  39938. * @param engine The engine which the post process will be applied. (default: current engine)
  39939. * @param reusable If the post process can be reused on the same frame. (default: false)
  39940. * @param textureType The type of texture to be used when performing the post processing.
  39941. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  39942. */
  39943. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  39944. }
  39945. }
  39946. declare module "babylonjs/Shaders/anaglyph.fragment" {
  39947. /** @hidden */
  39948. export var anaglyphPixelShader: {
  39949. name: string;
  39950. shader: string;
  39951. };
  39952. }
  39953. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  39954. import { Engine } from "babylonjs/Engines/engine";
  39955. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  39956. import { Camera } from "babylonjs/Cameras/camera";
  39957. import "babylonjs/Shaders/anaglyph.fragment";
  39958. /**
  39959. * Postprocess used to generate anaglyphic rendering
  39960. */
  39961. export class AnaglyphPostProcess extends PostProcess {
  39962. private _passedProcess;
  39963. /**
  39964. * Creates a new AnaglyphPostProcess
  39965. * @param name defines postprocess name
  39966. * @param options defines creation options or target ratio scale
  39967. * @param rigCameras defines cameras using this postprocess
  39968. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  39969. * @param engine defines hosting engine
  39970. * @param reusable defines if the postprocess will be reused multiple times per frame
  39971. */
  39972. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  39973. }
  39974. }
  39975. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  39976. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  39977. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39978. import { Scene } from "babylonjs/scene";
  39979. import { Vector3 } from "babylonjs/Maths/math.vector";
  39980. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  39981. /**
  39982. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  39983. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  39984. */
  39985. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  39986. /**
  39987. * Creates a new AnaglyphArcRotateCamera
  39988. * @param name defines camera name
  39989. * @param alpha defines alpha angle (in radians)
  39990. * @param beta defines beta angle (in radians)
  39991. * @param radius defines radius
  39992. * @param target defines camera target
  39993. * @param interaxialDistance defines distance between each color axis
  39994. * @param scene defines the hosting scene
  39995. */
  39996. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  39997. /**
  39998. * Gets camera class name
  39999. * @returns AnaglyphArcRotateCamera
  40000. */
  40001. getClassName(): string;
  40002. }
  40003. }
  40004. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  40005. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40006. import { Scene } from "babylonjs/scene";
  40007. import { Vector3 } from "babylonjs/Maths/math.vector";
  40008. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40009. /**
  40010. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  40011. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40012. */
  40013. export class AnaglyphFreeCamera extends FreeCamera {
  40014. /**
  40015. * Creates a new AnaglyphFreeCamera
  40016. * @param name defines camera name
  40017. * @param position defines initial position
  40018. * @param interaxialDistance defines distance between each color axis
  40019. * @param scene defines the hosting scene
  40020. */
  40021. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40022. /**
  40023. * Gets camera class name
  40024. * @returns AnaglyphFreeCamera
  40025. */
  40026. getClassName(): string;
  40027. }
  40028. }
  40029. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  40030. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40031. import { Scene } from "babylonjs/scene";
  40032. import { Vector3 } from "babylonjs/Maths/math.vector";
  40033. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40034. /**
  40035. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  40036. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40037. */
  40038. export class AnaglyphGamepadCamera extends GamepadCamera {
  40039. /**
  40040. * Creates a new AnaglyphGamepadCamera
  40041. * @param name defines camera name
  40042. * @param position defines initial position
  40043. * @param interaxialDistance defines distance between each color axis
  40044. * @param scene defines the hosting scene
  40045. */
  40046. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40047. /**
  40048. * Gets camera class name
  40049. * @returns AnaglyphGamepadCamera
  40050. */
  40051. getClassName(): string;
  40052. }
  40053. }
  40054. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  40055. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40056. import { Scene } from "babylonjs/scene";
  40057. import { Vector3 } from "babylonjs/Maths/math.vector";
  40058. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40059. /**
  40060. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  40061. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40062. */
  40063. export class AnaglyphUniversalCamera extends UniversalCamera {
  40064. /**
  40065. * Creates a new AnaglyphUniversalCamera
  40066. * @param name defines camera name
  40067. * @param position defines initial position
  40068. * @param interaxialDistance defines distance between each color axis
  40069. * @param scene defines the hosting scene
  40070. */
  40071. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40072. /**
  40073. * Gets camera class name
  40074. * @returns AnaglyphUniversalCamera
  40075. */
  40076. getClassName(): string;
  40077. }
  40078. }
  40079. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  40080. /** @hidden */
  40081. export var stereoscopicInterlacePixelShader: {
  40082. name: string;
  40083. shader: string;
  40084. };
  40085. }
  40086. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  40087. import { Camera } from "babylonjs/Cameras/camera";
  40088. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40089. import { Engine } from "babylonjs/Engines/engine";
  40090. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  40091. /**
  40092. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  40093. */
  40094. export class StereoscopicInterlacePostProcess extends PostProcess {
  40095. private _stepSize;
  40096. private _passedProcess;
  40097. /**
  40098. * Initializes a StereoscopicInterlacePostProcess
  40099. * @param name The name of the effect.
  40100. * @param rigCameras The rig cameras to be appled to the post process
  40101. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  40102. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40103. * @param engine The engine which the post process will be applied. (default: current engine)
  40104. * @param reusable If the post process can be reused on the same frame. (default: false)
  40105. */
  40106. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  40107. }
  40108. }
  40109. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  40110. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  40111. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40112. import { Scene } from "babylonjs/scene";
  40113. import { Vector3 } from "babylonjs/Maths/math.vector";
  40114. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40115. /**
  40116. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  40117. * @see http://doc.babylonjs.com/features/cameras
  40118. */
  40119. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  40120. /**
  40121. * Creates a new StereoscopicArcRotateCamera
  40122. * @param name defines camera name
  40123. * @param alpha defines alpha angle (in radians)
  40124. * @param beta defines beta angle (in radians)
  40125. * @param radius defines radius
  40126. * @param target defines camera target
  40127. * @param interaxialDistance defines distance between each color axis
  40128. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40129. * @param scene defines the hosting scene
  40130. */
  40131. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40132. /**
  40133. * Gets camera class name
  40134. * @returns StereoscopicArcRotateCamera
  40135. */
  40136. getClassName(): string;
  40137. }
  40138. }
  40139. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  40140. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40141. import { Scene } from "babylonjs/scene";
  40142. import { Vector3 } from "babylonjs/Maths/math.vector";
  40143. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40144. /**
  40145. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  40146. * @see http://doc.babylonjs.com/features/cameras
  40147. */
  40148. export class StereoscopicFreeCamera extends FreeCamera {
  40149. /**
  40150. * Creates a new StereoscopicFreeCamera
  40151. * @param name defines camera name
  40152. * @param position defines initial position
  40153. * @param interaxialDistance defines distance between each color axis
  40154. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40155. * @param scene defines the hosting scene
  40156. */
  40157. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40158. /**
  40159. * Gets camera class name
  40160. * @returns StereoscopicFreeCamera
  40161. */
  40162. getClassName(): string;
  40163. }
  40164. }
  40165. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  40166. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40167. import { Scene } from "babylonjs/scene";
  40168. import { Vector3 } from "babylonjs/Maths/math.vector";
  40169. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40170. /**
  40171. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  40172. * @see http://doc.babylonjs.com/features/cameras
  40173. */
  40174. export class StereoscopicGamepadCamera extends GamepadCamera {
  40175. /**
  40176. * Creates a new StereoscopicGamepadCamera
  40177. * @param name defines camera name
  40178. * @param position defines initial position
  40179. * @param interaxialDistance defines distance between each color axis
  40180. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40181. * @param scene defines the hosting scene
  40182. */
  40183. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40184. /**
  40185. * Gets camera class name
  40186. * @returns StereoscopicGamepadCamera
  40187. */
  40188. getClassName(): string;
  40189. }
  40190. }
  40191. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  40192. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40193. import { Scene } from "babylonjs/scene";
  40194. import { Vector3 } from "babylonjs/Maths/math.vector";
  40195. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40196. /**
  40197. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  40198. * @see http://doc.babylonjs.com/features/cameras
  40199. */
  40200. export class StereoscopicUniversalCamera extends UniversalCamera {
  40201. /**
  40202. * Creates a new StereoscopicUniversalCamera
  40203. * @param name defines camera name
  40204. * @param position defines initial position
  40205. * @param interaxialDistance defines distance between each color axis
  40206. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40207. * @param scene defines the hosting scene
  40208. */
  40209. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40210. /**
  40211. * Gets camera class name
  40212. * @returns StereoscopicUniversalCamera
  40213. */
  40214. getClassName(): string;
  40215. }
  40216. }
  40217. declare module "babylonjs/Cameras/Stereoscopic/index" {
  40218. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  40219. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  40220. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  40221. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  40222. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  40223. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  40224. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  40225. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  40226. }
  40227. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  40228. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40229. import { Scene } from "babylonjs/scene";
  40230. import { Vector3 } from "babylonjs/Maths/math.vector";
  40231. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40232. /**
  40233. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  40234. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40235. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40236. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40237. */
  40238. export class VirtualJoysticksCamera extends FreeCamera {
  40239. /**
  40240. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  40241. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40242. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40243. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40244. * @param name Define the name of the camera in the scene
  40245. * @param position Define the start position of the camera in the scene
  40246. * @param scene Define the scene the camera belongs to
  40247. */
  40248. constructor(name: string, position: Vector3, scene: Scene);
  40249. /**
  40250. * Gets the current object class name.
  40251. * @return the class name
  40252. */
  40253. getClassName(): string;
  40254. }
  40255. }
  40256. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  40257. import { Matrix } from "babylonjs/Maths/math.vector";
  40258. /**
  40259. * This represents all the required metrics to create a VR camera.
  40260. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  40261. */
  40262. export class VRCameraMetrics {
  40263. /**
  40264. * Define the horizontal resolution off the screen.
  40265. */
  40266. hResolution: number;
  40267. /**
  40268. * Define the vertical resolution off the screen.
  40269. */
  40270. vResolution: number;
  40271. /**
  40272. * Define the horizontal screen size.
  40273. */
  40274. hScreenSize: number;
  40275. /**
  40276. * Define the vertical screen size.
  40277. */
  40278. vScreenSize: number;
  40279. /**
  40280. * Define the vertical screen center position.
  40281. */
  40282. vScreenCenter: number;
  40283. /**
  40284. * Define the distance of the eyes to the screen.
  40285. */
  40286. eyeToScreenDistance: number;
  40287. /**
  40288. * Define the distance between both lenses
  40289. */
  40290. lensSeparationDistance: number;
  40291. /**
  40292. * Define the distance between both viewer's eyes.
  40293. */
  40294. interpupillaryDistance: number;
  40295. /**
  40296. * Define the distortion factor of the VR postprocess.
  40297. * Please, touch with care.
  40298. */
  40299. distortionK: number[];
  40300. /**
  40301. * Define the chromatic aberration correction factors for the VR post process.
  40302. */
  40303. chromaAbCorrection: number[];
  40304. /**
  40305. * Define the scale factor of the post process.
  40306. * The smaller the better but the slower.
  40307. */
  40308. postProcessScaleFactor: number;
  40309. /**
  40310. * Define an offset for the lens center.
  40311. */
  40312. lensCenterOffset: number;
  40313. /**
  40314. * Define if the current vr camera should compensate the distortion of the lense or not.
  40315. */
  40316. compensateDistortion: boolean;
  40317. /**
  40318. * Defines if multiview should be enabled when rendering (Default: false)
  40319. */
  40320. multiviewEnabled: boolean;
  40321. /**
  40322. * Gets the rendering aspect ratio based on the provided resolutions.
  40323. */
  40324. readonly aspectRatio: number;
  40325. /**
  40326. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  40327. */
  40328. readonly aspectRatioFov: number;
  40329. /**
  40330. * @hidden
  40331. */
  40332. readonly leftHMatrix: Matrix;
  40333. /**
  40334. * @hidden
  40335. */
  40336. readonly rightHMatrix: Matrix;
  40337. /**
  40338. * @hidden
  40339. */
  40340. readonly leftPreViewMatrix: Matrix;
  40341. /**
  40342. * @hidden
  40343. */
  40344. readonly rightPreViewMatrix: Matrix;
  40345. /**
  40346. * Get the default VRMetrics based on the most generic setup.
  40347. * @returns the default vr metrics
  40348. */
  40349. static GetDefault(): VRCameraMetrics;
  40350. }
  40351. }
  40352. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  40353. /** @hidden */
  40354. export var vrDistortionCorrectionPixelShader: {
  40355. name: string;
  40356. shader: string;
  40357. };
  40358. }
  40359. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  40360. import { Camera } from "babylonjs/Cameras/camera";
  40361. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40362. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40363. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  40364. /**
  40365. * VRDistortionCorrectionPostProcess used for mobile VR
  40366. */
  40367. export class VRDistortionCorrectionPostProcess extends PostProcess {
  40368. private _isRightEye;
  40369. private _distortionFactors;
  40370. private _postProcessScaleFactor;
  40371. private _lensCenterOffset;
  40372. private _scaleIn;
  40373. private _scaleFactor;
  40374. private _lensCenter;
  40375. /**
  40376. * Initializes the VRDistortionCorrectionPostProcess
  40377. * @param name The name of the effect.
  40378. * @param camera The camera to apply the render pass to.
  40379. * @param isRightEye If this is for the right eye distortion
  40380. * @param vrMetrics All the required metrics for the VR camera
  40381. */
  40382. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  40383. }
  40384. }
  40385. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  40386. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  40387. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40388. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40389. import { Scene } from "babylonjs/scene";
  40390. import { Vector3 } from "babylonjs/Maths/math.vector";
  40391. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40392. import "babylonjs/Cameras/RigModes/vrRigMode";
  40393. /**
  40394. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  40395. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40396. */
  40397. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  40398. /**
  40399. * Creates a new VRDeviceOrientationArcRotateCamera
  40400. * @param name defines camera name
  40401. * @param alpha defines the camera rotation along the logitudinal axis
  40402. * @param beta defines the camera rotation along the latitudinal axis
  40403. * @param radius defines the camera distance from its target
  40404. * @param target defines the camera target
  40405. * @param scene defines the scene the camera belongs to
  40406. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40407. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40408. */
  40409. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40410. /**
  40411. * Gets camera class name
  40412. * @returns VRDeviceOrientationArcRotateCamera
  40413. */
  40414. getClassName(): string;
  40415. }
  40416. }
  40417. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  40418. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  40419. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40420. import { Scene } from "babylonjs/scene";
  40421. import { Vector3 } from "babylonjs/Maths/math.vector";
  40422. import "babylonjs/Cameras/RigModes/vrRigMode";
  40423. /**
  40424. * Camera used to simulate VR rendering (based on FreeCamera)
  40425. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40426. */
  40427. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  40428. /**
  40429. * Creates a new VRDeviceOrientationFreeCamera
  40430. * @param name defines camera name
  40431. * @param position defines the start position of the camera
  40432. * @param scene defines the scene the camera belongs to
  40433. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40434. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40435. */
  40436. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40437. /**
  40438. * Gets camera class name
  40439. * @returns VRDeviceOrientationFreeCamera
  40440. */
  40441. getClassName(): string;
  40442. }
  40443. }
  40444. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  40445. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  40446. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40447. import { Scene } from "babylonjs/scene";
  40448. import { Vector3 } from "babylonjs/Maths/math.vector";
  40449. import "babylonjs/Gamepads/gamepadSceneComponent";
  40450. /**
  40451. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  40452. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40453. */
  40454. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  40455. /**
  40456. * Creates a new VRDeviceOrientationGamepadCamera
  40457. * @param name defines camera name
  40458. * @param position defines the start position of the camera
  40459. * @param scene defines the scene the camera belongs to
  40460. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40461. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40462. */
  40463. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40464. /**
  40465. * Gets camera class name
  40466. * @returns VRDeviceOrientationGamepadCamera
  40467. */
  40468. getClassName(): string;
  40469. }
  40470. }
  40471. declare module "babylonjs/Materials/pushMaterial" {
  40472. import { Nullable } from "babylonjs/types";
  40473. import { Scene } from "babylonjs/scene";
  40474. import { Matrix } from "babylonjs/Maths/math.vector";
  40475. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40476. import { Mesh } from "babylonjs/Meshes/mesh";
  40477. import { Material } from "babylonjs/Materials/material";
  40478. import { Effect } from "babylonjs/Materials/effect";
  40479. /**
  40480. * Base class of materials working in push mode in babylon JS
  40481. * @hidden
  40482. */
  40483. export class PushMaterial extends Material {
  40484. protected _activeEffect: Effect;
  40485. protected _normalMatrix: Matrix;
  40486. /**
  40487. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  40488. * This means that the material can keep using a previous shader while a new one is being compiled.
  40489. * This is mostly used when shader parallel compilation is supported (true by default)
  40490. */
  40491. allowShaderHotSwapping: boolean;
  40492. constructor(name: string, scene: Scene);
  40493. getEffect(): Effect;
  40494. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  40495. /**
  40496. * Binds the given world matrix to the active effect
  40497. *
  40498. * @param world the matrix to bind
  40499. */
  40500. bindOnlyWorldMatrix(world: Matrix): void;
  40501. /**
  40502. * Binds the given normal matrix to the active effect
  40503. *
  40504. * @param normalMatrix the matrix to bind
  40505. */
  40506. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  40507. bind(world: Matrix, mesh?: Mesh): void;
  40508. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  40509. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  40510. }
  40511. }
  40512. declare module "babylonjs/Materials/materialFlags" {
  40513. /**
  40514. * This groups all the flags used to control the materials channel.
  40515. */
  40516. export class MaterialFlags {
  40517. private static _DiffuseTextureEnabled;
  40518. /**
  40519. * Are diffuse textures enabled in the application.
  40520. */
  40521. static DiffuseTextureEnabled: boolean;
  40522. private static _AmbientTextureEnabled;
  40523. /**
  40524. * Are ambient textures enabled in the application.
  40525. */
  40526. static AmbientTextureEnabled: boolean;
  40527. private static _OpacityTextureEnabled;
  40528. /**
  40529. * Are opacity textures enabled in the application.
  40530. */
  40531. static OpacityTextureEnabled: boolean;
  40532. private static _ReflectionTextureEnabled;
  40533. /**
  40534. * Are reflection textures enabled in the application.
  40535. */
  40536. static ReflectionTextureEnabled: boolean;
  40537. private static _EmissiveTextureEnabled;
  40538. /**
  40539. * Are emissive textures enabled in the application.
  40540. */
  40541. static EmissiveTextureEnabled: boolean;
  40542. private static _SpecularTextureEnabled;
  40543. /**
  40544. * Are specular textures enabled in the application.
  40545. */
  40546. static SpecularTextureEnabled: boolean;
  40547. private static _BumpTextureEnabled;
  40548. /**
  40549. * Are bump textures enabled in the application.
  40550. */
  40551. static BumpTextureEnabled: boolean;
  40552. private static _LightmapTextureEnabled;
  40553. /**
  40554. * Are lightmap textures enabled in the application.
  40555. */
  40556. static LightmapTextureEnabled: boolean;
  40557. private static _RefractionTextureEnabled;
  40558. /**
  40559. * Are refraction textures enabled in the application.
  40560. */
  40561. static RefractionTextureEnabled: boolean;
  40562. private static _ColorGradingTextureEnabled;
  40563. /**
  40564. * Are color grading textures enabled in the application.
  40565. */
  40566. static ColorGradingTextureEnabled: boolean;
  40567. private static _FresnelEnabled;
  40568. /**
  40569. * Are fresnels enabled in the application.
  40570. */
  40571. static FresnelEnabled: boolean;
  40572. private static _ClearCoatTextureEnabled;
  40573. /**
  40574. * Are clear coat textures enabled in the application.
  40575. */
  40576. static ClearCoatTextureEnabled: boolean;
  40577. private static _ClearCoatBumpTextureEnabled;
  40578. /**
  40579. * Are clear coat bump textures enabled in the application.
  40580. */
  40581. static ClearCoatBumpTextureEnabled: boolean;
  40582. private static _ClearCoatTintTextureEnabled;
  40583. /**
  40584. * Are clear coat tint textures enabled in the application.
  40585. */
  40586. static ClearCoatTintTextureEnabled: boolean;
  40587. private static _SheenTextureEnabled;
  40588. /**
  40589. * Are sheen textures enabled in the application.
  40590. */
  40591. static SheenTextureEnabled: boolean;
  40592. private static _AnisotropicTextureEnabled;
  40593. /**
  40594. * Are anisotropic textures enabled in the application.
  40595. */
  40596. static AnisotropicTextureEnabled: boolean;
  40597. private static _ThicknessTextureEnabled;
  40598. /**
  40599. * Are thickness textures enabled in the application.
  40600. */
  40601. static ThicknessTextureEnabled: boolean;
  40602. }
  40603. }
  40604. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  40605. /** @hidden */
  40606. export var defaultFragmentDeclaration: {
  40607. name: string;
  40608. shader: string;
  40609. };
  40610. }
  40611. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  40612. /** @hidden */
  40613. export var defaultUboDeclaration: {
  40614. name: string;
  40615. shader: string;
  40616. };
  40617. }
  40618. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  40619. /** @hidden */
  40620. export var lightFragmentDeclaration: {
  40621. name: string;
  40622. shader: string;
  40623. };
  40624. }
  40625. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  40626. /** @hidden */
  40627. export var lightUboDeclaration: {
  40628. name: string;
  40629. shader: string;
  40630. };
  40631. }
  40632. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  40633. /** @hidden */
  40634. export var lightsFragmentFunctions: {
  40635. name: string;
  40636. shader: string;
  40637. };
  40638. }
  40639. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  40640. /** @hidden */
  40641. export var shadowsFragmentFunctions: {
  40642. name: string;
  40643. shader: string;
  40644. };
  40645. }
  40646. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  40647. /** @hidden */
  40648. export var fresnelFunction: {
  40649. name: string;
  40650. shader: string;
  40651. };
  40652. }
  40653. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  40654. /** @hidden */
  40655. export var reflectionFunction: {
  40656. name: string;
  40657. shader: string;
  40658. };
  40659. }
  40660. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  40661. /** @hidden */
  40662. export var bumpFragmentFunctions: {
  40663. name: string;
  40664. shader: string;
  40665. };
  40666. }
  40667. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  40668. /** @hidden */
  40669. export var logDepthDeclaration: {
  40670. name: string;
  40671. shader: string;
  40672. };
  40673. }
  40674. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  40675. /** @hidden */
  40676. export var bumpFragment: {
  40677. name: string;
  40678. shader: string;
  40679. };
  40680. }
  40681. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  40682. /** @hidden */
  40683. export var depthPrePass: {
  40684. name: string;
  40685. shader: string;
  40686. };
  40687. }
  40688. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  40689. /** @hidden */
  40690. export var lightFragment: {
  40691. name: string;
  40692. shader: string;
  40693. };
  40694. }
  40695. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  40696. /** @hidden */
  40697. export var logDepthFragment: {
  40698. name: string;
  40699. shader: string;
  40700. };
  40701. }
  40702. declare module "babylonjs/Shaders/default.fragment" {
  40703. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  40704. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  40705. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  40706. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  40707. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  40708. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  40709. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  40710. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  40711. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  40712. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  40713. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  40714. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  40715. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  40716. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  40717. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  40718. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  40719. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  40720. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  40721. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  40722. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  40723. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  40724. /** @hidden */
  40725. export var defaultPixelShader: {
  40726. name: string;
  40727. shader: string;
  40728. };
  40729. }
  40730. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  40731. /** @hidden */
  40732. export var defaultVertexDeclaration: {
  40733. name: string;
  40734. shader: string;
  40735. };
  40736. }
  40737. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  40738. /** @hidden */
  40739. export var bumpVertexDeclaration: {
  40740. name: string;
  40741. shader: string;
  40742. };
  40743. }
  40744. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  40745. /** @hidden */
  40746. export var bumpVertex: {
  40747. name: string;
  40748. shader: string;
  40749. };
  40750. }
  40751. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  40752. /** @hidden */
  40753. export var fogVertex: {
  40754. name: string;
  40755. shader: string;
  40756. };
  40757. }
  40758. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  40759. /** @hidden */
  40760. export var shadowsVertex: {
  40761. name: string;
  40762. shader: string;
  40763. };
  40764. }
  40765. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  40766. /** @hidden */
  40767. export var pointCloudVertex: {
  40768. name: string;
  40769. shader: string;
  40770. };
  40771. }
  40772. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  40773. /** @hidden */
  40774. export var logDepthVertex: {
  40775. name: string;
  40776. shader: string;
  40777. };
  40778. }
  40779. declare module "babylonjs/Shaders/default.vertex" {
  40780. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  40781. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  40782. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  40783. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  40784. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  40785. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  40786. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  40787. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  40788. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  40789. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  40790. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  40791. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  40792. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  40793. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  40794. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  40795. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  40796. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  40797. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  40798. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  40799. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  40800. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  40801. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  40802. /** @hidden */
  40803. export var defaultVertexShader: {
  40804. name: string;
  40805. shader: string;
  40806. };
  40807. }
  40808. declare module "babylonjs/Materials/standardMaterial" {
  40809. import { SmartArray } from "babylonjs/Misc/smartArray";
  40810. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  40811. import { Nullable } from "babylonjs/types";
  40812. import { Scene } from "babylonjs/scene";
  40813. import { Matrix } from "babylonjs/Maths/math.vector";
  40814. import { Color3 } from "babylonjs/Maths/math.color";
  40815. import { SubMesh } from "babylonjs/Meshes/subMesh";
  40816. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40817. import { Mesh } from "babylonjs/Meshes/mesh";
  40818. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  40819. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  40820. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  40821. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  40822. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  40823. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  40824. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  40825. import "babylonjs/Shaders/default.fragment";
  40826. import "babylonjs/Shaders/default.vertex";
  40827. /** @hidden */
  40828. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  40829. MAINUV1: boolean;
  40830. MAINUV2: boolean;
  40831. DIFFUSE: boolean;
  40832. DIFFUSEDIRECTUV: number;
  40833. AMBIENT: boolean;
  40834. AMBIENTDIRECTUV: number;
  40835. OPACITY: boolean;
  40836. OPACITYDIRECTUV: number;
  40837. OPACITYRGB: boolean;
  40838. REFLECTION: boolean;
  40839. EMISSIVE: boolean;
  40840. EMISSIVEDIRECTUV: number;
  40841. SPECULAR: boolean;
  40842. SPECULARDIRECTUV: number;
  40843. BUMP: boolean;
  40844. BUMPDIRECTUV: number;
  40845. PARALLAX: boolean;
  40846. PARALLAXOCCLUSION: boolean;
  40847. SPECULAROVERALPHA: boolean;
  40848. CLIPPLANE: boolean;
  40849. CLIPPLANE2: boolean;
  40850. CLIPPLANE3: boolean;
  40851. CLIPPLANE4: boolean;
  40852. ALPHATEST: boolean;
  40853. DEPTHPREPASS: boolean;
  40854. ALPHAFROMDIFFUSE: boolean;
  40855. POINTSIZE: boolean;
  40856. FOG: boolean;
  40857. SPECULARTERM: boolean;
  40858. DIFFUSEFRESNEL: boolean;
  40859. OPACITYFRESNEL: boolean;
  40860. REFLECTIONFRESNEL: boolean;
  40861. REFRACTIONFRESNEL: boolean;
  40862. EMISSIVEFRESNEL: boolean;
  40863. FRESNEL: boolean;
  40864. NORMAL: boolean;
  40865. UV1: boolean;
  40866. UV2: boolean;
  40867. VERTEXCOLOR: boolean;
  40868. VERTEXALPHA: boolean;
  40869. NUM_BONE_INFLUENCERS: number;
  40870. BonesPerMesh: number;
  40871. BONETEXTURE: boolean;
  40872. INSTANCES: boolean;
  40873. GLOSSINESS: boolean;
  40874. ROUGHNESS: boolean;
  40875. EMISSIVEASILLUMINATION: boolean;
  40876. LINKEMISSIVEWITHDIFFUSE: boolean;
  40877. REFLECTIONFRESNELFROMSPECULAR: boolean;
  40878. LIGHTMAP: boolean;
  40879. LIGHTMAPDIRECTUV: number;
  40880. OBJECTSPACE_NORMALMAP: boolean;
  40881. USELIGHTMAPASSHADOWMAP: boolean;
  40882. REFLECTIONMAP_3D: boolean;
  40883. REFLECTIONMAP_SPHERICAL: boolean;
  40884. REFLECTIONMAP_PLANAR: boolean;
  40885. REFLECTIONMAP_CUBIC: boolean;
  40886. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  40887. REFLECTIONMAP_PROJECTION: boolean;
  40888. REFLECTIONMAP_SKYBOX: boolean;
  40889. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  40890. REFLECTIONMAP_EXPLICIT: boolean;
  40891. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  40892. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  40893. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  40894. INVERTCUBICMAP: boolean;
  40895. LOGARITHMICDEPTH: boolean;
  40896. REFRACTION: boolean;
  40897. REFRACTIONMAP_3D: boolean;
  40898. REFLECTIONOVERALPHA: boolean;
  40899. TWOSIDEDLIGHTING: boolean;
  40900. SHADOWFLOAT: boolean;
  40901. MORPHTARGETS: boolean;
  40902. MORPHTARGETS_NORMAL: boolean;
  40903. MORPHTARGETS_TANGENT: boolean;
  40904. MORPHTARGETS_UV: boolean;
  40905. NUM_MORPH_INFLUENCERS: number;
  40906. NONUNIFORMSCALING: boolean;
  40907. PREMULTIPLYALPHA: boolean;
  40908. IMAGEPROCESSING: boolean;
  40909. VIGNETTE: boolean;
  40910. VIGNETTEBLENDMODEMULTIPLY: boolean;
  40911. VIGNETTEBLENDMODEOPAQUE: boolean;
  40912. TONEMAPPING: boolean;
  40913. TONEMAPPING_ACES: boolean;
  40914. CONTRAST: boolean;
  40915. COLORCURVES: boolean;
  40916. COLORGRADING: boolean;
  40917. COLORGRADING3D: boolean;
  40918. SAMPLER3DGREENDEPTH: boolean;
  40919. SAMPLER3DBGRMAP: boolean;
  40920. IMAGEPROCESSINGPOSTPROCESS: boolean;
  40921. MULTIVIEW: boolean;
  40922. /**
  40923. * If the reflection texture on this material is in linear color space
  40924. * @hidden
  40925. */
  40926. IS_REFLECTION_LINEAR: boolean;
  40927. /**
  40928. * If the refraction texture on this material is in linear color space
  40929. * @hidden
  40930. */
  40931. IS_REFRACTION_LINEAR: boolean;
  40932. EXPOSURE: boolean;
  40933. constructor();
  40934. setReflectionMode(modeToEnable: string): void;
  40935. }
  40936. /**
  40937. * This is the default material used in Babylon. It is the best trade off between quality
  40938. * and performances.
  40939. * @see http://doc.babylonjs.com/babylon101/materials
  40940. */
  40941. export class StandardMaterial extends PushMaterial {
  40942. private _diffuseTexture;
  40943. /**
  40944. * The basic texture of the material as viewed under a light.
  40945. */
  40946. diffuseTexture: Nullable<BaseTexture>;
  40947. private _ambientTexture;
  40948. /**
  40949. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  40950. */
  40951. ambientTexture: Nullable<BaseTexture>;
  40952. private _opacityTexture;
  40953. /**
  40954. * Define the transparency of the material from a texture.
  40955. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  40956. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  40957. */
  40958. opacityTexture: Nullable<BaseTexture>;
  40959. private _reflectionTexture;
  40960. /**
  40961. * Define the texture used to display the reflection.
  40962. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  40963. */
  40964. reflectionTexture: Nullable<BaseTexture>;
  40965. private _emissiveTexture;
  40966. /**
  40967. * Define texture of the material as if self lit.
  40968. * This will be mixed in the final result even in the absence of light.
  40969. */
  40970. emissiveTexture: Nullable<BaseTexture>;
  40971. private _specularTexture;
  40972. /**
  40973. * Define how the color and intensity of the highlight given by the light in the material.
  40974. */
  40975. specularTexture: Nullable<BaseTexture>;
  40976. private _bumpTexture;
  40977. /**
  40978. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  40979. * These are made by creating a normal map from an image. The means to do this can be found on the web, a search for 'normal map generator' will bring up free and paid for methods of doing this.
  40980. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  40981. */
  40982. bumpTexture: Nullable<BaseTexture>;
  40983. private _lightmapTexture;
  40984. /**
  40985. * Complex lighting can be computationally expensive to compute at runtime.
  40986. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  40987. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  40988. */
  40989. lightmapTexture: Nullable<BaseTexture>;
  40990. private _refractionTexture;
  40991. /**
  40992. * Define the texture used to display the refraction.
  40993. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  40994. */
  40995. refractionTexture: Nullable<BaseTexture>;
  40996. /**
  40997. * The color of the material lit by the environmental background lighting.
  40998. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  40999. */
  41000. ambientColor: Color3;
  41001. /**
  41002. * The basic color of the material as viewed under a light.
  41003. */
  41004. diffuseColor: Color3;
  41005. /**
  41006. * Define how the color and intensity of the highlight given by the light in the material.
  41007. */
  41008. specularColor: Color3;
  41009. /**
  41010. * Define the color of the material as if self lit.
  41011. * This will be mixed in the final result even in the absence of light.
  41012. */
  41013. emissiveColor: Color3;
  41014. /**
  41015. * Defines how sharp are the highlights in the material.
  41016. * The bigger the value the sharper giving a more glossy feeling to the result.
  41017. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  41018. */
  41019. specularPower: number;
  41020. private _useAlphaFromDiffuseTexture;
  41021. /**
  41022. * Does the transparency come from the diffuse texture alpha channel.
  41023. */
  41024. useAlphaFromDiffuseTexture: boolean;
  41025. private _useEmissiveAsIllumination;
  41026. /**
  41027. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  41028. */
  41029. useEmissiveAsIllumination: boolean;
  41030. private _linkEmissiveWithDiffuse;
  41031. /**
  41032. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  41033. * the emissive level when the final color is close to one.
  41034. */
  41035. linkEmissiveWithDiffuse: boolean;
  41036. private _useSpecularOverAlpha;
  41037. /**
  41038. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  41039. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  41040. */
  41041. useSpecularOverAlpha: boolean;
  41042. private _useReflectionOverAlpha;
  41043. /**
  41044. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  41045. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  41046. */
  41047. useReflectionOverAlpha: boolean;
  41048. private _disableLighting;
  41049. /**
  41050. * Does lights from the scene impacts this material.
  41051. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  41052. */
  41053. disableLighting: boolean;
  41054. private _useObjectSpaceNormalMap;
  41055. /**
  41056. * Allows using an object space normal map (instead of tangent space).
  41057. */
  41058. useObjectSpaceNormalMap: boolean;
  41059. private _useParallax;
  41060. /**
  41061. * Is parallax enabled or not.
  41062. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41063. */
  41064. useParallax: boolean;
  41065. private _useParallaxOcclusion;
  41066. /**
  41067. * Is parallax occlusion enabled or not.
  41068. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  41069. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41070. */
  41071. useParallaxOcclusion: boolean;
  41072. /**
  41073. * Apply a scaling factor that determine which "depth" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.
  41074. */
  41075. parallaxScaleBias: number;
  41076. private _roughness;
  41077. /**
  41078. * Helps to define how blurry the reflections should appears in the material.
  41079. */
  41080. roughness: number;
  41081. /**
  41082. * In case of refraction, define the value of the index of refraction.
  41083. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41084. */
  41085. indexOfRefraction: number;
  41086. /**
  41087. * Invert the refraction texture alongside the y axis.
  41088. * It can be useful with procedural textures or probe for instance.
  41089. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41090. */
  41091. invertRefractionY: boolean;
  41092. /**
  41093. * Defines the alpha limits in alpha test mode.
  41094. */
  41095. alphaCutOff: number;
  41096. private _useLightmapAsShadowmap;
  41097. /**
  41098. * In case of light mapping, define whether the map contains light or shadow informations.
  41099. */
  41100. useLightmapAsShadowmap: boolean;
  41101. private _diffuseFresnelParameters;
  41102. /**
  41103. * Define the diffuse fresnel parameters of the material.
  41104. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41105. */
  41106. diffuseFresnelParameters: FresnelParameters;
  41107. private _opacityFresnelParameters;
  41108. /**
  41109. * Define the opacity fresnel parameters of the material.
  41110. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41111. */
  41112. opacityFresnelParameters: FresnelParameters;
  41113. private _reflectionFresnelParameters;
  41114. /**
  41115. * Define the reflection fresnel parameters of the material.
  41116. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41117. */
  41118. reflectionFresnelParameters: FresnelParameters;
  41119. private _refractionFresnelParameters;
  41120. /**
  41121. * Define the refraction fresnel parameters of the material.
  41122. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41123. */
  41124. refractionFresnelParameters: FresnelParameters;
  41125. private _emissiveFresnelParameters;
  41126. /**
  41127. * Define the emissive fresnel parameters of the material.
  41128. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41129. */
  41130. emissiveFresnelParameters: FresnelParameters;
  41131. private _useReflectionFresnelFromSpecular;
  41132. /**
  41133. * If true automatically deducts the fresnels values from the material specularity.
  41134. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41135. */
  41136. useReflectionFresnelFromSpecular: boolean;
  41137. private _useGlossinessFromSpecularMapAlpha;
  41138. /**
  41139. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  41140. */
  41141. useGlossinessFromSpecularMapAlpha: boolean;
  41142. private _maxSimultaneousLights;
  41143. /**
  41144. * Defines the maximum number of lights that can be used in the material
  41145. */
  41146. maxSimultaneousLights: number;
  41147. private _invertNormalMapX;
  41148. /**
  41149. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  41150. */
  41151. invertNormalMapX: boolean;
  41152. private _invertNormalMapY;
  41153. /**
  41154. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  41155. */
  41156. invertNormalMapY: boolean;
  41157. private _twoSidedLighting;
  41158. /**
  41159. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  41160. */
  41161. twoSidedLighting: boolean;
  41162. /**
  41163. * Default configuration related to image processing available in the standard Material.
  41164. */
  41165. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41166. /**
  41167. * Gets the image processing configuration used either in this material.
  41168. */
  41169. /**
  41170. * Sets the Default image processing configuration used either in the this material.
  41171. *
  41172. * If sets to null, the scene one is in use.
  41173. */
  41174. imageProcessingConfiguration: ImageProcessingConfiguration;
  41175. /**
  41176. * Keep track of the image processing observer to allow dispose and replace.
  41177. */
  41178. private _imageProcessingObserver;
  41179. /**
  41180. * Attaches a new image processing configuration to the Standard Material.
  41181. * @param configuration
  41182. */
  41183. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  41184. /**
  41185. * Gets wether the color curves effect is enabled.
  41186. */
  41187. /**
  41188. * Sets wether the color curves effect is enabled.
  41189. */
  41190. cameraColorCurvesEnabled: boolean;
  41191. /**
  41192. * Gets wether the color grading effect is enabled.
  41193. */
  41194. /**
  41195. * Gets wether the color grading effect is enabled.
  41196. */
  41197. cameraColorGradingEnabled: boolean;
  41198. /**
  41199. * Gets wether tonemapping is enabled or not.
  41200. */
  41201. /**
  41202. * Sets wether tonemapping is enabled or not
  41203. */
  41204. cameraToneMappingEnabled: boolean;
  41205. /**
  41206. * The camera exposure used on this material.
  41207. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41208. * This corresponds to a photographic exposure.
  41209. */
  41210. /**
  41211. * The camera exposure used on this material.
  41212. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41213. * This corresponds to a photographic exposure.
  41214. */
  41215. cameraExposure: number;
  41216. /**
  41217. * Gets The camera contrast used on this material.
  41218. */
  41219. /**
  41220. * Sets The camera contrast used on this material.
  41221. */
  41222. cameraContrast: number;
  41223. /**
  41224. * Gets the Color Grading 2D Lookup Texture.
  41225. */
  41226. /**
  41227. * Sets the Color Grading 2D Lookup Texture.
  41228. */
  41229. cameraColorGradingTexture: Nullable<BaseTexture>;
  41230. /**
  41231. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41232. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41233. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  41234. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41235. */
  41236. /**
  41237. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41238. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41239. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  41240. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41241. */
  41242. cameraColorCurves: Nullable<ColorCurves>;
  41243. /**
  41244. * Custom callback helping to override the default shader used in the material.
  41245. */
  41246. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  41247. protected _renderTargets: SmartArray<RenderTargetTexture>;
  41248. protected _worldViewProjectionMatrix: Matrix;
  41249. protected _globalAmbientColor: Color3;
  41250. protected _useLogarithmicDepth: boolean;
  41251. /**
  41252. * Instantiates a new standard material.
  41253. * This is the default material used in Babylon. It is the best trade off between quality
  41254. * and performances.
  41255. * @see http://doc.babylonjs.com/babylon101/materials
  41256. * @param name Define the name of the material in the scene
  41257. * @param scene Define the scene the material belong to
  41258. */
  41259. constructor(name: string, scene: Scene);
  41260. /**
  41261. * Gets a boolean indicating that current material needs to register RTT
  41262. */
  41263. readonly hasRenderTargetTextures: boolean;
  41264. /**
  41265. * Gets the current class name of the material e.g. "StandardMaterial"
  41266. * Mainly use in serialization.
  41267. * @returns the class name
  41268. */
  41269. getClassName(): string;
  41270. /**
  41271. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  41272. * You can try switching to logarithmic depth.
  41273. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  41274. */
  41275. useLogarithmicDepth: boolean;
  41276. /**
  41277. * Specifies if the material will require alpha blending
  41278. * @returns a boolean specifying if alpha blending is needed
  41279. */
  41280. needAlphaBlending(): boolean;
  41281. /**
  41282. * Specifies if this material should be rendered in alpha test mode
  41283. * @returns a boolean specifying if an alpha test is needed.
  41284. */
  41285. needAlphaTesting(): boolean;
  41286. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  41287. /**
  41288. * Get the texture used for alpha test purpose.
  41289. * @returns the diffuse texture in case of the standard material.
  41290. */
  41291. getAlphaTestTexture(): Nullable<BaseTexture>;
  41292. /**
  41293. * Get if the submesh is ready to be used and all its information available.
  41294. * Child classes can use it to update shaders
  41295. * @param mesh defines the mesh to check
  41296. * @param subMesh defines which submesh to check
  41297. * @param useInstances specifies that instances should be used
  41298. * @returns a boolean indicating that the submesh is ready or not
  41299. */
  41300. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  41301. /**
  41302. * Builds the material UBO layouts.
  41303. * Used internally during the effect preparation.
  41304. */
  41305. buildUniformLayout(): void;
  41306. /**
  41307. * Unbinds the material from the mesh
  41308. */
  41309. unbind(): void;
  41310. /**
  41311. * Binds the submesh to this material by preparing the effect and shader to draw
  41312. * @param world defines the world transformation matrix
  41313. * @param mesh defines the mesh containing the submesh
  41314. * @param subMesh defines the submesh to bind the material to
  41315. */
  41316. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  41317. /**
  41318. * Get the list of animatables in the material.
  41319. * @returns the list of animatables object used in the material
  41320. */
  41321. getAnimatables(): IAnimatable[];
  41322. /**
  41323. * Gets the active textures from the material
  41324. * @returns an array of textures
  41325. */
  41326. getActiveTextures(): BaseTexture[];
  41327. /**
  41328. * Specifies if the material uses a texture
  41329. * @param texture defines the texture to check against the material
  41330. * @returns a boolean specifying if the material uses the texture
  41331. */
  41332. hasTexture(texture: BaseTexture): boolean;
  41333. /**
  41334. * Disposes the material
  41335. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  41336. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  41337. */
  41338. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  41339. /**
  41340. * Makes a duplicate of the material, and gives it a new name
  41341. * @param name defines the new name for the duplicated material
  41342. * @returns the cloned material
  41343. */
  41344. clone(name: string): StandardMaterial;
  41345. /**
  41346. * Serializes this material in a JSON representation
  41347. * @returns the serialized material object
  41348. */
  41349. serialize(): any;
  41350. /**
  41351. * Creates a standard material from parsed material data
  41352. * @param source defines the JSON representation of the material
  41353. * @param scene defines the hosting scene
  41354. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  41355. * @returns a new standard material
  41356. */
  41357. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  41358. /**
  41359. * Are diffuse textures enabled in the application.
  41360. */
  41361. static DiffuseTextureEnabled: boolean;
  41362. /**
  41363. * Are ambient textures enabled in the application.
  41364. */
  41365. static AmbientTextureEnabled: boolean;
  41366. /**
  41367. * Are opacity textures enabled in the application.
  41368. */
  41369. static OpacityTextureEnabled: boolean;
  41370. /**
  41371. * Are reflection textures enabled in the application.
  41372. */
  41373. static ReflectionTextureEnabled: boolean;
  41374. /**
  41375. * Are emissive textures enabled in the application.
  41376. */
  41377. static EmissiveTextureEnabled: boolean;
  41378. /**
  41379. * Are specular textures enabled in the application.
  41380. */
  41381. static SpecularTextureEnabled: boolean;
  41382. /**
  41383. * Are bump textures enabled in the application.
  41384. */
  41385. static BumpTextureEnabled: boolean;
  41386. /**
  41387. * Are lightmap textures enabled in the application.
  41388. */
  41389. static LightmapTextureEnabled: boolean;
  41390. /**
  41391. * Are refraction textures enabled in the application.
  41392. */
  41393. static RefractionTextureEnabled: boolean;
  41394. /**
  41395. * Are color grading textures enabled in the application.
  41396. */
  41397. static ColorGradingTextureEnabled: boolean;
  41398. /**
  41399. * Are fresnels enabled in the application.
  41400. */
  41401. static FresnelEnabled: boolean;
  41402. }
  41403. }
  41404. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  41405. import { Scene } from "babylonjs/scene";
  41406. import { Texture } from "babylonjs/Materials/Textures/texture";
  41407. /**
  41408. * A class extending Texture allowing drawing on a texture
  41409. * @see http://doc.babylonjs.com/how_to/dynamictexture
  41410. */
  41411. export class DynamicTexture extends Texture {
  41412. private _generateMipMaps;
  41413. private _canvas;
  41414. private _context;
  41415. private _engine;
  41416. /**
  41417. * Creates a DynamicTexture
  41418. * @param name defines the name of the texture
  41419. * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height
  41420. * @param scene defines the scene where you want the texture
  41421. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  41422. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  41423. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  41424. */
  41425. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  41426. /**
  41427. * Get the current class name of the texture useful for serialization or dynamic coding.
  41428. * @returns "DynamicTexture"
  41429. */
  41430. getClassName(): string;
  41431. /**
  41432. * Gets the current state of canRescale
  41433. */
  41434. readonly canRescale: boolean;
  41435. private _recreate;
  41436. /**
  41437. * Scales the texture
  41438. * @param ratio the scale factor to apply to both width and height
  41439. */
  41440. scale(ratio: number): void;
  41441. /**
  41442. * Resizes the texture
  41443. * @param width the new width
  41444. * @param height the new height
  41445. */
  41446. scaleTo(width: number, height: number): void;
  41447. /**
  41448. * Gets the context of the canvas used by the texture
  41449. * @returns the canvas context of the dynamic texture
  41450. */
  41451. getContext(): CanvasRenderingContext2D;
  41452. /**
  41453. * Clears the texture
  41454. */
  41455. clear(): void;
  41456. /**
  41457. * Updates the texture
  41458. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41459. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  41460. */
  41461. update(invertY?: boolean, premulAlpha?: boolean): void;
  41462. /**
  41463. * Draws text onto the texture
  41464. * @param text defines the text to be drawn
  41465. * @param x defines the placement of the text from the left
  41466. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  41467. * @param font defines the font to be used with font-style, font-size, font-name
  41468. * @param color defines the color used for the text
  41469. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  41470. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41471. * @param update defines whether texture is immediately update (default is true)
  41472. */
  41473. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  41474. /**
  41475. * Clones the texture
  41476. * @returns the clone of the texture.
  41477. */
  41478. clone(): DynamicTexture;
  41479. /**
  41480. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  41481. * @returns a serialized dynamic texture object
  41482. */
  41483. serialize(): any;
  41484. /** @hidden */
  41485. _rebuild(): void;
  41486. }
  41487. }
  41488. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  41489. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41490. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41491. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41492. /** @hidden */
  41493. export var imageProcessingPixelShader: {
  41494. name: string;
  41495. shader: string;
  41496. };
  41497. }
  41498. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  41499. import { Nullable } from "babylonjs/types";
  41500. import { Color4 } from "babylonjs/Maths/math.color";
  41501. import { Camera } from "babylonjs/Cameras/camera";
  41502. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41503. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41504. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  41505. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41506. import { Engine } from "babylonjs/Engines/engine";
  41507. import "babylonjs/Shaders/imageProcessing.fragment";
  41508. import "babylonjs/Shaders/postprocess.vertex";
  41509. /**
  41510. * ImageProcessingPostProcess
  41511. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  41512. */
  41513. export class ImageProcessingPostProcess extends PostProcess {
  41514. /**
  41515. * Default configuration related to image processing available in the PBR Material.
  41516. */
  41517. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41518. /**
  41519. * Gets the image processing configuration used either in this material.
  41520. */
  41521. /**
  41522. * Sets the Default image processing configuration used either in the this material.
  41523. *
  41524. * If sets to null, the scene one is in use.
  41525. */
  41526. imageProcessingConfiguration: ImageProcessingConfiguration;
  41527. /**
  41528. * Keep track of the image processing observer to allow dispose and replace.
  41529. */
  41530. private _imageProcessingObserver;
  41531. /**
  41532. * Attaches a new image processing configuration to the PBR Material.
  41533. * @param configuration
  41534. */
  41535. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  41536. /**
  41537. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41538. */
  41539. /**
  41540. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41541. */
  41542. colorCurves: Nullable<ColorCurves>;
  41543. /**
  41544. * Gets wether the color curves effect is enabled.
  41545. */
  41546. /**
  41547. * Sets wether the color curves effect is enabled.
  41548. */
  41549. colorCurvesEnabled: boolean;
  41550. /**
  41551. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41552. */
  41553. /**
  41554. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41555. */
  41556. colorGradingTexture: Nullable<BaseTexture>;
  41557. /**
  41558. * Gets wether the color grading effect is enabled.
  41559. */
  41560. /**
  41561. * Gets wether the color grading effect is enabled.
  41562. */
  41563. colorGradingEnabled: boolean;
  41564. /**
  41565. * Gets exposure used in the effect.
  41566. */
  41567. /**
  41568. * Sets exposure used in the effect.
  41569. */
  41570. exposure: number;
  41571. /**
  41572. * Gets wether tonemapping is enabled or not.
  41573. */
  41574. /**
  41575. * Sets wether tonemapping is enabled or not
  41576. */
  41577. toneMappingEnabled: boolean;
  41578. /**
  41579. * Gets the type of tone mapping effect.
  41580. */
  41581. /**
  41582. * Sets the type of tone mapping effect.
  41583. */
  41584. toneMappingType: number;
  41585. /**
  41586. * Gets contrast used in the effect.
  41587. */
  41588. /**
  41589. * Sets contrast used in the effect.
  41590. */
  41591. contrast: number;
  41592. /**
  41593. * Gets Vignette stretch size.
  41594. */
  41595. /**
  41596. * Sets Vignette stretch size.
  41597. */
  41598. vignetteStretch: number;
  41599. /**
  41600. * Gets Vignette centre X Offset.
  41601. */
  41602. /**
  41603. * Sets Vignette centre X Offset.
  41604. */
  41605. vignetteCentreX: number;
  41606. /**
  41607. * Gets Vignette centre Y Offset.
  41608. */
  41609. /**
  41610. * Sets Vignette centre Y Offset.
  41611. */
  41612. vignetteCentreY: number;
  41613. /**
  41614. * Gets Vignette weight or intensity of the vignette effect.
  41615. */
  41616. /**
  41617. * Sets Vignette weight or intensity of the vignette effect.
  41618. */
  41619. vignetteWeight: number;
  41620. /**
  41621. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41622. * if vignetteEnabled is set to true.
  41623. */
  41624. /**
  41625. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41626. * if vignetteEnabled is set to true.
  41627. */
  41628. vignetteColor: Color4;
  41629. /**
  41630. * Gets Camera field of view used by the Vignette effect.
  41631. */
  41632. /**
  41633. * Sets Camera field of view used by the Vignette effect.
  41634. */
  41635. vignetteCameraFov: number;
  41636. /**
  41637. * Gets the vignette blend mode allowing different kind of effect.
  41638. */
  41639. /**
  41640. * Sets the vignette blend mode allowing different kind of effect.
  41641. */
  41642. vignetteBlendMode: number;
  41643. /**
  41644. * Gets wether the vignette effect is enabled.
  41645. */
  41646. /**
  41647. * Sets wether the vignette effect is enabled.
  41648. */
  41649. vignetteEnabled: boolean;
  41650. private _fromLinearSpace;
  41651. /**
  41652. * Gets wether the input of the processing is in Gamma or Linear Space.
  41653. */
  41654. /**
  41655. * Sets wether the input of the processing is in Gamma or Linear Space.
  41656. */
  41657. fromLinearSpace: boolean;
  41658. /**
  41659. * Defines cache preventing GC.
  41660. */
  41661. private _defines;
  41662. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  41663. /**
  41664. * "ImageProcessingPostProcess"
  41665. * @returns "ImageProcessingPostProcess"
  41666. */
  41667. getClassName(): string;
  41668. protected _updateParameters(): void;
  41669. dispose(camera?: Camera): void;
  41670. }
  41671. }
  41672. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  41673. import { Scene } from "babylonjs/scene";
  41674. import { Color3 } from "babylonjs/Maths/math.color";
  41675. import { Mesh } from "babylonjs/Meshes/mesh";
  41676. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  41677. import { Nullable } from "babylonjs/types";
  41678. /**
  41679. * Class containing static functions to help procedurally build meshes
  41680. */
  41681. export class GroundBuilder {
  41682. /**
  41683. * Creates a ground mesh
  41684. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  41685. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  41686. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  41687. * @param name defines the name of the mesh
  41688. * @param options defines the options used to create the mesh
  41689. * @param scene defines the hosting scene
  41690. * @returns the ground mesh
  41691. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  41692. */
  41693. static CreateGround(name: string, options: {
  41694. width?: number;
  41695. height?: number;
  41696. subdivisions?: number;
  41697. subdivisionsX?: number;
  41698. subdivisionsY?: number;
  41699. updatable?: boolean;
  41700. }, scene: any): Mesh;
  41701. /**
  41702. * Creates a tiled ground mesh
  41703. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  41704. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  41705. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  41706. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  41707. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41708. * @param name defines the name of the mesh
  41709. * @param options defines the options used to create the mesh
  41710. * @param scene defines the hosting scene
  41711. * @returns the tiled ground mesh
  41712. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  41713. */
  41714. static CreateTiledGround(name: string, options: {
  41715. xmin: number;
  41716. zmin: number;
  41717. xmax: number;
  41718. zmax: number;
  41719. subdivisions?: {
  41720. w: number;
  41721. h: number;
  41722. };
  41723. precision?: {
  41724. w: number;
  41725. h: number;
  41726. };
  41727. updatable?: boolean;
  41728. }, scene?: Nullable<Scene>): Mesh;
  41729. /**
  41730. * Creates a ground mesh from a height map
  41731. * * The parameter `url` sets the URL of the height map image resource.
  41732. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  41733. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  41734. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  41735. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  41736. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  41737. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  41738. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  41739. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41740. * @param name defines the name of the mesh
  41741. * @param url defines the url to the height map
  41742. * @param options defines the options used to create the mesh
  41743. * @param scene defines the hosting scene
  41744. * @returns the ground mesh
  41745. * @see https://doc.babylonjs.com/babylon101/height_map
  41746. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  41747. */
  41748. static CreateGroundFromHeightMap(name: string, url: string, options: {
  41749. width?: number;
  41750. height?: number;
  41751. subdivisions?: number;
  41752. minHeight?: number;
  41753. maxHeight?: number;
  41754. colorFilter?: Color3;
  41755. alphaFilter?: number;
  41756. updatable?: boolean;
  41757. onReady?: (mesh: GroundMesh) => void;
  41758. }, scene?: Nullable<Scene>): GroundMesh;
  41759. }
  41760. }
  41761. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  41762. import { Vector4 } from "babylonjs/Maths/math.vector";
  41763. import { Mesh } from "babylonjs/Meshes/mesh";
  41764. /**
  41765. * Class containing static functions to help procedurally build meshes
  41766. */
  41767. export class TorusBuilder {
  41768. /**
  41769. * Creates a torus mesh
  41770. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  41771. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  41772. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  41773. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  41774. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  41775. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41776. * @param name defines the name of the mesh
  41777. * @param options defines the options used to create the mesh
  41778. * @param scene defines the hosting scene
  41779. * @returns the torus mesh
  41780. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  41781. */
  41782. static CreateTorus(name: string, options: {
  41783. diameter?: number;
  41784. thickness?: number;
  41785. tessellation?: number;
  41786. updatable?: boolean;
  41787. sideOrientation?: number;
  41788. frontUVs?: Vector4;
  41789. backUVs?: Vector4;
  41790. }, scene: any): Mesh;
  41791. }
  41792. }
  41793. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  41794. import { Vector4 } from "babylonjs/Maths/math.vector";
  41795. import { Color4 } from "babylonjs/Maths/math.color";
  41796. import { Mesh } from "babylonjs/Meshes/mesh";
  41797. /**
  41798. * Class containing static functions to help procedurally build meshes
  41799. */
  41800. export class CylinderBuilder {
  41801. /**
  41802. * Creates a cylinder or a cone mesh
  41803. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  41804. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  41805. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  41806. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  41807. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  41808. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  41809. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  41810. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  41811. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  41812. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  41813. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  41814. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  41815. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  41816. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  41817. * * If `enclose` is false, a ring surface is one element.
  41818. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  41819. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  41820. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  41821. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  41822. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41823. * @param name defines the name of the mesh
  41824. * @param options defines the options used to create the mesh
  41825. * @param scene defines the hosting scene
  41826. * @returns the cylinder mesh
  41827. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  41828. */
  41829. static CreateCylinder(name: string, options: {
  41830. height?: number;
  41831. diameterTop?: number;
  41832. diameterBottom?: number;
  41833. diameter?: number;
  41834. tessellation?: number;
  41835. subdivisions?: number;
  41836. arc?: number;
  41837. faceColors?: Color4[];
  41838. faceUV?: Vector4[];
  41839. updatable?: boolean;
  41840. hasRings?: boolean;
  41841. enclose?: boolean;
  41842. cap?: number;
  41843. sideOrientation?: number;
  41844. frontUVs?: Vector4;
  41845. backUVs?: Vector4;
  41846. }, scene: any): Mesh;
  41847. }
  41848. }
  41849. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  41850. import { Observable } from "babylonjs/Misc/observable";
  41851. import { Nullable } from "babylonjs/types";
  41852. import { Camera } from "babylonjs/Cameras/camera";
  41853. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  41854. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  41855. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  41856. import { Scene } from "babylonjs/scene";
  41857. import { Vector3 } from "babylonjs/Maths/math.vector";
  41858. import { Color3 } from "babylonjs/Maths/math.color";
  41859. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  41860. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41861. import { Mesh } from "babylonjs/Meshes/mesh";
  41862. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  41863. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41864. import "babylonjs/Meshes/Builders/groundBuilder";
  41865. import "babylonjs/Meshes/Builders/torusBuilder";
  41866. import "babylonjs/Meshes/Builders/cylinderBuilder";
  41867. import "babylonjs/Gamepads/gamepadSceneComponent";
  41868. import "babylonjs/Animations/animatable";
  41869. /**
  41870. * Options to modify the vr teleportation behavior.
  41871. */
  41872. export interface VRTeleportationOptions {
  41873. /**
  41874. * The name of the mesh which should be used as the teleportation floor. (default: null)
  41875. */
  41876. floorMeshName?: string;
  41877. /**
  41878. * A list of meshes to be used as the teleportation floor. (default: empty)
  41879. */
  41880. floorMeshes?: Mesh[];
  41881. }
  41882. /**
  41883. * Options to modify the vr experience helper's behavior.
  41884. */
  41885. export interface VRExperienceHelperOptions extends WebVROptions {
  41886. /**
  41887. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  41888. */
  41889. createDeviceOrientationCamera?: boolean;
  41890. /**
  41891. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  41892. */
  41893. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  41894. /**
  41895. * Uses the main button on the controller to toggle the laser casted. (default: true)
  41896. */
  41897. laserToggle?: boolean;
  41898. /**
  41899. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  41900. */
  41901. floorMeshes?: Mesh[];
  41902. /**
  41903. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  41904. */
  41905. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  41906. }
  41907. /**
  41908. * Event containing information after VR has been entered
  41909. */
  41910. export class OnAfterEnteringVRObservableEvent {
  41911. /**
  41912. * If entering vr was successful
  41913. */
  41914. success: boolean;
  41915. }
  41916. /**
  41917. * Helps to quickly add VR support to an existing scene.
  41918. * See http://doc.babylonjs.com/how_to/webvr_helper
  41919. */
  41920. export class VRExperienceHelper {
  41921. /** Options to modify the vr experience helper's behavior. */
  41922. webVROptions: VRExperienceHelperOptions;
  41923. private _scene;
  41924. private _position;
  41925. private _btnVR;
  41926. private _btnVRDisplayed;
  41927. private _webVRsupported;
  41928. private _webVRready;
  41929. private _webVRrequesting;
  41930. private _webVRpresenting;
  41931. private _hasEnteredVR;
  41932. private _fullscreenVRpresenting;
  41933. private _canvas;
  41934. private _webVRCamera;
  41935. private _vrDeviceOrientationCamera;
  41936. private _deviceOrientationCamera;
  41937. private _existingCamera;
  41938. private _onKeyDown;
  41939. private _onVrDisplayPresentChange;
  41940. private _onVRDisplayChanged;
  41941. private _onVRRequestPresentStart;
  41942. private _onVRRequestPresentComplete;
  41943. /**
  41944. * Gets or sets a boolean indicating that gaze can be enabled even if pointer lock is not engage (useful on iOS where fullscreen mode and pointer lock are not supported)
  41945. */
  41946. enableGazeEvenWhenNoPointerLock: boolean;
  41947. /**
  41948. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  41949. */
  41950. exitVROnDoubleTap: boolean;
  41951. /**
  41952. * Observable raised right before entering VR.
  41953. */
  41954. onEnteringVRObservable: Observable<VRExperienceHelper>;
  41955. /**
  41956. * Observable raised when entering VR has completed.
  41957. */
  41958. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  41959. /**
  41960. * Observable raised when exiting VR.
  41961. */
  41962. onExitingVRObservable: Observable<VRExperienceHelper>;
  41963. /**
  41964. * Observable raised when controller mesh is loaded.
  41965. */
  41966. onControllerMeshLoadedObservable: Observable<WebVRController>;
  41967. /** Return this.onEnteringVRObservable
  41968. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  41969. */
  41970. readonly onEnteringVR: Observable<VRExperienceHelper>;
  41971. /** Return this.onExitingVRObservable
  41972. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  41973. */
  41974. readonly onExitingVR: Observable<VRExperienceHelper>;
  41975. /** Return this.onControllerMeshLoadedObservable
  41976. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  41977. */
  41978. readonly onControllerMeshLoaded: Observable<WebVRController>;
  41979. private _rayLength;
  41980. private _useCustomVRButton;
  41981. private _teleportationRequested;
  41982. private _teleportActive;
  41983. private _floorMeshName;
  41984. private _floorMeshesCollection;
  41985. private _rotationAllowed;
  41986. private _teleportBackwardsVector;
  41987. private _teleportationTarget;
  41988. private _isDefaultTeleportationTarget;
  41989. private _postProcessMove;
  41990. private _teleportationFillColor;
  41991. private _teleportationBorderColor;
  41992. private _rotationAngle;
  41993. private _haloCenter;
  41994. private _cameraGazer;
  41995. private _padSensibilityUp;
  41996. private _padSensibilityDown;
  41997. private _leftController;
  41998. private _rightController;
  41999. /**
  42000. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  42001. */
  42002. onNewMeshSelected: Observable<AbstractMesh>;
  42003. /**
  42004. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  42005. */
  42006. onNewMeshPicked: Observable<PickingInfo>;
  42007. private _circleEase;
  42008. /**
  42009. * Observable raised before camera teleportation
  42010. */
  42011. onBeforeCameraTeleport: Observable<Vector3>;
  42012. /**
  42013. * Observable raised after camera teleportation
  42014. */
  42015. onAfterCameraTeleport: Observable<Vector3>;
  42016. /**
  42017. * Observable raised when current selected mesh gets unselected
  42018. */
  42019. onSelectedMeshUnselected: Observable<AbstractMesh>;
  42020. private _raySelectionPredicate;
  42021. /**
  42022. * To be optionaly changed by user to define custom ray selection
  42023. */
  42024. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  42025. /**
  42026. * To be optionaly changed by user to define custom selection logic (after ray selection)
  42027. */
  42028. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  42029. /**
  42030. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  42031. */
  42032. teleportationEnabled: boolean;
  42033. private _defaultHeight;
  42034. private _teleportationInitialized;
  42035. private _interactionsEnabled;
  42036. private _interactionsRequested;
  42037. private _displayGaze;
  42038. private _displayLaserPointer;
  42039. /**
  42040. * The mesh used to display where the user is going to teleport.
  42041. */
  42042. /**
  42043. * Sets the mesh to be used to display where the user is going to teleport.
  42044. */
  42045. teleportationTarget: Mesh;
  42046. /**
  42047. * The mesh used to display where the user is selecting, this mesh will be cloned and set as the gazeTracker for the left and right controller
  42048. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  42049. * See http://doc.babylonjs.com/resources/baking_transformations
  42050. */
  42051. gazeTrackerMesh: Mesh;
  42052. /**
  42053. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  42054. */
  42055. updateGazeTrackerScale: boolean;
  42056. /**
  42057. * If the gaze trackers color should be updated when selecting meshes
  42058. */
  42059. updateGazeTrackerColor: boolean;
  42060. /**
  42061. * The gaze tracking mesh corresponding to the left controller
  42062. */
  42063. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  42064. /**
  42065. * The gaze tracking mesh corresponding to the right controller
  42066. */
  42067. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  42068. /**
  42069. * If the ray of the gaze should be displayed.
  42070. */
  42071. /**
  42072. * Sets if the ray of the gaze should be displayed.
  42073. */
  42074. displayGaze: boolean;
  42075. /**
  42076. * If the ray of the LaserPointer should be displayed.
  42077. */
  42078. /**
  42079. * Sets if the ray of the LaserPointer should be displayed.
  42080. */
  42081. displayLaserPointer: boolean;
  42082. /**
  42083. * The deviceOrientationCamera used as the camera when not in VR.
  42084. */
  42085. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  42086. /**
  42087. * Based on the current WebVR support, returns the current VR camera used.
  42088. */
  42089. readonly currentVRCamera: Nullable<Camera>;
  42090. /**
  42091. * The webVRCamera which is used when in VR.
  42092. */
  42093. readonly webVRCamera: WebVRFreeCamera;
  42094. /**
  42095. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  42096. */
  42097. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  42098. /**
  42099. * The html button that is used to trigger entering into VR.
  42100. */
  42101. readonly vrButton: Nullable<HTMLButtonElement>;
  42102. private readonly _teleportationRequestInitiated;
  42103. /**
  42104. * Defines wether or not Pointer lock should be requested when switching to
  42105. * full screen.
  42106. */
  42107. requestPointerLockOnFullScreen: boolean;
  42108. /**
  42109. * Instantiates a VRExperienceHelper.
  42110. * Helps to quickly add VR support to an existing scene.
  42111. * @param scene The scene the VRExperienceHelper belongs to.
  42112. * @param webVROptions Options to modify the vr experience helper's behavior.
  42113. */
  42114. constructor(scene: Scene,
  42115. /** Options to modify the vr experience helper's behavior. */
  42116. webVROptions?: VRExperienceHelperOptions);
  42117. private _onDefaultMeshLoaded;
  42118. private _onResize;
  42119. private _onFullscreenChange;
  42120. /**
  42121. * Gets a value indicating if we are currently in VR mode.
  42122. */
  42123. readonly isInVRMode: boolean;
  42124. private onVrDisplayPresentChange;
  42125. private onVRDisplayChanged;
  42126. private moveButtonToBottomRight;
  42127. private displayVRButton;
  42128. private updateButtonVisibility;
  42129. private _cachedAngularSensibility;
  42130. /**
  42131. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  42132. * Otherwise, will use the fullscreen API.
  42133. */
  42134. enterVR(): void;
  42135. /**
  42136. * Attempt to exit VR, or fullscreen.
  42137. */
  42138. exitVR(): void;
  42139. /**
  42140. * The position of the vr experience helper.
  42141. */
  42142. /**
  42143. * Sets the position of the vr experience helper.
  42144. */
  42145. position: Vector3;
  42146. /**
  42147. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  42148. */
  42149. enableInteractions(): void;
  42150. private readonly _noControllerIsActive;
  42151. private beforeRender;
  42152. private _isTeleportationFloor;
  42153. /**
  42154. * Adds a floor mesh to be used for teleportation.
  42155. * @param floorMesh the mesh to be used for teleportation.
  42156. */
  42157. addFloorMesh(floorMesh: Mesh): void;
  42158. /**
  42159. * Removes a floor mesh from being used for teleportation.
  42160. * @param floorMesh the mesh to be removed.
  42161. */
  42162. removeFloorMesh(floorMesh: Mesh): void;
  42163. /**
  42164. * Enables interactions and teleportation using the VR controllers and gaze.
  42165. * @param vrTeleportationOptions options to modify teleportation behavior.
  42166. */
  42167. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  42168. private _onNewGamepadConnected;
  42169. private _tryEnableInteractionOnController;
  42170. private _onNewGamepadDisconnected;
  42171. private _enableInteractionOnController;
  42172. private _checkTeleportWithRay;
  42173. private _checkRotate;
  42174. private _checkTeleportBackwards;
  42175. private _enableTeleportationOnController;
  42176. private _createTeleportationCircles;
  42177. private _displayTeleportationTarget;
  42178. private _hideTeleportationTarget;
  42179. private _rotateCamera;
  42180. private _moveTeleportationSelectorTo;
  42181. private _workingVector;
  42182. private _workingQuaternion;
  42183. private _workingMatrix;
  42184. /**
  42185. * Teleports the users feet to the desired location
  42186. * @param location The location where the user's feet should be placed
  42187. */
  42188. teleportCamera(location: Vector3): void;
  42189. private _convertNormalToDirectionOfRay;
  42190. private _castRayAndSelectObject;
  42191. private _notifySelectedMeshUnselected;
  42192. /**
  42193. * Sets the color of the laser ray from the vr controllers.
  42194. * @param color new color for the ray.
  42195. */
  42196. changeLaserColor(color: Color3): void;
  42197. /**
  42198. * Sets the color of the ray from the vr headsets gaze.
  42199. * @param color new color for the ray.
  42200. */
  42201. changeGazeColor(color: Color3): void;
  42202. /**
  42203. * Exits VR and disposes of the vr experience helper
  42204. */
  42205. dispose(): void;
  42206. /**
  42207. * Gets the name of the VRExperienceHelper class
  42208. * @returns "VRExperienceHelper"
  42209. */
  42210. getClassName(): string;
  42211. }
  42212. }
  42213. declare module "babylonjs/Cameras/VR/index" {
  42214. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  42215. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  42216. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42217. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  42218. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  42219. export * from "babylonjs/Cameras/VR/webVRCamera";
  42220. }
  42221. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  42222. import { Observable } from "babylonjs/Misc/observable";
  42223. import { Nullable } from "babylonjs/types";
  42224. import { IDisposable, Scene } from "babylonjs/scene";
  42225. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  42226. /**
  42227. * Manages an XRSession to work with Babylon's engine
  42228. * @see https://doc.babylonjs.com/how_to/webxr
  42229. */
  42230. export class WebXRSessionManager implements IDisposable {
  42231. private scene;
  42232. /**
  42233. * Fires every time a new xrFrame arrives which can be used to update the camera
  42234. */
  42235. onXRFrameObservable: Observable<any>;
  42236. /**
  42237. * Fires when the xr session is ended either by the device or manually done
  42238. */
  42239. onXRSessionEnded: Observable<any>;
  42240. /**
  42241. * Underlying xr session
  42242. */
  42243. session: XRSession;
  42244. /**
  42245. * Type of reference space used when creating the session
  42246. */
  42247. referenceSpace: XRReferenceSpace;
  42248. /** @hidden */
  42249. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  42250. /**
  42251. * Current XR frame
  42252. */
  42253. currentFrame: Nullable<XRFrame>;
  42254. private _xrNavigator;
  42255. private baseLayer;
  42256. /**
  42257. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  42258. * @param scene The scene which the session should be created for
  42259. */
  42260. constructor(scene: Scene);
  42261. /**
  42262. * Initializes the manager
  42263. * After initialization enterXR can be called to start an XR session
  42264. * @returns Promise which resolves after it is initialized
  42265. */
  42266. initializeAsync(): Promise<void>;
  42267. /**
  42268. * Initializes an xr session
  42269. * @param xrSessionMode mode to initialize
  42270. * @returns a promise which will resolve once the session has been initialized
  42271. */
  42272. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  42273. /**
  42274. * Sets the reference space on the xr session
  42275. * @param referenceSpace space to set
  42276. * @returns a promise that will resolve once the reference space has been set
  42277. */
  42278. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  42279. /**
  42280. * Updates the render state of the session
  42281. * @param state state to set
  42282. * @returns a promise that resolves once the render state has been updated
  42283. */
  42284. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  42285. /**
  42286. * Starts rendering to the xr layer
  42287. * @returns a promise that will resolve once rendering has started
  42288. */
  42289. startRenderingToXRAsync(): Promise<void>;
  42290. /**
  42291. * Stops the xrSession and restores the renderloop
  42292. * @returns Promise which resolves after it exits XR
  42293. */
  42294. exitXRAsync(): Promise<unknown>;
  42295. /**
  42296. * Checks if a session would be supported for the creation options specified
  42297. * @param sessionMode session mode to check if supported eg. immersive-vr
  42298. * @returns true if supported
  42299. */
  42300. supportsSessionAsync(sessionMode: XRSessionMode): any;
  42301. /**
  42302. * @hidden
  42303. * Converts the render layer of xrSession to a render target
  42304. * @param session session to create render target for
  42305. * @param scene scene the new render target should be created for
  42306. */
  42307. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  42308. /**
  42309. * Disposes of the session manager
  42310. */
  42311. dispose(): void;
  42312. }
  42313. }
  42314. declare module "babylonjs/Cameras/XR/webXRCamera" {
  42315. import { Scene } from "babylonjs/scene";
  42316. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  42317. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42318. /**
  42319. * WebXR Camera which holds the views for the xrSession
  42320. * @see https://doc.babylonjs.com/how_to/webxr
  42321. */
  42322. export class WebXRCamera extends FreeCamera {
  42323. private static _TmpMatrix;
  42324. /**
  42325. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  42326. * @param name the name of the camera
  42327. * @param scene the scene to add the camera to
  42328. */
  42329. constructor(name: string, scene: Scene);
  42330. private _updateNumberOfRigCameras;
  42331. /** @hidden */
  42332. _updateForDualEyeDebugging(pupilDistance?: number): void;
  42333. /**
  42334. * Updates the cameras position from the current pose information of the XR session
  42335. * @param xrSessionManager the session containing pose information
  42336. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  42337. */
  42338. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  42339. }
  42340. }
  42341. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  42342. import { Nullable } from "babylonjs/types";
  42343. import { IDisposable } from "babylonjs/scene";
  42344. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42345. /**
  42346. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  42347. */
  42348. export class WebXRManagedOutputCanvas implements IDisposable {
  42349. private helper;
  42350. private _canvas;
  42351. /**
  42352. * xrpresent context of the canvas which can be used to display/mirror xr content
  42353. */
  42354. canvasContext: WebGLRenderingContext;
  42355. /**
  42356. * xr layer for the canvas
  42357. */
  42358. xrLayer: Nullable<XRWebGLLayer>;
  42359. /**
  42360. * Initializes the xr layer for the session
  42361. * @param xrSession xr session
  42362. * @returns a promise that will resolve once the XR Layer has been created
  42363. */
  42364. initializeXRLayerAsync(xrSession: any): any;
  42365. /**
  42366. * Initializes the canvas to be added/removed upon entering/exiting xr
  42367. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  42368. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  42369. */
  42370. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  42371. /**
  42372. * Disposes of the object
  42373. */
  42374. dispose(): void;
  42375. private _setManagedOutputCanvas;
  42376. private _addCanvas;
  42377. private _removeCanvas;
  42378. }
  42379. }
  42380. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  42381. import { Observable } from "babylonjs/Misc/observable";
  42382. import { IDisposable, Scene } from "babylonjs/scene";
  42383. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  42384. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42385. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42386. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  42387. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42388. /**
  42389. * States of the webXR experience
  42390. */
  42391. export enum WebXRState {
  42392. /**
  42393. * Transitioning to being in XR mode
  42394. */
  42395. ENTERING_XR = 0,
  42396. /**
  42397. * Transitioning to non XR mode
  42398. */
  42399. EXITING_XR = 1,
  42400. /**
  42401. * In XR mode and presenting
  42402. */
  42403. IN_XR = 2,
  42404. /**
  42405. * Not entered XR mode
  42406. */
  42407. NOT_IN_XR = 3
  42408. }
  42409. /**
  42410. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  42411. * @see https://doc.babylonjs.com/how_to/webxr
  42412. */
  42413. export class WebXRExperienceHelper implements IDisposable {
  42414. private scene;
  42415. /**
  42416. * Container which stores the xr camera and controllers as children. This can be used to move the camera/user as the camera's position is updated by the xr device
  42417. */
  42418. container: AbstractMesh;
  42419. /**
  42420. * Camera used to render xr content
  42421. */
  42422. camera: WebXRCamera;
  42423. /**
  42424. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  42425. */
  42426. state: WebXRState;
  42427. private _setState;
  42428. private static _TmpVector;
  42429. /**
  42430. * Fires when the state of the experience helper has changed
  42431. */
  42432. onStateChangedObservable: Observable<WebXRState>;
  42433. /** Session manager used to keep track of xr session */
  42434. sessionManager: WebXRSessionManager;
  42435. private _nonVRCamera;
  42436. private _originalSceneAutoClear;
  42437. private _supported;
  42438. /**
  42439. * Creates the experience helper
  42440. * @param scene the scene to attach the experience helper to
  42441. * @returns a promise for the experience helper
  42442. */
  42443. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  42444. /**
  42445. * Creates a WebXRExperienceHelper
  42446. * @param scene The scene the helper should be created in
  42447. */
  42448. private constructor();
  42449. /**
  42450. * Exits XR mode and returns the scene to its original state
  42451. * @returns promise that resolves after xr mode has exited
  42452. */
  42453. exitXRAsync(): Promise<unknown>;
  42454. /**
  42455. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  42456. * @param sessionCreationOptions options for the XR session
  42457. * @param referenceSpaceType frame of reference of the XR session
  42458. * @param outputCanvas the output canvas that will be used to enter XR mode
  42459. * @returns promise that resolves after xr mode has entered
  42460. */
  42461. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  42462. /**
  42463. * Updates the global position of the camera by moving the camera's container
  42464. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  42465. * @param position The desired global position of the camera
  42466. */
  42467. setPositionOfCameraUsingContainer(position: Vector3): void;
  42468. /**
  42469. * Rotates the xr camera by rotating the camera's container around the camera's position
  42470. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  42471. * @param rotation the desired quaternion rotation to apply to the camera
  42472. */
  42473. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  42474. /**
  42475. * Disposes of the experience helper
  42476. */
  42477. dispose(): void;
  42478. }
  42479. }
  42480. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  42481. import { Nullable } from "babylonjs/types";
  42482. import { Observable } from "babylonjs/Misc/observable";
  42483. import { IDisposable, Scene } from "babylonjs/scene";
  42484. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42485. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42486. /**
  42487. * Button which can be used to enter a different mode of XR
  42488. */
  42489. export class WebXREnterExitUIButton {
  42490. /** button element */
  42491. element: HTMLElement;
  42492. /** XR initialization options for the button */
  42493. sessionMode: XRSessionMode;
  42494. /** Reference space type */
  42495. referenceSpaceType: XRReferenceSpaceType;
  42496. /**
  42497. * Creates a WebXREnterExitUIButton
  42498. * @param element button element
  42499. * @param sessionMode XR initialization session mode
  42500. * @param referenceSpaceType the type of reference space to be used
  42501. */
  42502. constructor(
  42503. /** button element */
  42504. element: HTMLElement,
  42505. /** XR initialization options for the button */
  42506. sessionMode: XRSessionMode,
  42507. /** Reference space type */
  42508. referenceSpaceType: XRReferenceSpaceType);
  42509. /**
  42510. * Overwritable function which can be used to update the button's visuals when the state changes
  42511. * @param activeButton the current active button in the UI
  42512. */
  42513. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  42514. }
  42515. /**
  42516. * Options to create the webXR UI
  42517. */
  42518. export class WebXREnterExitUIOptions {
  42519. /**
  42520. * Context to enter xr with
  42521. */
  42522. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  42523. /**
  42524. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  42525. */
  42526. customButtons?: Array<WebXREnterExitUIButton>;
  42527. }
  42528. /**
  42529. * UI to allow the user to enter/exit XR mode
  42530. */
  42531. export class WebXREnterExitUI implements IDisposable {
  42532. private scene;
  42533. private _overlay;
  42534. private _buttons;
  42535. private _activeButton;
  42536. /**
  42537. * Fired every time the active button is changed.
  42538. *
  42539. * When xr is entered via a button that launches xr that button will be the callback parameter
  42540. *
  42541. * When exiting xr the callback parameter will be null)
  42542. */
  42543. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  42544. /**
  42545. * Creates UI to allow the user to enter/exit XR mode
  42546. * @param scene the scene to add the ui to
  42547. * @param helper the xr experience helper to enter/exit xr with
  42548. * @param options options to configure the UI
  42549. * @returns the created ui
  42550. */
  42551. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  42552. private constructor();
  42553. private _updateButtons;
  42554. /**
  42555. * Disposes of the object
  42556. */
  42557. dispose(): void;
  42558. }
  42559. }
  42560. declare module "babylonjs/Cameras/XR/webXRController" {
  42561. import { Nullable } from "babylonjs/types";
  42562. import { Observable } from "babylonjs/Misc/observable";
  42563. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42564. import { Ray } from "babylonjs/Culling/ray";
  42565. import { Scene } from "babylonjs/scene";
  42566. /**
  42567. * Represents an XR input
  42568. */
  42569. export class WebXRController {
  42570. private scene;
  42571. /** The underlying input source for the controller */
  42572. inputSource: XRInputSource;
  42573. private parentContainer;
  42574. /**
  42575. * Represents the part of the controller that is held. This may not exist if the controller is the head mounted display itself, if thats the case only the pointer from the head will be availible
  42576. */
  42577. grip?: AbstractMesh;
  42578. /**
  42579. * Pointer which can be used to select objects or attach a visible laser to
  42580. */
  42581. pointer: AbstractMesh;
  42582. /**
  42583. * Event that fires when the controller is removed/disposed
  42584. */
  42585. onDisposeObservable: Observable<{}>;
  42586. private _tmpMatrix;
  42587. private _tmpQuaternion;
  42588. private _tmpVector;
  42589. /**
  42590. * Creates the controller
  42591. * @see https://doc.babylonjs.com/how_to/webxr
  42592. * @param scene the scene which the controller should be associated to
  42593. * @param inputSource the underlying input source for the controller
  42594. * @param parentContainer parent that the controller meshes should be children of
  42595. */
  42596. constructor(scene: Scene,
  42597. /** The underlying input source for the controller */
  42598. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  42599. /**
  42600. * Updates the controller pose based on the given XRFrame
  42601. * @param xrFrame xr frame to update the pose with
  42602. * @param referenceSpace reference space to use
  42603. */
  42604. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  42605. /**
  42606. * Gets a world space ray coming from the controller
  42607. * @param result the resulting ray
  42608. */
  42609. getWorldPointerRayToRef(result: Ray): void;
  42610. /**
  42611. * Disposes of the object
  42612. */
  42613. dispose(): void;
  42614. }
  42615. }
  42616. declare module "babylonjs/Cameras/XR/webXRInput" {
  42617. import { Observable } from "babylonjs/Misc/observable";
  42618. import { IDisposable } from "babylonjs/scene";
  42619. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42620. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  42621. /**
  42622. * XR input used to track XR inputs such as controllers/rays
  42623. */
  42624. export class WebXRInput implements IDisposable {
  42625. /**
  42626. * Base experience the input listens to
  42627. */
  42628. baseExperience: WebXRExperienceHelper;
  42629. /**
  42630. * XR controllers being tracked
  42631. */
  42632. controllers: Array<WebXRController>;
  42633. private _frameObserver;
  42634. private _stateObserver;
  42635. /**
  42636. * Event when a controller has been connected/added
  42637. */
  42638. onControllerAddedObservable: Observable<WebXRController>;
  42639. /**
  42640. * Event when a controller has been removed/disconnected
  42641. */
  42642. onControllerRemovedObservable: Observable<WebXRController>;
  42643. /**
  42644. * Initializes the WebXRInput
  42645. * @param baseExperience experience helper which the input should be created for
  42646. */
  42647. constructor(
  42648. /**
  42649. * Base experience the input listens to
  42650. */
  42651. baseExperience: WebXRExperienceHelper);
  42652. private _onInputSourcesChange;
  42653. private _addAndRemoveControllers;
  42654. /**
  42655. * Disposes of the object
  42656. */
  42657. dispose(): void;
  42658. }
  42659. }
  42660. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  42661. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42662. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  42663. /**
  42664. * Enables teleportation
  42665. */
  42666. export class WebXRControllerTeleportation {
  42667. private _teleportationFillColor;
  42668. private _teleportationBorderColor;
  42669. private _tmpRay;
  42670. private _tmpVector;
  42671. /**
  42672. * Creates a WebXRControllerTeleportation
  42673. * @param input input manager to add teleportation to
  42674. * @param floorMeshes floormeshes which can be teleported to
  42675. */
  42676. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  42677. }
  42678. }
  42679. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  42680. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  42681. /**
  42682. * Handles pointer input automatically for the pointer of XR controllers
  42683. */
  42684. export class WebXRControllerPointerSelection {
  42685. private static _idCounter;
  42686. private _tmpRay;
  42687. /**
  42688. * Creates a WebXRControllerPointerSelection
  42689. * @param input input manager to setup pointer selection
  42690. */
  42691. constructor(input: WebXRInput);
  42692. private _convertNormalToDirectionOfRay;
  42693. private _updatePointerDistance;
  42694. }
  42695. }
  42696. declare module "babylonjs/Loading/sceneLoader" {
  42697. import { Observable } from "babylonjs/Misc/observable";
  42698. import { Nullable } from "babylonjs/types";
  42699. import { Scene } from "babylonjs/scene";
  42700. import { Engine } from "babylonjs/Engines/engine";
  42701. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42702. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  42703. import { AssetContainer } from "babylonjs/assetContainer";
  42704. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  42705. import { Skeleton } from "babylonjs/Bones/skeleton";
  42706. /**
  42707. * Class used to represent data loading progression
  42708. */
  42709. export class SceneLoaderProgressEvent {
  42710. /** defines if data length to load can be evaluated */
  42711. readonly lengthComputable: boolean;
  42712. /** defines the loaded data length */
  42713. readonly loaded: number;
  42714. /** defines the data length to load */
  42715. readonly total: number;
  42716. /**
  42717. * Create a new progress event
  42718. * @param lengthComputable defines if data length to load can be evaluated
  42719. * @param loaded defines the loaded data length
  42720. * @param total defines the data length to load
  42721. */
  42722. constructor(
  42723. /** defines if data length to load can be evaluated */
  42724. lengthComputable: boolean,
  42725. /** defines the loaded data length */
  42726. loaded: number,
  42727. /** defines the data length to load */
  42728. total: number);
  42729. /**
  42730. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  42731. * @param event defines the source event
  42732. * @returns a new SceneLoaderProgressEvent
  42733. */
  42734. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  42735. }
  42736. /**
  42737. * Interface used by SceneLoader plugins to define supported file extensions
  42738. */
  42739. export interface ISceneLoaderPluginExtensions {
  42740. /**
  42741. * Defines the list of supported extensions
  42742. */
  42743. [extension: string]: {
  42744. isBinary: boolean;
  42745. };
  42746. }
  42747. /**
  42748. * Interface used by SceneLoader plugin factory
  42749. */
  42750. export interface ISceneLoaderPluginFactory {
  42751. /**
  42752. * Defines the name of the factory
  42753. */
  42754. name: string;
  42755. /**
  42756. * Function called to create a new plugin
  42757. * @return the new plugin
  42758. */
  42759. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  42760. /**
  42761. * Boolean indicating if the plugin can direct load specific data
  42762. */
  42763. canDirectLoad?: (data: string) => boolean;
  42764. }
  42765. /**
  42766. * Interface used to define a SceneLoader plugin
  42767. */
  42768. export interface ISceneLoaderPlugin {
  42769. /**
  42770. * The friendly name of this plugin.
  42771. */
  42772. name: string;
  42773. /**
  42774. * The file extensions supported by this plugin.
  42775. */
  42776. extensions: string | ISceneLoaderPluginExtensions;
  42777. /**
  42778. * Import meshes into a scene.
  42779. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42780. * @param scene The scene to import into
  42781. * @param data The data to import
  42782. * @param rootUrl The root url for scene and resources
  42783. * @param meshes The meshes array to import into
  42784. * @param particleSystems The particle systems array to import into
  42785. * @param skeletons The skeletons array to import into
  42786. * @param onError The callback when import fails
  42787. * @returns True if successful or false otherwise
  42788. */
  42789. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  42790. /**
  42791. * Load into a scene.
  42792. * @param scene The scene to load into
  42793. * @param data The data to import
  42794. * @param rootUrl The root url for scene and resources
  42795. * @param onError The callback when import fails
  42796. * @returns true if successful or false otherwise
  42797. */
  42798. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  42799. /**
  42800. * The callback that returns true if the data can be directly loaded.
  42801. */
  42802. canDirectLoad?: (data: string) => boolean;
  42803. /**
  42804. * The callback that allows custom handling of the root url based on the response url.
  42805. */
  42806. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  42807. /**
  42808. * Load into an asset container.
  42809. * @param scene The scene to load into
  42810. * @param data The data to import
  42811. * @param rootUrl The root url for scene and resources
  42812. * @param onError The callback when import fails
  42813. * @returns The loaded asset container
  42814. */
  42815. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  42816. }
  42817. /**
  42818. * Interface used to define an async SceneLoader plugin
  42819. */
  42820. export interface ISceneLoaderPluginAsync {
  42821. /**
  42822. * The friendly name of this plugin.
  42823. */
  42824. name: string;
  42825. /**
  42826. * The file extensions supported by this plugin.
  42827. */
  42828. extensions: string | ISceneLoaderPluginExtensions;
  42829. /**
  42830. * Import meshes into a scene.
  42831. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42832. * @param scene The scene to import into
  42833. * @param data The data to import
  42834. * @param rootUrl The root url for scene and resources
  42835. * @param onProgress The callback when the load progresses
  42836. * @param fileName Defines the name of the file to load
  42837. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  42838. */
  42839. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  42840. meshes: AbstractMesh[];
  42841. particleSystems: IParticleSystem[];
  42842. skeletons: Skeleton[];
  42843. animationGroups: AnimationGroup[];
  42844. }>;
  42845. /**
  42846. * Load into a scene.
  42847. * @param scene The scene to load into
  42848. * @param data The data to import
  42849. * @param rootUrl The root url for scene and resources
  42850. * @param onProgress The callback when the load progresses
  42851. * @param fileName Defines the name of the file to load
  42852. * @returns Nothing
  42853. */
  42854. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  42855. /**
  42856. * The callback that returns true if the data can be directly loaded.
  42857. */
  42858. canDirectLoad?: (data: string) => boolean;
  42859. /**
  42860. * The callback that allows custom handling of the root url based on the response url.
  42861. */
  42862. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  42863. /**
  42864. * Load into an asset container.
  42865. * @param scene The scene to load into
  42866. * @param data The data to import
  42867. * @param rootUrl The root url for scene and resources
  42868. * @param onProgress The callback when the load progresses
  42869. * @param fileName Defines the name of the file to load
  42870. * @returns The loaded asset container
  42871. */
  42872. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  42873. }
  42874. /**
  42875. * Class used to load scene from various file formats using registered plugins
  42876. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  42877. */
  42878. export class SceneLoader {
  42879. /**
  42880. * No logging while loading
  42881. */
  42882. static readonly NO_LOGGING: number;
  42883. /**
  42884. * Minimal logging while loading
  42885. */
  42886. static readonly MINIMAL_LOGGING: number;
  42887. /**
  42888. * Summary logging while loading
  42889. */
  42890. static readonly SUMMARY_LOGGING: number;
  42891. /**
  42892. * Detailled logging while loading
  42893. */
  42894. static readonly DETAILED_LOGGING: number;
  42895. /**
  42896. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  42897. */
  42898. static ForceFullSceneLoadingForIncremental: boolean;
  42899. /**
  42900. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  42901. */
  42902. static ShowLoadingScreen: boolean;
  42903. /**
  42904. * Defines the current logging level (while loading the scene)
  42905. * @ignorenaming
  42906. */
  42907. static loggingLevel: number;
  42908. /**
  42909. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  42910. */
  42911. static CleanBoneMatrixWeights: boolean;
  42912. /**
  42913. * Event raised when a plugin is used to load a scene
  42914. */
  42915. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  42916. private static _registeredPlugins;
  42917. private static _getDefaultPlugin;
  42918. private static _getPluginForExtension;
  42919. private static _getPluginForDirectLoad;
  42920. private static _getPluginForFilename;
  42921. private static _getDirectLoad;
  42922. private static _loadData;
  42923. private static _getFileInfo;
  42924. /**
  42925. * Gets a plugin that can load the given extension
  42926. * @param extension defines the extension to load
  42927. * @returns a plugin or null if none works
  42928. */
  42929. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  42930. /**
  42931. * Gets a boolean indicating that the given extension can be loaded
  42932. * @param extension defines the extension to load
  42933. * @returns true if the extension is supported
  42934. */
  42935. static IsPluginForExtensionAvailable(extension: string): boolean;
  42936. /**
  42937. * Adds a new plugin to the list of registered plugins
  42938. * @param plugin defines the plugin to add
  42939. */
  42940. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  42941. /**
  42942. * Import meshes into a scene
  42943. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42944. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  42945. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  42946. * @param scene the instance of BABYLON.Scene to append to
  42947. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  42948. * @param onProgress a callback with a progress event for each file being loaded
  42949. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42950. * @param pluginExtension the extension used to determine the plugin
  42951. * @returns The loaded plugin
  42952. */
  42953. static ImportMesh(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[]) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  42954. /**
  42955. * Import meshes into a scene
  42956. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42957. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  42958. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  42959. * @param scene the instance of BABYLON.Scene to append to
  42960. * @param onProgress a callback with a progress event for each file being loaded
  42961. * @param pluginExtension the extension used to determine the plugin
  42962. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  42963. */
  42964. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  42965. meshes: AbstractMesh[];
  42966. particleSystems: IParticleSystem[];
  42967. skeletons: Skeleton[];
  42968. animationGroups: AnimationGroup[];
  42969. }>;
  42970. /**
  42971. * Load a scene
  42972. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  42973. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  42974. * @param engine is the instance of BABYLON.Engine to use to create the scene
  42975. * @param onSuccess a callback with the scene when import succeeds
  42976. * @param onProgress a callback with a progress event for each file being loaded
  42977. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42978. * @param pluginExtension the extension used to determine the plugin
  42979. * @returns The loaded plugin
  42980. */
  42981. static Load(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  42982. /**
  42983. * Load a scene
  42984. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  42985. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  42986. * @param engine is the instance of BABYLON.Engine to use to create the scene
  42987. * @param onProgress a callback with a progress event for each file being loaded
  42988. * @param pluginExtension the extension used to determine the plugin
  42989. * @returns The loaded scene
  42990. */
  42991. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  42992. /**
  42993. * Append a scene
  42994. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  42995. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  42996. * @param scene is the instance of BABYLON.Scene to append to
  42997. * @param onSuccess a callback with the scene when import succeeds
  42998. * @param onProgress a callback with a progress event for each file being loaded
  42999. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43000. * @param pluginExtension the extension used to determine the plugin
  43001. * @returns The loaded plugin
  43002. */
  43003. static Append(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43004. /**
  43005. * Append a scene
  43006. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43007. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43008. * @param scene is the instance of BABYLON.Scene to append to
  43009. * @param onProgress a callback with a progress event for each file being loaded
  43010. * @param pluginExtension the extension used to determine the plugin
  43011. * @returns The given scene
  43012. */
  43013. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43014. /**
  43015. * Load a scene into an asset container
  43016. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43017. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43018. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  43019. * @param onSuccess a callback with the scene when import succeeds
  43020. * @param onProgress a callback with a progress event for each file being loaded
  43021. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43022. * @param pluginExtension the extension used to determine the plugin
  43023. * @returns The loaded plugin
  43024. */
  43025. static LoadAssetContainer(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(assets: AssetContainer) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43026. /**
  43027. * Load a scene into an asset container
  43028. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43029. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  43030. * @param scene is the instance of Scene to append to
  43031. * @param onProgress a callback with a progress event for each file being loaded
  43032. * @param pluginExtension the extension used to determine the plugin
  43033. * @returns The loaded asset container
  43034. */
  43035. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  43036. }
  43037. }
  43038. declare module "babylonjs/Gamepads/Controllers/genericController" {
  43039. import { Scene } from "babylonjs/scene";
  43040. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43041. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43042. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43043. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43044. /**
  43045. * Generic Controller
  43046. */
  43047. export class GenericController extends WebVRController {
  43048. /**
  43049. * Base Url for the controller model.
  43050. */
  43051. static readonly MODEL_BASE_URL: string;
  43052. /**
  43053. * File name for the controller model.
  43054. */
  43055. static readonly MODEL_FILENAME: string;
  43056. /**
  43057. * Creates a new GenericController from a gamepad
  43058. * @param vrGamepad the gamepad that the controller should be created from
  43059. */
  43060. constructor(vrGamepad: any);
  43061. /**
  43062. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43063. * @param scene scene in which to add meshes
  43064. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43065. */
  43066. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43067. /**
  43068. * Called once for each button that changed state since the last frame
  43069. * @param buttonIdx Which button index changed
  43070. * @param state New state of the button
  43071. * @param changes Which properties on the state changed since last frame
  43072. */
  43073. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43074. }
  43075. }
  43076. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  43077. import { Observable } from "babylonjs/Misc/observable";
  43078. import { Scene } from "babylonjs/scene";
  43079. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43080. import { Ray } from "babylonjs/Culling/ray";
  43081. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43082. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43083. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43084. /**
  43085. * Defines the WindowsMotionController object that the state of the windows motion controller
  43086. */
  43087. export class WindowsMotionController extends WebVRController {
  43088. /**
  43089. * The base url used to load the left and right controller models
  43090. */
  43091. static MODEL_BASE_URL: string;
  43092. /**
  43093. * The name of the left controller model file
  43094. */
  43095. static MODEL_LEFT_FILENAME: string;
  43096. /**
  43097. * The name of the right controller model file
  43098. */
  43099. static MODEL_RIGHT_FILENAME: string;
  43100. /**
  43101. * The controller name prefix for this controller type
  43102. */
  43103. static readonly GAMEPAD_ID_PREFIX: string;
  43104. /**
  43105. * The controller id pattern for this controller type
  43106. */
  43107. private static readonly GAMEPAD_ID_PATTERN;
  43108. private _loadedMeshInfo;
  43109. private readonly _mapping;
  43110. /**
  43111. * Fired when the trackpad on this controller is clicked
  43112. */
  43113. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  43114. /**
  43115. * Fired when the trackpad on this controller is modified
  43116. */
  43117. onTrackpadValuesChangedObservable: Observable<StickValues>;
  43118. /**
  43119. * The current x and y values of this controller's trackpad
  43120. */
  43121. trackpad: StickValues;
  43122. /**
  43123. * Creates a new WindowsMotionController from a gamepad
  43124. * @param vrGamepad the gamepad that the controller should be created from
  43125. */
  43126. constructor(vrGamepad: any);
  43127. /**
  43128. * Fired when the trigger on this controller is modified
  43129. */
  43130. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43131. /**
  43132. * Fired when the menu button on this controller is modified
  43133. */
  43134. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43135. /**
  43136. * Fired when the grip button on this controller is modified
  43137. */
  43138. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43139. /**
  43140. * Fired when the thumbstick button on this controller is modified
  43141. */
  43142. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43143. /**
  43144. * Fired when the touchpad button on this controller is modified
  43145. */
  43146. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43147. /**
  43148. * Fired when the touchpad values on this controller are modified
  43149. */
  43150. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  43151. private _updateTrackpad;
  43152. /**
  43153. * Called once per frame by the engine.
  43154. */
  43155. update(): void;
  43156. /**
  43157. * Called once for each button that changed state since the last frame
  43158. * @param buttonIdx Which button index changed
  43159. * @param state New state of the button
  43160. * @param changes Which properties on the state changed since last frame
  43161. */
  43162. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43163. /**
  43164. * Moves the buttons on the controller mesh based on their current state
  43165. * @param buttonName the name of the button to move
  43166. * @param buttonValue the value of the button which determines the buttons new position
  43167. */
  43168. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  43169. /**
  43170. * Moves the axis on the controller mesh based on its current state
  43171. * @param axis the index of the axis
  43172. * @param axisValue the value of the axis which determines the meshes new position
  43173. * @hidden
  43174. */
  43175. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  43176. /**
  43177. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43178. * @param scene scene in which to add meshes
  43179. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43180. */
  43181. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  43182. /**
  43183. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  43184. * can be transformed by button presses and axes values, based on this._mapping.
  43185. *
  43186. * @param scene scene in which the meshes exist
  43187. * @param meshes list of meshes that make up the controller model to process
  43188. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  43189. */
  43190. private processModel;
  43191. private createMeshInfo;
  43192. /**
  43193. * Gets the ray of the controller in the direction the controller is pointing
  43194. * @param length the length the resulting ray should be
  43195. * @returns a ray in the direction the controller is pointing
  43196. */
  43197. getForwardRay(length?: number): Ray;
  43198. /**
  43199. * Disposes of the controller
  43200. */
  43201. dispose(): void;
  43202. }
  43203. }
  43204. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  43205. import { Observable } from "babylonjs/Misc/observable";
  43206. import { Scene } from "babylonjs/scene";
  43207. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43208. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43209. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43210. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43211. /**
  43212. * Oculus Touch Controller
  43213. */
  43214. export class OculusTouchController extends WebVRController {
  43215. /**
  43216. * Base Url for the controller model.
  43217. */
  43218. static MODEL_BASE_URL: string;
  43219. /**
  43220. * File name for the left controller model.
  43221. */
  43222. static MODEL_LEFT_FILENAME: string;
  43223. /**
  43224. * File name for the right controller model.
  43225. */
  43226. static MODEL_RIGHT_FILENAME: string;
  43227. /**
  43228. * Base Url for the Quest controller model.
  43229. */
  43230. static QUEST_MODEL_BASE_URL: string;
  43231. /**
  43232. * @hidden
  43233. * If the controllers are running on a device that needs the updated Quest controller models
  43234. */
  43235. static _IsQuest: boolean;
  43236. /**
  43237. * Fired when the secondary trigger on this controller is modified
  43238. */
  43239. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  43240. /**
  43241. * Fired when the thumb rest on this controller is modified
  43242. */
  43243. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  43244. /**
  43245. * Creates a new OculusTouchController from a gamepad
  43246. * @param vrGamepad the gamepad that the controller should be created from
  43247. */
  43248. constructor(vrGamepad: any);
  43249. /**
  43250. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43251. * @param scene scene in which to add meshes
  43252. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43253. */
  43254. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43255. /**
  43256. * Fired when the A button on this controller is modified
  43257. */
  43258. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43259. /**
  43260. * Fired when the B button on this controller is modified
  43261. */
  43262. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43263. /**
  43264. * Fired when the X button on this controller is modified
  43265. */
  43266. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43267. /**
  43268. * Fired when the Y button on this controller is modified
  43269. */
  43270. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43271. /**
  43272. * Called once for each button that changed state since the last frame
  43273. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  43274. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  43275. * 2) secondary trigger (same)
  43276. * 3) A (right) X (left), touch, pressed = value
  43277. * 4) B / Y
  43278. * 5) thumb rest
  43279. * @param buttonIdx Which button index changed
  43280. * @param state New state of the button
  43281. * @param changes Which properties on the state changed since last frame
  43282. */
  43283. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43284. }
  43285. }
  43286. declare module "babylonjs/Gamepads/Controllers/viveController" {
  43287. import { Scene } from "babylonjs/scene";
  43288. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43289. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43290. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43291. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43292. import { Observable } from "babylonjs/Misc/observable";
  43293. /**
  43294. * Vive Controller
  43295. */
  43296. export class ViveController extends WebVRController {
  43297. /**
  43298. * Base Url for the controller model.
  43299. */
  43300. static MODEL_BASE_URL: string;
  43301. /**
  43302. * File name for the controller model.
  43303. */
  43304. static MODEL_FILENAME: string;
  43305. /**
  43306. * Creates a new ViveController from a gamepad
  43307. * @param vrGamepad the gamepad that the controller should be created from
  43308. */
  43309. constructor(vrGamepad: any);
  43310. /**
  43311. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43312. * @param scene scene in which to add meshes
  43313. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43314. */
  43315. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43316. /**
  43317. * Fired when the left button on this controller is modified
  43318. */
  43319. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43320. /**
  43321. * Fired when the right button on this controller is modified
  43322. */
  43323. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43324. /**
  43325. * Fired when the menu button on this controller is modified
  43326. */
  43327. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43328. /**
  43329. * Called once for each button that changed state since the last frame
  43330. * Vive mapping:
  43331. * 0: touchpad
  43332. * 1: trigger
  43333. * 2: left AND right buttons
  43334. * 3: menu button
  43335. * @param buttonIdx Which button index changed
  43336. * @param state New state of the button
  43337. * @param changes Which properties on the state changed since last frame
  43338. */
  43339. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43340. }
  43341. }
  43342. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  43343. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43344. /**
  43345. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  43346. */
  43347. export class WebXRControllerModelLoader {
  43348. /**
  43349. * Creates the WebXRControllerModelLoader
  43350. * @param input xr input that creates the controllers
  43351. */
  43352. constructor(input: WebXRInput);
  43353. }
  43354. }
  43355. declare module "babylonjs/Cameras/XR/index" {
  43356. export * from "babylonjs/Cameras/XR/webXRCamera";
  43357. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  43358. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43359. export * from "babylonjs/Cameras/XR/webXRInput";
  43360. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  43361. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  43362. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  43363. export * from "babylonjs/Cameras/XR/webXRController";
  43364. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43365. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  43366. }
  43367. declare module "babylonjs/Cameras/RigModes/index" {
  43368. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  43369. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43370. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  43371. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  43372. }
  43373. declare module "babylonjs/Cameras/index" {
  43374. export * from "babylonjs/Cameras/Inputs/index";
  43375. export * from "babylonjs/Cameras/cameraInputsManager";
  43376. export * from "babylonjs/Cameras/camera";
  43377. export * from "babylonjs/Cameras/targetCamera";
  43378. export * from "babylonjs/Cameras/freeCamera";
  43379. export * from "babylonjs/Cameras/freeCameraInputsManager";
  43380. export * from "babylonjs/Cameras/touchCamera";
  43381. export * from "babylonjs/Cameras/arcRotateCamera";
  43382. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  43383. export * from "babylonjs/Cameras/deviceOrientationCamera";
  43384. export * from "babylonjs/Cameras/flyCamera";
  43385. export * from "babylonjs/Cameras/flyCameraInputsManager";
  43386. export * from "babylonjs/Cameras/followCamera";
  43387. export * from "babylonjs/Cameras/gamepadCamera";
  43388. export * from "babylonjs/Cameras/Stereoscopic/index";
  43389. export * from "babylonjs/Cameras/universalCamera";
  43390. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  43391. export * from "babylonjs/Cameras/VR/index";
  43392. export * from "babylonjs/Cameras/XR/index";
  43393. export * from "babylonjs/Cameras/RigModes/index";
  43394. }
  43395. declare module "babylonjs/Collisions/index" {
  43396. export * from "babylonjs/Collisions/collider";
  43397. export * from "babylonjs/Collisions/collisionCoordinator";
  43398. export * from "babylonjs/Collisions/pickingInfo";
  43399. export * from "babylonjs/Collisions/intersectionInfo";
  43400. export * from "babylonjs/Collisions/meshCollisionData";
  43401. }
  43402. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  43403. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  43404. import { Vector3 } from "babylonjs/Maths/math.vector";
  43405. import { Ray } from "babylonjs/Culling/ray";
  43406. import { Plane } from "babylonjs/Maths/math.plane";
  43407. /**
  43408. * Contains an array of blocks representing the octree
  43409. */
  43410. export interface IOctreeContainer<T> {
  43411. /**
  43412. * Blocks within the octree
  43413. */
  43414. blocks: Array<OctreeBlock<T>>;
  43415. }
  43416. /**
  43417. * Class used to store a cell in an octree
  43418. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43419. */
  43420. export class OctreeBlock<T> {
  43421. /**
  43422. * Gets the content of the current block
  43423. */
  43424. entries: T[];
  43425. /**
  43426. * Gets the list of block children
  43427. */
  43428. blocks: Array<OctreeBlock<T>>;
  43429. private _depth;
  43430. private _maxDepth;
  43431. private _capacity;
  43432. private _minPoint;
  43433. private _maxPoint;
  43434. private _boundingVectors;
  43435. private _creationFunc;
  43436. /**
  43437. * Creates a new block
  43438. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  43439. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  43440. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43441. * @param depth defines the current depth of this block in the octree
  43442. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  43443. * @param creationFunc defines a callback to call when an element is added to the block
  43444. */
  43445. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  43446. /**
  43447. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43448. */
  43449. readonly capacity: number;
  43450. /**
  43451. * Gets the minimum vector (in world space) of the block's bounding box
  43452. */
  43453. readonly minPoint: Vector3;
  43454. /**
  43455. * Gets the maximum vector (in world space) of the block's bounding box
  43456. */
  43457. readonly maxPoint: Vector3;
  43458. /**
  43459. * Add a new element to this block
  43460. * @param entry defines the element to add
  43461. */
  43462. addEntry(entry: T): void;
  43463. /**
  43464. * Remove an element from this block
  43465. * @param entry defines the element to remove
  43466. */
  43467. removeEntry(entry: T): void;
  43468. /**
  43469. * Add an array of elements to this block
  43470. * @param entries defines the array of elements to add
  43471. */
  43472. addEntries(entries: T[]): void;
  43473. /**
  43474. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  43475. * @param frustumPlanes defines the frustum planes to test
  43476. * @param selection defines the array to store current content if selection is positive
  43477. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43478. */
  43479. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43480. /**
  43481. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  43482. * @param sphereCenter defines the bounding sphere center
  43483. * @param sphereRadius defines the bounding sphere radius
  43484. * @param selection defines the array to store current content if selection is positive
  43485. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43486. */
  43487. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43488. /**
  43489. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  43490. * @param ray defines the ray to test with
  43491. * @param selection defines the array to store current content if selection is positive
  43492. */
  43493. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  43494. /**
  43495. * Subdivide the content into child blocks (this block will then be empty)
  43496. */
  43497. createInnerBlocks(): void;
  43498. /**
  43499. * @hidden
  43500. */
  43501. 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;
  43502. }
  43503. }
  43504. declare module "babylonjs/Culling/Octrees/octree" {
  43505. import { SmartArray } from "babylonjs/Misc/smartArray";
  43506. import { Vector3 } from "babylonjs/Maths/math.vector";
  43507. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43508. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43509. import { Ray } from "babylonjs/Culling/ray";
  43510. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  43511. import { Plane } from "babylonjs/Maths/math.plane";
  43512. /**
  43513. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  43514. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43515. */
  43516. export class Octree<T> {
  43517. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  43518. maxDepth: number;
  43519. /**
  43520. * Blocks within the octree containing objects
  43521. */
  43522. blocks: Array<OctreeBlock<T>>;
  43523. /**
  43524. * Content stored in the octree
  43525. */
  43526. dynamicContent: T[];
  43527. private _maxBlockCapacity;
  43528. private _selectionContent;
  43529. private _creationFunc;
  43530. /**
  43531. * Creates a octree
  43532. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43533. * @param creationFunc function to be used to instatiate the octree
  43534. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  43535. * @param maxDepth defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)
  43536. */
  43537. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  43538. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  43539. maxDepth?: number);
  43540. /**
  43541. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  43542. * @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  43543. * @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  43544. * @param entries meshes to be added to the octree blocks
  43545. */
  43546. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  43547. /**
  43548. * Adds a mesh to the octree
  43549. * @param entry Mesh to add to the octree
  43550. */
  43551. addMesh(entry: T): void;
  43552. /**
  43553. * Remove an element from the octree
  43554. * @param entry defines the element to remove
  43555. */
  43556. removeMesh(entry: T): void;
  43557. /**
  43558. * Selects an array of meshes within the frustum
  43559. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  43560. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  43561. * @returns array of meshes within the frustum
  43562. */
  43563. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  43564. /**
  43565. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  43566. * @param sphereCenter defines the bounding sphere center
  43567. * @param sphereRadius defines the bounding sphere radius
  43568. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43569. * @returns an array of objects that intersect the sphere
  43570. */
  43571. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  43572. /**
  43573. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  43574. * @param ray defines the ray to test with
  43575. * @returns array of intersected objects
  43576. */
  43577. intersectsRay(ray: Ray): SmartArray<T>;
  43578. /**
  43579. * Adds a mesh into the octree block if it intersects the block
  43580. */
  43581. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  43582. /**
  43583. * Adds a submesh into the octree block if it intersects the block
  43584. */
  43585. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  43586. }
  43587. }
  43588. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  43589. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  43590. import { Scene } from "babylonjs/scene";
  43591. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43592. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43593. import { Ray } from "babylonjs/Culling/ray";
  43594. import { Octree } from "babylonjs/Culling/Octrees/octree";
  43595. import { Collider } from "babylonjs/Collisions/collider";
  43596. module "babylonjs/scene" {
  43597. interface Scene {
  43598. /**
  43599. * @hidden
  43600. * Backing Filed
  43601. */
  43602. _selectionOctree: Octree<AbstractMesh>;
  43603. /**
  43604. * Gets the octree used to boost mesh selection (picking)
  43605. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43606. */
  43607. selectionOctree: Octree<AbstractMesh>;
  43608. /**
  43609. * Creates or updates the octree used to boost selection (picking)
  43610. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43611. * @param maxCapacity defines the maximum capacity per leaf
  43612. * @param maxDepth defines the maximum depth of the octree
  43613. * @returns an octree of AbstractMesh
  43614. */
  43615. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  43616. }
  43617. }
  43618. module "babylonjs/Meshes/abstractMesh" {
  43619. interface AbstractMesh {
  43620. /**
  43621. * @hidden
  43622. * Backing Field
  43623. */
  43624. _submeshesOctree: Octree<SubMesh>;
  43625. /**
  43626. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  43627. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  43628. * @param maxCapacity defines the maximum size of each block (64 by default)
  43629. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  43630. * @returns the new octree
  43631. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  43632. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43633. */
  43634. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  43635. }
  43636. }
  43637. /**
  43638. * Defines the octree scene component responsible to manage any octrees
  43639. * in a given scene.
  43640. */
  43641. export class OctreeSceneComponent {
  43642. /**
  43643. * The component name help to identify the component in the list of scene components.
  43644. */
  43645. readonly name: string;
  43646. /**
  43647. * The scene the component belongs to.
  43648. */
  43649. scene: Scene;
  43650. /**
  43651. * Indicates if the meshes have been checked to make sure they are isEnabled()
  43652. */
  43653. readonly checksIsEnabled: boolean;
  43654. /**
  43655. * Creates a new instance of the component for the given scene
  43656. * @param scene Defines the scene to register the component in
  43657. */
  43658. constructor(scene: Scene);
  43659. /**
  43660. * Registers the component in a given scene
  43661. */
  43662. register(): void;
  43663. /**
  43664. * Return the list of active meshes
  43665. * @returns the list of active meshes
  43666. */
  43667. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  43668. /**
  43669. * Return the list of active sub meshes
  43670. * @param mesh The mesh to get the candidates sub meshes from
  43671. * @returns the list of active sub meshes
  43672. */
  43673. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  43674. private _tempRay;
  43675. /**
  43676. * Return the list of sub meshes intersecting with a given local ray
  43677. * @param mesh defines the mesh to find the submesh for
  43678. * @param localRay defines the ray in local space
  43679. * @returns the list of intersecting sub meshes
  43680. */
  43681. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  43682. /**
  43683. * Return the list of sub meshes colliding with a collider
  43684. * @param mesh defines the mesh to find the submesh for
  43685. * @param collider defines the collider to evaluate the collision against
  43686. * @returns the list of colliding sub meshes
  43687. */
  43688. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  43689. /**
  43690. * Rebuilds the elements related to this component in case of
  43691. * context lost for instance.
  43692. */
  43693. rebuild(): void;
  43694. /**
  43695. * Disposes the component and the associated ressources.
  43696. */
  43697. dispose(): void;
  43698. }
  43699. }
  43700. declare module "babylonjs/Culling/Octrees/index" {
  43701. export * from "babylonjs/Culling/Octrees/octree";
  43702. export * from "babylonjs/Culling/Octrees/octreeBlock";
  43703. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  43704. }
  43705. declare module "babylonjs/Culling/index" {
  43706. export * from "babylonjs/Culling/boundingBox";
  43707. export * from "babylonjs/Culling/boundingInfo";
  43708. export * from "babylonjs/Culling/boundingSphere";
  43709. export * from "babylonjs/Culling/Octrees/index";
  43710. export * from "babylonjs/Culling/ray";
  43711. }
  43712. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  43713. import { IDisposable, Scene } from "babylonjs/scene";
  43714. import { Nullable } from "babylonjs/types";
  43715. import { Observable } from "babylonjs/Misc/observable";
  43716. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43717. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  43718. import { Camera } from "babylonjs/Cameras/camera";
  43719. /**
  43720. * Renders a layer on top of an existing scene
  43721. */
  43722. export class UtilityLayerRenderer implements IDisposable {
  43723. /** the original scene that will be rendered on top of */
  43724. originalScene: Scene;
  43725. private _pointerCaptures;
  43726. private _lastPointerEvents;
  43727. private static _DefaultUtilityLayer;
  43728. private static _DefaultKeepDepthUtilityLayer;
  43729. private _sharedGizmoLight;
  43730. private _renderCamera;
  43731. /**
  43732. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  43733. * @returns the camera that is used when rendering the utility layer
  43734. */
  43735. getRenderCamera(): Nullable<Camera>;
  43736. /**
  43737. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  43738. * @param cam the camera that should be used when rendering the utility layer
  43739. */
  43740. setRenderCamera(cam: Nullable<Camera>): void;
  43741. /**
  43742. * @hidden
  43743. * Light which used by gizmos to get light shading
  43744. */
  43745. _getSharedGizmoLight(): HemisphericLight;
  43746. /**
  43747. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  43748. */
  43749. pickUtilitySceneFirst: boolean;
  43750. /**
  43751. * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
  43752. */
  43753. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  43754. /**
  43755. * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
  43756. */
  43757. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  43758. /**
  43759. * The scene that is rendered on top of the original scene
  43760. */
  43761. utilityLayerScene: Scene;
  43762. /**
  43763. * If the utility layer should automatically be rendered on top of existing scene
  43764. */
  43765. shouldRender: boolean;
  43766. /**
  43767. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  43768. */
  43769. onlyCheckPointerDownEvents: boolean;
  43770. /**
  43771. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  43772. */
  43773. processAllEvents: boolean;
  43774. /**
  43775. * Observable raised when the pointer move from the utility layer scene to the main scene
  43776. */
  43777. onPointerOutObservable: Observable<number>;
  43778. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  43779. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  43780. private _afterRenderObserver;
  43781. private _sceneDisposeObserver;
  43782. private _originalPointerObserver;
  43783. /**
  43784. * Instantiates a UtilityLayerRenderer
  43785. * @param originalScene the original scene that will be rendered on top of
  43786. * @param handleEvents boolean indicating if the utility layer should handle events
  43787. */
  43788. constructor(
  43789. /** the original scene that will be rendered on top of */
  43790. originalScene: Scene, handleEvents?: boolean);
  43791. private _notifyObservers;
  43792. /**
  43793. * Renders the utility layers scene on top of the original scene
  43794. */
  43795. render(): void;
  43796. /**
  43797. * Disposes of the renderer
  43798. */
  43799. dispose(): void;
  43800. private _updateCamera;
  43801. }
  43802. }
  43803. declare module "babylonjs/Gizmos/gizmo" {
  43804. import { Nullable } from "babylonjs/types";
  43805. import { IDisposable } from "babylonjs/scene";
  43806. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43807. import { Mesh } from "babylonjs/Meshes/mesh";
  43808. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  43809. /**
  43810. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  43811. */
  43812. export class Gizmo implements IDisposable {
  43813. /** The utility layer the gizmo will be added to */
  43814. gizmoLayer: UtilityLayerRenderer;
  43815. /**
  43816. * The root mesh of the gizmo
  43817. */
  43818. _rootMesh: Mesh;
  43819. private _attachedMesh;
  43820. /**
  43821. * Ratio for the scale of the gizmo (Default: 1)
  43822. */
  43823. scaleRatio: number;
  43824. /**
  43825. * If a custom mesh has been set (Default: false)
  43826. */
  43827. protected _customMeshSet: boolean;
  43828. /**
  43829. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  43830. * * When set, interactions will be enabled
  43831. */
  43832. attachedMesh: Nullable<AbstractMesh>;
  43833. /**
  43834. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  43835. * @param mesh The mesh to replace the default mesh of the gizmo
  43836. */
  43837. setCustomMesh(mesh: Mesh): void;
  43838. /**
  43839. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  43840. */
  43841. updateGizmoRotationToMatchAttachedMesh: boolean;
  43842. /**
  43843. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  43844. */
  43845. updateGizmoPositionToMatchAttachedMesh: boolean;
  43846. /**
  43847. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  43848. */
  43849. updateScale: boolean;
  43850. protected _interactionsEnabled: boolean;
  43851. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  43852. private _beforeRenderObserver;
  43853. private _tempVector;
  43854. /**
  43855. * Creates a gizmo
  43856. * @param gizmoLayer The utility layer the gizmo will be added to
  43857. */
  43858. constructor(
  43859. /** The utility layer the gizmo will be added to */
  43860. gizmoLayer?: UtilityLayerRenderer);
  43861. /**
  43862. * Updates the gizmo to match the attached mesh's position/rotation
  43863. */
  43864. protected _update(): void;
  43865. /**
  43866. * Disposes of the gizmo
  43867. */
  43868. dispose(): void;
  43869. }
  43870. }
  43871. declare module "babylonjs/Gizmos/planeDragGizmo" {
  43872. import { Observable } from "babylonjs/Misc/observable";
  43873. import { Nullable } from "babylonjs/types";
  43874. import { Vector3 } from "babylonjs/Maths/math.vector";
  43875. import { Color3 } from "babylonjs/Maths/math.color";
  43876. import { TransformNode } from "babylonjs/Meshes/transformNode";
  43877. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43878. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  43879. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  43880. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  43881. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  43882. import { Scene } from "babylonjs/scene";
  43883. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  43884. /**
  43885. * Single plane drag gizmo
  43886. */
  43887. export class PlaneDragGizmo extends Gizmo {
  43888. /**
  43889. * Drag behavior responsible for the gizmos dragging interactions
  43890. */
  43891. dragBehavior: PointerDragBehavior;
  43892. private _pointerObserver;
  43893. /**
  43894. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  43895. */
  43896. snapDistance: number;
  43897. /**
  43898. * Event that fires each time the gizmo snaps to a new location.
  43899. * * snapDistance is the the change in distance
  43900. */
  43901. onSnapObservable: Observable<{
  43902. snapDistance: number;
  43903. }>;
  43904. private _plane;
  43905. private _coloredMaterial;
  43906. private _hoverMaterial;
  43907. private _isEnabled;
  43908. private _parent;
  43909. /** @hidden */
  43910. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  43911. /** @hidden */
  43912. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  43913. /**
  43914. * Creates a PlaneDragGizmo
  43915. * @param gizmoLayer The utility layer the gizmo will be added to
  43916. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  43917. * @param color The color of the gizmo
  43918. */
  43919. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  43920. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  43921. /**
  43922. * If the gizmo is enabled
  43923. */
  43924. isEnabled: boolean;
  43925. /**
  43926. * Disposes of the gizmo
  43927. */
  43928. dispose(): void;
  43929. }
  43930. }
  43931. declare module "babylonjs/Gizmos/positionGizmo" {
  43932. import { Observable } from "babylonjs/Misc/observable";
  43933. import { Nullable } from "babylonjs/types";
  43934. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43935. import { Mesh } from "babylonjs/Meshes/mesh";
  43936. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  43937. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  43938. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  43939. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  43940. /**
  43941. * Gizmo that enables dragging a mesh along 3 axis
  43942. */
  43943. export class PositionGizmo extends Gizmo {
  43944. /**
  43945. * Internal gizmo used for interactions on the x axis
  43946. */
  43947. xGizmo: AxisDragGizmo;
  43948. /**
  43949. * Internal gizmo used for interactions on the y axis
  43950. */
  43951. yGizmo: AxisDragGizmo;
  43952. /**
  43953. * Internal gizmo used for interactions on the z axis
  43954. */
  43955. zGizmo: AxisDragGizmo;
  43956. /**
  43957. * Internal gizmo used for interactions on the yz plane
  43958. */
  43959. xPlaneGizmo: PlaneDragGizmo;
  43960. /**
  43961. * Internal gizmo used for interactions on the xz plane
  43962. */
  43963. yPlaneGizmo: PlaneDragGizmo;
  43964. /**
  43965. * Internal gizmo used for interactions on the xy plane
  43966. */
  43967. zPlaneGizmo: PlaneDragGizmo;
  43968. /**
  43969. * private variables
  43970. */
  43971. private _meshAttached;
  43972. private _updateGizmoRotationToMatchAttachedMesh;
  43973. private _snapDistance;
  43974. private _scaleRatio;
  43975. /** Fires an event when any of it's sub gizmos are dragged */
  43976. onDragStartObservable: Observable<unknown>;
  43977. /** Fires an event when any of it's sub gizmos are released from dragging */
  43978. onDragEndObservable: Observable<unknown>;
  43979. /**
  43980. * If set to true, planar drag is enabled
  43981. */
  43982. private _planarGizmoEnabled;
  43983. attachedMesh: Nullable<AbstractMesh>;
  43984. /**
  43985. * Creates a PositionGizmo
  43986. * @param gizmoLayer The utility layer the gizmo will be added to
  43987. */
  43988. constructor(gizmoLayer?: UtilityLayerRenderer);
  43989. /**
  43990. * If the planar drag gizmo is enabled
  43991. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  43992. */
  43993. planarGizmoEnabled: boolean;
  43994. updateGizmoRotationToMatchAttachedMesh: boolean;
  43995. /**
  43996. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  43997. */
  43998. snapDistance: number;
  43999. /**
  44000. * Ratio for the scale of the gizmo (Default: 1)
  44001. */
  44002. scaleRatio: number;
  44003. /**
  44004. * Disposes of the gizmo
  44005. */
  44006. dispose(): void;
  44007. /**
  44008. * CustomMeshes are not supported by this gizmo
  44009. * @param mesh The mesh to replace the default mesh of the gizmo
  44010. */
  44011. setCustomMesh(mesh: Mesh): void;
  44012. }
  44013. }
  44014. declare module "babylonjs/Gizmos/axisDragGizmo" {
  44015. import { Observable } from "babylonjs/Misc/observable";
  44016. import { Nullable } from "babylonjs/types";
  44017. import { Vector3 } from "babylonjs/Maths/math.vector";
  44018. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44019. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44020. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44021. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44022. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44023. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44024. import { Scene } from "babylonjs/scene";
  44025. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44026. import { Color3 } from "babylonjs/Maths/math.color";
  44027. /**
  44028. * Single axis drag gizmo
  44029. */
  44030. export class AxisDragGizmo extends Gizmo {
  44031. /**
  44032. * Drag behavior responsible for the gizmos dragging interactions
  44033. */
  44034. dragBehavior: PointerDragBehavior;
  44035. private _pointerObserver;
  44036. /**
  44037. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44038. */
  44039. snapDistance: number;
  44040. /**
  44041. * Event that fires each time the gizmo snaps to a new location.
  44042. * * snapDistance is the the change in distance
  44043. */
  44044. onSnapObservable: Observable<{
  44045. snapDistance: number;
  44046. }>;
  44047. private _isEnabled;
  44048. private _parent;
  44049. private _arrow;
  44050. private _coloredMaterial;
  44051. private _hoverMaterial;
  44052. /** @hidden */
  44053. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  44054. /** @hidden */
  44055. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44056. /**
  44057. * Creates an AxisDragGizmo
  44058. * @param gizmoLayer The utility layer the gizmo will be added to
  44059. * @param dragAxis The axis which the gizmo will be able to drag on
  44060. * @param color The color of the gizmo
  44061. */
  44062. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44063. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44064. /**
  44065. * If the gizmo is enabled
  44066. */
  44067. isEnabled: boolean;
  44068. /**
  44069. * Disposes of the gizmo
  44070. */
  44071. dispose(): void;
  44072. }
  44073. }
  44074. declare module "babylonjs/Debug/axesViewer" {
  44075. import { Vector3 } from "babylonjs/Maths/math.vector";
  44076. import { Nullable } from "babylonjs/types";
  44077. import { Scene } from "babylonjs/scene";
  44078. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44079. /**
  44080. * The Axes viewer will show 3 axes in a specific point in space
  44081. */
  44082. export class AxesViewer {
  44083. private _xAxis;
  44084. private _yAxis;
  44085. private _zAxis;
  44086. private _scaleLinesFactor;
  44087. private _instanced;
  44088. /**
  44089. * Gets the hosting scene
  44090. */
  44091. scene: Scene;
  44092. /**
  44093. * Gets or sets a number used to scale line length
  44094. */
  44095. scaleLines: number;
  44096. /** Gets the node hierarchy used to render x-axis */
  44097. readonly xAxis: TransformNode;
  44098. /** Gets the node hierarchy used to render y-axis */
  44099. readonly yAxis: TransformNode;
  44100. /** Gets the node hierarchy used to render z-axis */
  44101. readonly zAxis: TransformNode;
  44102. /**
  44103. * Creates a new AxesViewer
  44104. * @param scene defines the hosting scene
  44105. * @param scaleLines defines a number used to scale line length (1 by default)
  44106. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  44107. * @param xAxis defines the node hierarchy used to render the x-axis
  44108. * @param yAxis defines the node hierarchy used to render the y-axis
  44109. * @param zAxis defines the node hierarchy used to render the z-axis
  44110. */
  44111. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  44112. /**
  44113. * Force the viewer to update
  44114. * @param position defines the position of the viewer
  44115. * @param xaxis defines the x axis of the viewer
  44116. * @param yaxis defines the y axis of the viewer
  44117. * @param zaxis defines the z axis of the viewer
  44118. */
  44119. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  44120. /**
  44121. * Creates an instance of this axes viewer.
  44122. * @returns a new axes viewer with instanced meshes
  44123. */
  44124. createInstance(): AxesViewer;
  44125. /** Releases resources */
  44126. dispose(): void;
  44127. private static _SetRenderingGroupId;
  44128. }
  44129. }
  44130. declare module "babylonjs/Debug/boneAxesViewer" {
  44131. import { Nullable } from "babylonjs/types";
  44132. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  44133. import { Vector3 } from "babylonjs/Maths/math.vector";
  44134. import { Mesh } from "babylonjs/Meshes/mesh";
  44135. import { Bone } from "babylonjs/Bones/bone";
  44136. import { Scene } from "babylonjs/scene";
  44137. /**
  44138. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  44139. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  44140. */
  44141. export class BoneAxesViewer extends AxesViewer {
  44142. /**
  44143. * Gets or sets the target mesh where to display the axes viewer
  44144. */
  44145. mesh: Nullable<Mesh>;
  44146. /**
  44147. * Gets or sets the target bone where to display the axes viewer
  44148. */
  44149. bone: Nullable<Bone>;
  44150. /** Gets current position */
  44151. pos: Vector3;
  44152. /** Gets direction of X axis */
  44153. xaxis: Vector3;
  44154. /** Gets direction of Y axis */
  44155. yaxis: Vector3;
  44156. /** Gets direction of Z axis */
  44157. zaxis: Vector3;
  44158. /**
  44159. * Creates a new BoneAxesViewer
  44160. * @param scene defines the hosting scene
  44161. * @param bone defines the target bone
  44162. * @param mesh defines the target mesh
  44163. * @param scaleLines defines a scaling factor for line length (1 by default)
  44164. */
  44165. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  44166. /**
  44167. * Force the viewer to update
  44168. */
  44169. update(): void;
  44170. /** Releases resources */
  44171. dispose(): void;
  44172. }
  44173. }
  44174. declare module "babylonjs/Debug/debugLayer" {
  44175. import { Scene } from "babylonjs/scene";
  44176. /**
  44177. * Interface used to define scene explorer extensibility option
  44178. */
  44179. export interface IExplorerExtensibilityOption {
  44180. /**
  44181. * Define the option label
  44182. */
  44183. label: string;
  44184. /**
  44185. * Defines the action to execute on click
  44186. */
  44187. action: (entity: any) => void;
  44188. }
  44189. /**
  44190. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  44191. */
  44192. export interface IExplorerExtensibilityGroup {
  44193. /**
  44194. * Defines a predicate to test if a given type mut be extended
  44195. */
  44196. predicate: (entity: any) => boolean;
  44197. /**
  44198. * Gets the list of options added to a type
  44199. */
  44200. entries: IExplorerExtensibilityOption[];
  44201. }
  44202. /**
  44203. * Interface used to define the options to use to create the Inspector
  44204. */
  44205. export interface IInspectorOptions {
  44206. /**
  44207. * Display in overlay mode (default: false)
  44208. */
  44209. overlay?: boolean;
  44210. /**
  44211. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  44212. */
  44213. globalRoot?: HTMLElement;
  44214. /**
  44215. * Display the Scene explorer
  44216. */
  44217. showExplorer?: boolean;
  44218. /**
  44219. * Display the property inspector
  44220. */
  44221. showInspector?: boolean;
  44222. /**
  44223. * Display in embed mode (both panes on the right)
  44224. */
  44225. embedMode?: boolean;
  44226. /**
  44227. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  44228. */
  44229. handleResize?: boolean;
  44230. /**
  44231. * Allow the panes to popup (default: true)
  44232. */
  44233. enablePopup?: boolean;
  44234. /**
  44235. * Allow the panes to be closed by users (default: true)
  44236. */
  44237. enableClose?: boolean;
  44238. /**
  44239. * Optional list of extensibility entries
  44240. */
  44241. explorerExtensibility?: IExplorerExtensibilityGroup[];
  44242. /**
  44243. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  44244. */
  44245. inspectorURL?: string;
  44246. }
  44247. module "babylonjs/scene" {
  44248. interface Scene {
  44249. /**
  44250. * @hidden
  44251. * Backing field
  44252. */
  44253. _debugLayer: DebugLayer;
  44254. /**
  44255. * Gets the debug layer (aka Inspector) associated with the scene
  44256. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44257. */
  44258. debugLayer: DebugLayer;
  44259. }
  44260. }
  44261. /**
  44262. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44263. * what is happening in your scene
  44264. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44265. */
  44266. export class DebugLayer {
  44267. /**
  44268. * Define the url to get the inspector script from.
  44269. * By default it uses the babylonjs CDN.
  44270. * @ignoreNaming
  44271. */
  44272. static InspectorURL: string;
  44273. private _scene;
  44274. private BJSINSPECTOR;
  44275. private _onPropertyChangedObservable?;
  44276. /**
  44277. * Observable triggered when a property is changed through the inspector.
  44278. */
  44279. readonly onPropertyChangedObservable: any;
  44280. /**
  44281. * Instantiates a new debug layer.
  44282. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44283. * what is happening in your scene
  44284. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44285. * @param scene Defines the scene to inspect
  44286. */
  44287. constructor(scene: Scene);
  44288. /** Creates the inspector window. */
  44289. private _createInspector;
  44290. /**
  44291. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  44292. * @param entity defines the entity to select
  44293. * @param lineContainerTitle defines the specific block to highlight
  44294. */
  44295. select(entity: any, lineContainerTitle?: string): void;
  44296. /** Get the inspector from bundle or global */
  44297. private _getGlobalInspector;
  44298. /**
  44299. * Get if the inspector is visible or not.
  44300. * @returns true if visible otherwise, false
  44301. */
  44302. isVisible(): boolean;
  44303. /**
  44304. * Hide the inspector and close its window.
  44305. */
  44306. hide(): void;
  44307. /**
  44308. * Launch the debugLayer.
  44309. * @param config Define the configuration of the inspector
  44310. * @return a promise fulfilled when the debug layer is visible
  44311. */
  44312. show(config?: IInspectorOptions): Promise<DebugLayer>;
  44313. }
  44314. }
  44315. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  44316. import { Nullable } from "babylonjs/types";
  44317. import { Scene } from "babylonjs/scene";
  44318. import { Vector4 } from "babylonjs/Maths/math.vector";
  44319. import { Color4 } from "babylonjs/Maths/math.color";
  44320. import { Mesh } from "babylonjs/Meshes/mesh";
  44321. /**
  44322. * Class containing static functions to help procedurally build meshes
  44323. */
  44324. export class BoxBuilder {
  44325. /**
  44326. * Creates a box mesh
  44327. * * The parameter `size` sets the size (float) of each box side (default 1)
  44328. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  44329. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  44330. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  44331. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44332. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  44333. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44334. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  44335. * @param name defines the name of the mesh
  44336. * @param options defines the options used to create the mesh
  44337. * @param scene defines the hosting scene
  44338. * @returns the box mesh
  44339. */
  44340. static CreateBox(name: string, options: {
  44341. size?: number;
  44342. width?: number;
  44343. height?: number;
  44344. depth?: number;
  44345. faceUV?: Vector4[];
  44346. faceColors?: Color4[];
  44347. sideOrientation?: number;
  44348. frontUVs?: Vector4;
  44349. backUVs?: Vector4;
  44350. wrap?: boolean;
  44351. topBaseAt?: number;
  44352. bottomBaseAt?: number;
  44353. updatable?: boolean;
  44354. }, scene?: Nullable<Scene>): Mesh;
  44355. }
  44356. }
  44357. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  44358. import { Vector4 } from "babylonjs/Maths/math.vector";
  44359. import { Mesh } from "babylonjs/Meshes/mesh";
  44360. /**
  44361. * Class containing static functions to help procedurally build meshes
  44362. */
  44363. export class SphereBuilder {
  44364. /**
  44365. * Creates a sphere mesh
  44366. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  44367. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  44368. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  44369. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  44370. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  44371. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44372. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  44373. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44374. * @param name defines the name of the mesh
  44375. * @param options defines the options used to create the mesh
  44376. * @param scene defines the hosting scene
  44377. * @returns the sphere mesh
  44378. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  44379. */
  44380. static CreateSphere(name: string, options: {
  44381. segments?: number;
  44382. diameter?: number;
  44383. diameterX?: number;
  44384. diameterY?: number;
  44385. diameterZ?: number;
  44386. arc?: number;
  44387. slice?: number;
  44388. sideOrientation?: number;
  44389. frontUVs?: Vector4;
  44390. backUVs?: Vector4;
  44391. updatable?: boolean;
  44392. }, scene: any): Mesh;
  44393. }
  44394. }
  44395. declare module "babylonjs/Debug/physicsViewer" {
  44396. import { Nullable } from "babylonjs/types";
  44397. import { Scene } from "babylonjs/scene";
  44398. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44399. import { Mesh } from "babylonjs/Meshes/mesh";
  44400. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  44401. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  44402. /**
  44403. * Used to show the physics impostor around the specific mesh
  44404. */
  44405. export class PhysicsViewer {
  44406. /** @hidden */
  44407. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  44408. /** @hidden */
  44409. protected _meshes: Array<Nullable<AbstractMesh>>;
  44410. /** @hidden */
  44411. protected _scene: Nullable<Scene>;
  44412. /** @hidden */
  44413. protected _numMeshes: number;
  44414. /** @hidden */
  44415. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  44416. private _renderFunction;
  44417. private _utilityLayer;
  44418. private _debugBoxMesh;
  44419. private _debugSphereMesh;
  44420. private _debugCylinderMesh;
  44421. private _debugMaterial;
  44422. private _debugMeshMeshes;
  44423. /**
  44424. * Creates a new PhysicsViewer
  44425. * @param scene defines the hosting scene
  44426. */
  44427. constructor(scene: Scene);
  44428. /** @hidden */
  44429. protected _updateDebugMeshes(): void;
  44430. /**
  44431. * Renders a specified physic impostor
  44432. * @param impostor defines the impostor to render
  44433. * @param targetMesh defines the mesh represented by the impostor
  44434. * @returns the new debug mesh used to render the impostor
  44435. */
  44436. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  44437. /**
  44438. * Hides a specified physic impostor
  44439. * @param impostor defines the impostor to hide
  44440. */
  44441. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  44442. private _getDebugMaterial;
  44443. private _getDebugBoxMesh;
  44444. private _getDebugSphereMesh;
  44445. private _getDebugCylinderMesh;
  44446. private _getDebugMeshMesh;
  44447. private _getDebugMesh;
  44448. /** Releases all resources */
  44449. dispose(): void;
  44450. }
  44451. }
  44452. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  44453. import { Vector3 } from "babylonjs/Maths/math.vector";
  44454. import { Color4 } from "babylonjs/Maths/math.color";
  44455. import { Nullable } from "babylonjs/types";
  44456. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44457. import { Scene } from "babylonjs/scene";
  44458. /**
  44459. * Class containing static functions to help procedurally build meshes
  44460. */
  44461. export class LinesBuilder {
  44462. /**
  44463. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  44464. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  44465. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  44466. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  44467. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  44468. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  44469. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  44470. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  44471. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  44472. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44473. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  44474. * @param name defines the name of the new line system
  44475. * @param options defines the options used to create the line system
  44476. * @param scene defines the hosting scene
  44477. * @returns a new line system mesh
  44478. */
  44479. static CreateLineSystem(name: string, options: {
  44480. lines: Vector3[][];
  44481. updatable?: boolean;
  44482. instance?: Nullable<LinesMesh>;
  44483. colors?: Nullable<Color4[][]>;
  44484. useVertexAlpha?: boolean;
  44485. }, scene: Nullable<Scene>): LinesMesh;
  44486. /**
  44487. * Creates a line mesh
  44488. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  44489. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44490. * * The parameter `points` is an array successive Vector3
  44491. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  44492. * * The optional parameter `colors` is an array of successive Color4, one per line point
  44493. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  44494. * * When updating an instance, remember that only point positions can change, not the number of points
  44495. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44496. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  44497. * @param name defines the name of the new line system
  44498. * @param options defines the options used to create the line system
  44499. * @param scene defines the hosting scene
  44500. * @returns a new line mesh
  44501. */
  44502. static CreateLines(name: string, options: {
  44503. points: Vector3[];
  44504. updatable?: boolean;
  44505. instance?: Nullable<LinesMesh>;
  44506. colors?: Color4[];
  44507. useVertexAlpha?: boolean;
  44508. }, scene?: Nullable<Scene>): LinesMesh;
  44509. /**
  44510. * Creates a dashed line mesh
  44511. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  44512. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44513. * * The parameter `points` is an array successive Vector3
  44514. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  44515. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  44516. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  44517. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  44518. * * When updating an instance, remember that only point positions can change, not the number of points
  44519. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44520. * @param name defines the name of the mesh
  44521. * @param options defines the options used to create the mesh
  44522. * @param scene defines the hosting scene
  44523. * @returns the dashed line mesh
  44524. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  44525. */
  44526. static CreateDashedLines(name: string, options: {
  44527. points: Vector3[];
  44528. dashSize?: number;
  44529. gapSize?: number;
  44530. dashNb?: number;
  44531. updatable?: boolean;
  44532. instance?: LinesMesh;
  44533. }, scene?: Nullable<Scene>): LinesMesh;
  44534. }
  44535. }
  44536. declare module "babylonjs/Debug/rayHelper" {
  44537. import { Nullable } from "babylonjs/types";
  44538. import { Ray } from "babylonjs/Culling/ray";
  44539. import { Vector3 } from "babylonjs/Maths/math.vector";
  44540. import { Color3 } from "babylonjs/Maths/math.color";
  44541. import { Scene } from "babylonjs/scene";
  44542. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44543. import "babylonjs/Meshes/Builders/linesBuilder";
  44544. /**
  44545. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44546. * in order to better appreciate the issue one might have.
  44547. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44548. */
  44549. export class RayHelper {
  44550. /**
  44551. * Defines the ray we are currently tryin to visualize.
  44552. */
  44553. ray: Nullable<Ray>;
  44554. private _renderPoints;
  44555. private _renderLine;
  44556. private _renderFunction;
  44557. private _scene;
  44558. private _updateToMeshFunction;
  44559. private _attachedToMesh;
  44560. private _meshSpaceDirection;
  44561. private _meshSpaceOrigin;
  44562. /**
  44563. * Helper function to create a colored helper in a scene in one line.
  44564. * @param ray Defines the ray we are currently tryin to visualize
  44565. * @param scene Defines the scene the ray is used in
  44566. * @param color Defines the color we want to see the ray in
  44567. * @returns The newly created ray helper.
  44568. */
  44569. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  44570. /**
  44571. * Instantiate a new ray helper.
  44572. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44573. * in order to better appreciate the issue one might have.
  44574. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44575. * @param ray Defines the ray we are currently tryin to visualize
  44576. */
  44577. constructor(ray: Ray);
  44578. /**
  44579. * Shows the ray we are willing to debug.
  44580. * @param scene Defines the scene the ray needs to be rendered in
  44581. * @param color Defines the color the ray needs to be rendered in
  44582. */
  44583. show(scene: Scene, color?: Color3): void;
  44584. /**
  44585. * Hides the ray we are debugging.
  44586. */
  44587. hide(): void;
  44588. private _render;
  44589. /**
  44590. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  44591. * @param mesh Defines the mesh we want the helper attached to
  44592. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  44593. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  44594. * @param length Defines the length of the ray
  44595. */
  44596. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  44597. /**
  44598. * Detach the ray helper from the mesh it has previously been attached to.
  44599. */
  44600. detachFromMesh(): void;
  44601. private _updateToMesh;
  44602. /**
  44603. * Dispose the helper and release its associated resources.
  44604. */
  44605. dispose(): void;
  44606. }
  44607. }
  44608. declare module "babylonjs/Debug/skeletonViewer" {
  44609. import { Color3 } from "babylonjs/Maths/math.color";
  44610. import { Scene } from "babylonjs/scene";
  44611. import { Nullable } from "babylonjs/types";
  44612. import { Skeleton } from "babylonjs/Bones/skeleton";
  44613. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44614. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44615. /**
  44616. * Class used to render a debug view of a given skeleton
  44617. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  44618. */
  44619. export class SkeletonViewer {
  44620. /** defines the skeleton to render */
  44621. skeleton: Skeleton;
  44622. /** defines the mesh attached to the skeleton */
  44623. mesh: AbstractMesh;
  44624. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  44625. autoUpdateBonesMatrices: boolean;
  44626. /** defines the rendering group id to use with the viewer */
  44627. renderingGroupId: number;
  44628. /** Gets or sets the color used to render the skeleton */
  44629. color: Color3;
  44630. private _scene;
  44631. private _debugLines;
  44632. private _debugMesh;
  44633. private _isEnabled;
  44634. private _renderFunction;
  44635. private _utilityLayer;
  44636. /**
  44637. * Returns the mesh used to render the bones
  44638. */
  44639. readonly debugMesh: Nullable<LinesMesh>;
  44640. /**
  44641. * Creates a new SkeletonViewer
  44642. * @param skeleton defines the skeleton to render
  44643. * @param mesh defines the mesh attached to the skeleton
  44644. * @param scene defines the hosting scene
  44645. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  44646. * @param renderingGroupId defines the rendering group id to use with the viewer
  44647. */
  44648. constructor(
  44649. /** defines the skeleton to render */
  44650. skeleton: Skeleton,
  44651. /** defines the mesh attached to the skeleton */
  44652. mesh: AbstractMesh, scene: Scene,
  44653. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  44654. autoUpdateBonesMatrices?: boolean,
  44655. /** defines the rendering group id to use with the viewer */
  44656. renderingGroupId?: number);
  44657. /** Gets or sets a boolean indicating if the viewer is enabled */
  44658. isEnabled: boolean;
  44659. private _getBonePosition;
  44660. private _getLinesForBonesWithLength;
  44661. private _getLinesForBonesNoLength;
  44662. /** Update the viewer to sync with current skeleton state */
  44663. update(): void;
  44664. /** Release associated resources */
  44665. dispose(): void;
  44666. }
  44667. }
  44668. declare module "babylonjs/Debug/index" {
  44669. export * from "babylonjs/Debug/axesViewer";
  44670. export * from "babylonjs/Debug/boneAxesViewer";
  44671. export * from "babylonjs/Debug/debugLayer";
  44672. export * from "babylonjs/Debug/physicsViewer";
  44673. export * from "babylonjs/Debug/rayHelper";
  44674. export * from "babylonjs/Debug/skeletonViewer";
  44675. }
  44676. declare module "babylonjs/Engines/nullEngine" {
  44677. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  44678. import { Scene } from "babylonjs/scene";
  44679. import { Engine } from "babylonjs/Engines/engine";
  44680. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  44681. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  44682. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  44683. import { Effect } from "babylonjs/Materials/effect";
  44684. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  44685. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  44686. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  44687. /**
  44688. * Options to create the null engine
  44689. */
  44690. export class NullEngineOptions {
  44691. /**
  44692. * Render width (Default: 512)
  44693. */
  44694. renderWidth: number;
  44695. /**
  44696. * Render height (Default: 256)
  44697. */
  44698. renderHeight: number;
  44699. /**
  44700. * Texture size (Default: 512)
  44701. */
  44702. textureSize: number;
  44703. /**
  44704. * If delta time between frames should be constant
  44705. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  44706. */
  44707. deterministicLockstep: boolean;
  44708. /**
  44709. * Maximum about of steps between frames (Default: 4)
  44710. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  44711. */
  44712. lockstepMaxSteps: number;
  44713. }
  44714. /**
  44715. * The null engine class provides support for headless version of babylon.js.
  44716. * This can be used in server side scenario or for testing purposes
  44717. */
  44718. export class NullEngine extends Engine {
  44719. private _options;
  44720. /**
  44721. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  44722. */
  44723. isDeterministicLockStep(): boolean;
  44724. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  44725. getLockstepMaxSteps(): number;
  44726. /**
  44727. * Sets hardware scaling, used to save performance if needed
  44728. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  44729. */
  44730. getHardwareScalingLevel(): number;
  44731. constructor(options?: NullEngineOptions);
  44732. createVertexBuffer(vertices: FloatArray): DataBuffer;
  44733. createIndexBuffer(indices: IndicesArray): DataBuffer;
  44734. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  44735. getRenderWidth(useScreen?: boolean): number;
  44736. getRenderHeight(useScreen?: boolean): number;
  44737. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  44738. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  44739. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  44740. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  44741. bindSamplers(effect: Effect): void;
  44742. enableEffect(effect: Effect): void;
  44743. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  44744. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  44745. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  44746. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  44747. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  44748. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  44749. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  44750. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  44751. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  44752. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  44753. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  44754. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  44755. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  44756. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  44757. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  44758. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  44759. setFloat(uniform: WebGLUniformLocation, value: number): void;
  44760. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  44761. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  44762. setBool(uniform: WebGLUniformLocation, bool: number): void;
  44763. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  44764. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  44765. bindBuffers(vertexBuffers: {
  44766. [key: string]: VertexBuffer;
  44767. }, indexBuffer: DataBuffer, effect: Effect): void;
  44768. wipeCaches(bruteForce?: boolean): void;
  44769. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  44770. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  44771. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  44772. /** @hidden */
  44773. _createTexture(): WebGLTexture;
  44774. /** @hidden */
  44775. _releaseTexture(texture: InternalTexture): void;
  44776. createTexture(urlArg: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<ArrayBuffer | HTMLImageElement>, fallBack?: InternalTexture, format?: number): InternalTexture;
  44777. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  44778. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  44779. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  44780. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  44781. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  44782. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  44783. areAllEffectsReady(): boolean;
  44784. /**
  44785. * @hidden
  44786. * Get the current error code of the webGL context
  44787. * @returns the error code
  44788. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  44789. */
  44790. getError(): number;
  44791. /** @hidden */
  44792. _getUnpackAlignement(): number;
  44793. /** @hidden */
  44794. _unpackFlipY(value: boolean): void;
  44795. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  44796. /**
  44797. * Updates a dynamic vertex buffer.
  44798. * @param vertexBuffer the vertex buffer to update
  44799. * @param data the data used to update the vertex buffer
  44800. * @param byteOffset the byte offset of the data (optional)
  44801. * @param byteLength the byte length of the data (optional)
  44802. */
  44803. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  44804. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  44805. /** @hidden */
  44806. _bindTexture(channel: number, texture: InternalTexture): void;
  44807. /** @hidden */
  44808. _releaseBuffer(buffer: DataBuffer): boolean;
  44809. releaseEffects(): void;
  44810. displayLoadingUI(): void;
  44811. hideLoadingUI(): void;
  44812. /** @hidden */
  44813. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  44814. /** @hidden */
  44815. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  44816. /** @hidden */
  44817. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  44818. /** @hidden */
  44819. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  44820. }
  44821. }
  44822. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  44823. import { Nullable, int } from "babylonjs/types";
  44824. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  44825. /** @hidden */
  44826. export class _OcclusionDataStorage {
  44827. /** @hidden */
  44828. occlusionInternalRetryCounter: number;
  44829. /** @hidden */
  44830. isOcclusionQueryInProgress: boolean;
  44831. /** @hidden */
  44832. isOccluded: boolean;
  44833. /** @hidden */
  44834. occlusionRetryCount: number;
  44835. /** @hidden */
  44836. occlusionType: number;
  44837. /** @hidden */
  44838. occlusionQueryAlgorithmType: number;
  44839. }
  44840. module "babylonjs/Engines/engine" {
  44841. interface Engine {
  44842. /**
  44843. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  44844. * @return the new query
  44845. */
  44846. createQuery(): WebGLQuery;
  44847. /**
  44848. * Delete and release a webGL query
  44849. * @param query defines the query to delete
  44850. * @return the current engine
  44851. */
  44852. deleteQuery(query: WebGLQuery): Engine;
  44853. /**
  44854. * Check if a given query has resolved and got its value
  44855. * @param query defines the query to check
  44856. * @returns true if the query got its value
  44857. */
  44858. isQueryResultAvailable(query: WebGLQuery): boolean;
  44859. /**
  44860. * Gets the value of a given query
  44861. * @param query defines the query to check
  44862. * @returns the value of the query
  44863. */
  44864. getQueryResult(query: WebGLQuery): number;
  44865. /**
  44866. * Initiates an occlusion query
  44867. * @param algorithmType defines the algorithm to use
  44868. * @param query defines the query to use
  44869. * @returns the current engine
  44870. * @see http://doc.babylonjs.com/features/occlusionquery
  44871. */
  44872. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  44873. /**
  44874. * Ends an occlusion query
  44875. * @see http://doc.babylonjs.com/features/occlusionquery
  44876. * @param algorithmType defines the algorithm to use
  44877. * @returns the current engine
  44878. */
  44879. endOcclusionQuery(algorithmType: number): Engine;
  44880. /**
  44881. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  44882. * Please note that only one query can be issued at a time
  44883. * @returns a time token used to track the time span
  44884. */
  44885. startTimeQuery(): Nullable<_TimeToken>;
  44886. /**
  44887. * Ends a time query
  44888. * @param token defines the token used to measure the time span
  44889. * @returns the time spent (in ns)
  44890. */
  44891. endTimeQuery(token: _TimeToken): int;
  44892. /** @hidden */
  44893. _currentNonTimestampToken: Nullable<_TimeToken>;
  44894. /** @hidden */
  44895. _createTimeQuery(): WebGLQuery;
  44896. /** @hidden */
  44897. _deleteTimeQuery(query: WebGLQuery): void;
  44898. /** @hidden */
  44899. _getGlAlgorithmType(algorithmType: number): number;
  44900. /** @hidden */
  44901. _getTimeQueryResult(query: WebGLQuery): any;
  44902. /** @hidden */
  44903. _getTimeQueryAvailability(query: WebGLQuery): any;
  44904. }
  44905. }
  44906. module "babylonjs/Meshes/abstractMesh" {
  44907. interface AbstractMesh {
  44908. /**
  44909. * Backing filed
  44910. * @hidden
  44911. */
  44912. __occlusionDataStorage: _OcclusionDataStorage;
  44913. /**
  44914. * Access property
  44915. * @hidden
  44916. */
  44917. _occlusionDataStorage: _OcclusionDataStorage;
  44918. /**
  44919. * This number indicates the number of allowed retries before stop the occlusion query, this is useful if the occlusion query is taking long time before to the query result is retireved, the query result indicates if the object is visible within the scene or not and based on that Babylon.Js engine decideds to show or hide the object.
  44920. * The default value is -1 which means don't break the query and wait till the result
  44921. * @see http://doc.babylonjs.com/features/occlusionquery
  44922. */
  44923. occlusionRetryCount: number;
  44924. /**
  44925. * This property is responsible for starting the occlusion query within the Mesh or not, this property is also used to determine what should happen when the occlusionRetryCount is reached. It has supports 3 values:
  44926. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  44927. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  44928. * * OCCLUSION_TYPE_STRICT: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken restore the last state of the mesh occlusion if the mesh was visible then show the mesh if was hidden then hide don't show.
  44929. * @see http://doc.babylonjs.com/features/occlusionquery
  44930. */
  44931. occlusionType: number;
  44932. /**
  44933. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  44934. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  44935. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE (Default Value) which is mapped to GL_ANY_SAMPLES_PASSED_CONSERVATIVE which is a false positive algorithm that is faster than GL_ANY_SAMPLES_PASSED but less accurate.
  44936. * @see http://doc.babylonjs.com/features/occlusionquery
  44937. */
  44938. occlusionQueryAlgorithmType: number;
  44939. /**
  44940. * Gets or sets whether the mesh is occluded or not, it is used also to set the intial state of the mesh to be occluded or not
  44941. * @see http://doc.babylonjs.com/features/occlusionquery
  44942. */
  44943. isOccluded: boolean;
  44944. /**
  44945. * Flag to check the progress status of the query
  44946. * @see http://doc.babylonjs.com/features/occlusionquery
  44947. */
  44948. isOcclusionQueryInProgress: boolean;
  44949. }
  44950. }
  44951. }
  44952. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  44953. import { Nullable } from "babylonjs/types";
  44954. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  44955. /** @hidden */
  44956. export var _forceTransformFeedbackToBundle: boolean;
  44957. module "babylonjs/Engines/engine" {
  44958. interface Engine {
  44959. /**
  44960. * Creates a webGL transform feedback object
  44961. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  44962. * @returns the webGL transform feedback object
  44963. */
  44964. createTransformFeedback(): WebGLTransformFeedback;
  44965. /**
  44966. * Delete a webGL transform feedback object
  44967. * @param value defines the webGL transform feedback object to delete
  44968. */
  44969. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  44970. /**
  44971. * Bind a webGL transform feedback object to the webgl context
  44972. * @param value defines the webGL transform feedback object to bind
  44973. */
  44974. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  44975. /**
  44976. * Begins a transform feedback operation
  44977. * @param usePoints defines if points or triangles must be used
  44978. */
  44979. beginTransformFeedback(usePoints: boolean): void;
  44980. /**
  44981. * Ends a transform feedback operation
  44982. */
  44983. endTransformFeedback(): void;
  44984. /**
  44985. * Specify the varyings to use with transform feedback
  44986. * @param program defines the associated webGL program
  44987. * @param value defines the list of strings representing the varying names
  44988. */
  44989. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  44990. /**
  44991. * Bind a webGL buffer for a transform feedback operation
  44992. * @param value defines the webGL buffer to bind
  44993. */
  44994. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  44995. }
  44996. }
  44997. }
  44998. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  44999. import { Scene } from "babylonjs/scene";
  45000. import { Engine } from "babylonjs/Engines/engine";
  45001. import { Texture } from "babylonjs/Materials/Textures/texture";
  45002. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  45003. import "babylonjs/Engines/Extensions/engine.multiRender";
  45004. /**
  45005. * Creation options of the multi render target texture.
  45006. */
  45007. export interface IMultiRenderTargetOptions {
  45008. /**
  45009. * Define if the texture needs to create mip maps after render.
  45010. */
  45011. generateMipMaps?: boolean;
  45012. /**
  45013. * Define the types of all the draw buffers we want to create
  45014. */
  45015. types?: number[];
  45016. /**
  45017. * Define the sampling modes of all the draw buffers we want to create
  45018. */
  45019. samplingModes?: number[];
  45020. /**
  45021. * Define if a depth buffer is required
  45022. */
  45023. generateDepthBuffer?: boolean;
  45024. /**
  45025. * Define if a stencil buffer is required
  45026. */
  45027. generateStencilBuffer?: boolean;
  45028. /**
  45029. * Define if a depth texture is required instead of a depth buffer
  45030. */
  45031. generateDepthTexture?: boolean;
  45032. /**
  45033. * Define the number of desired draw buffers
  45034. */
  45035. textureCount?: number;
  45036. /**
  45037. * Define if aspect ratio should be adapted to the texture or stay the scene one
  45038. */
  45039. doNotChangeAspectRatio?: boolean;
  45040. /**
  45041. * Define the default type of the buffers we are creating
  45042. */
  45043. defaultType?: number;
  45044. }
  45045. /**
  45046. * A multi render target, like a render target provides the ability to render to a texture.
  45047. * Unlike the render target, it can render to several draw buffers in one draw.
  45048. * This is specially interesting in deferred rendering or for any effects requiring more than
  45049. * just one color from a single pass.
  45050. */
  45051. export class MultiRenderTarget extends RenderTargetTexture {
  45052. private _internalTextures;
  45053. private _textures;
  45054. private _multiRenderTargetOptions;
  45055. /**
  45056. * Get if draw buffers are currently supported by the used hardware and browser.
  45057. */
  45058. readonly isSupported: boolean;
  45059. /**
  45060. * Get the list of textures generated by the multi render target.
  45061. */
  45062. readonly textures: Texture[];
  45063. /**
  45064. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  45065. */
  45066. readonly depthTexture: Texture;
  45067. /**
  45068. * Set the wrapping mode on U of all the textures we are rendering to.
  45069. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45070. */
  45071. wrapU: number;
  45072. /**
  45073. * Set the wrapping mode on V of all the textures we are rendering to.
  45074. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45075. */
  45076. wrapV: number;
  45077. /**
  45078. * Instantiate a new multi render target texture.
  45079. * A multi render target, like a render target provides the ability to render to a texture.
  45080. * Unlike the render target, it can render to several draw buffers in one draw.
  45081. * This is specially interesting in deferred rendering or for any effects requiring more than
  45082. * just one color from a single pass.
  45083. * @param name Define the name of the texture
  45084. * @param size Define the size of the buffers to render to
  45085. * @param count Define the number of target we are rendering into
  45086. * @param scene Define the scene the texture belongs to
  45087. * @param options Define the options used to create the multi render target
  45088. */
  45089. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  45090. /** @hidden */
  45091. _rebuild(): void;
  45092. private _createInternalTextures;
  45093. private _createTextures;
  45094. /**
  45095. * Define the number of samples used if MSAA is enabled.
  45096. */
  45097. samples: number;
  45098. /**
  45099. * Resize all the textures in the multi render target.
  45100. * Be carrefull as it will recreate all the data in the new texture.
  45101. * @param size Define the new size
  45102. */
  45103. resize(size: any): void;
  45104. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  45105. /**
  45106. * Dispose the render targets and their associated resources
  45107. */
  45108. dispose(): void;
  45109. /**
  45110. * Release all the underlying texture used as draw buffers.
  45111. */
  45112. releaseInternalTextures(): void;
  45113. }
  45114. }
  45115. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  45116. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45117. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  45118. import { Nullable } from "babylonjs/types";
  45119. module "babylonjs/Engines/engine" {
  45120. interface Engine {
  45121. /**
  45122. * Unbind a list of render target textures from the webGL context
  45123. * This is used only when drawBuffer extension or webGL2 are active
  45124. * @param textures defines the render target textures to unbind
  45125. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  45126. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  45127. */
  45128. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  45129. /**
  45130. * Create a multi render target texture
  45131. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  45132. * @param size defines the size of the texture
  45133. * @param options defines the creation options
  45134. * @returns the cube texture as an InternalTexture
  45135. */
  45136. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  45137. /**
  45138. * Update the sample count for a given multiple render target texture
  45139. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  45140. * @param textures defines the textures to update
  45141. * @param samples defines the sample count to set
  45142. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  45143. */
  45144. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  45145. }
  45146. }
  45147. }
  45148. declare module "babylonjs/Engines/Extensions/index" {
  45149. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  45150. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  45151. export * from "babylonjs/Engines/Extensions/engine.multiview";
  45152. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  45153. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  45154. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  45155. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  45156. export * from "babylonjs/Engines/Extensions/engine.webVR";
  45157. }
  45158. declare module "babylonjs/Engines/index" {
  45159. export * from "babylonjs/Engines/constants";
  45160. export * from "babylonjs/Engines/engine";
  45161. export * from "babylonjs/Engines/engineStore";
  45162. export * from "babylonjs/Engines/nullEngine";
  45163. export * from "babylonjs/Engines/Extensions/index";
  45164. export * from "babylonjs/Engines/IPipelineContext";
  45165. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  45166. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  45167. }
  45168. declare module "babylonjs/Events/clipboardEvents" {
  45169. /**
  45170. * Gather the list of clipboard event types as constants.
  45171. */
  45172. export class ClipboardEventTypes {
  45173. /**
  45174. * The clipboard event is fired when a copy command is active (pressed).
  45175. */
  45176. static readonly COPY: number;
  45177. /**
  45178. * The clipboard event is fired when a cut command is active (pressed).
  45179. */
  45180. static readonly CUT: number;
  45181. /**
  45182. * The clipboard event is fired when a paste command is active (pressed).
  45183. */
  45184. static readonly PASTE: number;
  45185. }
  45186. /**
  45187. * This class is used to store clipboard related info for the onClipboardObservable event.
  45188. */
  45189. export class ClipboardInfo {
  45190. /**
  45191. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45192. */
  45193. type: number;
  45194. /**
  45195. * Defines the related dom event
  45196. */
  45197. event: ClipboardEvent;
  45198. /**
  45199. *Creates an instance of ClipboardInfo.
  45200. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  45201. * @param event Defines the related dom event
  45202. */
  45203. constructor(
  45204. /**
  45205. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45206. */
  45207. type: number,
  45208. /**
  45209. * Defines the related dom event
  45210. */
  45211. event: ClipboardEvent);
  45212. /**
  45213. * Get the clipboard event's type from the keycode.
  45214. * @param keyCode Defines the keyCode for the current keyboard event.
  45215. * @return {number}
  45216. */
  45217. static GetTypeFromCharacter(keyCode: number): number;
  45218. }
  45219. }
  45220. declare module "babylonjs/Events/index" {
  45221. export * from "babylonjs/Events/keyboardEvents";
  45222. export * from "babylonjs/Events/pointerEvents";
  45223. export * from "babylonjs/Events/clipboardEvents";
  45224. }
  45225. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  45226. import { Scene } from "babylonjs/scene";
  45227. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45228. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45229. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45230. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45231. /**
  45232. * Google Daydream controller
  45233. */
  45234. export class DaydreamController extends WebVRController {
  45235. /**
  45236. * Base Url for the controller model.
  45237. */
  45238. static MODEL_BASE_URL: string;
  45239. /**
  45240. * File name for the controller model.
  45241. */
  45242. static MODEL_FILENAME: string;
  45243. /**
  45244. * Gamepad Id prefix used to identify Daydream Controller.
  45245. */
  45246. static readonly GAMEPAD_ID_PREFIX: string;
  45247. /**
  45248. * Creates a new DaydreamController from a gamepad
  45249. * @param vrGamepad the gamepad that the controller should be created from
  45250. */
  45251. constructor(vrGamepad: any);
  45252. /**
  45253. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45254. * @param scene scene in which to add meshes
  45255. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45256. */
  45257. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45258. /**
  45259. * Called once for each button that changed state since the last frame
  45260. * @param buttonIdx Which button index changed
  45261. * @param state New state of the button
  45262. * @param changes Which properties on the state changed since last frame
  45263. */
  45264. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45265. }
  45266. }
  45267. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  45268. import { Scene } from "babylonjs/scene";
  45269. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45270. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45271. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45272. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45273. /**
  45274. * Gear VR Controller
  45275. */
  45276. export class GearVRController extends WebVRController {
  45277. /**
  45278. * Base Url for the controller model.
  45279. */
  45280. static MODEL_BASE_URL: string;
  45281. /**
  45282. * File name for the controller model.
  45283. */
  45284. static MODEL_FILENAME: string;
  45285. /**
  45286. * Gamepad Id prefix used to identify this controller.
  45287. */
  45288. static readonly GAMEPAD_ID_PREFIX: string;
  45289. private readonly _buttonIndexToObservableNameMap;
  45290. /**
  45291. * Creates a new GearVRController from a gamepad
  45292. * @param vrGamepad the gamepad that the controller should be created from
  45293. */
  45294. constructor(vrGamepad: any);
  45295. /**
  45296. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45297. * @param scene scene in which to add meshes
  45298. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45299. */
  45300. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45301. /**
  45302. * Called once for each button that changed state since the last frame
  45303. * @param buttonIdx Which button index changed
  45304. * @param state New state of the button
  45305. * @param changes Which properties on the state changed since last frame
  45306. */
  45307. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45308. }
  45309. }
  45310. declare module "babylonjs/Gamepads/Controllers/index" {
  45311. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  45312. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  45313. export * from "babylonjs/Gamepads/Controllers/genericController";
  45314. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  45315. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45316. export * from "babylonjs/Gamepads/Controllers/viveController";
  45317. export * from "babylonjs/Gamepads/Controllers/webVRController";
  45318. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  45319. }
  45320. declare module "babylonjs/Gamepads/index" {
  45321. export * from "babylonjs/Gamepads/Controllers/index";
  45322. export * from "babylonjs/Gamepads/gamepad";
  45323. export * from "babylonjs/Gamepads/gamepadManager";
  45324. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  45325. export * from "babylonjs/Gamepads/xboxGamepad";
  45326. }
  45327. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  45328. import { Scene } from "babylonjs/scene";
  45329. import { Vector4 } from "babylonjs/Maths/math.vector";
  45330. import { Color4 } from "babylonjs/Maths/math.color";
  45331. import { Mesh } from "babylonjs/Meshes/mesh";
  45332. import { Nullable } from "babylonjs/types";
  45333. /**
  45334. * Class containing static functions to help procedurally build meshes
  45335. */
  45336. export class PolyhedronBuilder {
  45337. /**
  45338. * Creates a polyhedron mesh
  45339. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  45340. * * The parameter `size` (positive float, default 1) sets the polygon size
  45341. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  45342. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  45343. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  45344. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  45345. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  45346. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  45347. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45348. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  45349. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45350. * @param name defines the name of the mesh
  45351. * @param options defines the options used to create the mesh
  45352. * @param scene defines the hosting scene
  45353. * @returns the polyhedron mesh
  45354. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  45355. */
  45356. static CreatePolyhedron(name: string, options: {
  45357. type?: number;
  45358. size?: number;
  45359. sizeX?: number;
  45360. sizeY?: number;
  45361. sizeZ?: number;
  45362. custom?: any;
  45363. faceUV?: Vector4[];
  45364. faceColors?: Color4[];
  45365. flat?: boolean;
  45366. updatable?: boolean;
  45367. sideOrientation?: number;
  45368. frontUVs?: Vector4;
  45369. backUVs?: Vector4;
  45370. }, scene?: Nullable<Scene>): Mesh;
  45371. }
  45372. }
  45373. declare module "babylonjs/Gizmos/scaleGizmo" {
  45374. import { Observable } from "babylonjs/Misc/observable";
  45375. import { Nullable } from "babylonjs/types";
  45376. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45377. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45378. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  45379. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45380. /**
  45381. * Gizmo that enables scaling a mesh along 3 axis
  45382. */
  45383. export class ScaleGizmo extends Gizmo {
  45384. /**
  45385. * Internal gizmo used for interactions on the x axis
  45386. */
  45387. xGizmo: AxisScaleGizmo;
  45388. /**
  45389. * Internal gizmo used for interactions on the y axis
  45390. */
  45391. yGizmo: AxisScaleGizmo;
  45392. /**
  45393. * Internal gizmo used for interactions on the z axis
  45394. */
  45395. zGizmo: AxisScaleGizmo;
  45396. /**
  45397. * Internal gizmo used to scale all axis equally
  45398. */
  45399. uniformScaleGizmo: AxisScaleGizmo;
  45400. private _meshAttached;
  45401. private _updateGizmoRotationToMatchAttachedMesh;
  45402. private _snapDistance;
  45403. private _scaleRatio;
  45404. private _uniformScalingMesh;
  45405. private _octahedron;
  45406. /** Fires an event when any of it's sub gizmos are dragged */
  45407. onDragStartObservable: Observable<unknown>;
  45408. /** Fires an event when any of it's sub gizmos are released from dragging */
  45409. onDragEndObservable: Observable<unknown>;
  45410. attachedMesh: Nullable<AbstractMesh>;
  45411. /**
  45412. * Creates a ScaleGizmo
  45413. * @param gizmoLayer The utility layer the gizmo will be added to
  45414. */
  45415. constructor(gizmoLayer?: UtilityLayerRenderer);
  45416. updateGizmoRotationToMatchAttachedMesh: boolean;
  45417. /**
  45418. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45419. */
  45420. snapDistance: number;
  45421. /**
  45422. * Ratio for the scale of the gizmo (Default: 1)
  45423. */
  45424. scaleRatio: number;
  45425. /**
  45426. * Disposes of the gizmo
  45427. */
  45428. dispose(): void;
  45429. }
  45430. }
  45431. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  45432. import { Observable } from "babylonjs/Misc/observable";
  45433. import { Nullable } from "babylonjs/types";
  45434. import { Vector3 } from "babylonjs/Maths/math.vector";
  45435. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45436. import { Mesh } from "babylonjs/Meshes/mesh";
  45437. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45438. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45439. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45440. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  45441. import { Color3 } from "babylonjs/Maths/math.color";
  45442. /**
  45443. * Single axis scale gizmo
  45444. */
  45445. export class AxisScaleGizmo extends Gizmo {
  45446. /**
  45447. * Drag behavior responsible for the gizmos dragging interactions
  45448. */
  45449. dragBehavior: PointerDragBehavior;
  45450. private _pointerObserver;
  45451. /**
  45452. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45453. */
  45454. snapDistance: number;
  45455. /**
  45456. * Event that fires each time the gizmo snaps to a new location.
  45457. * * snapDistance is the the change in distance
  45458. */
  45459. onSnapObservable: Observable<{
  45460. snapDistance: number;
  45461. }>;
  45462. /**
  45463. * If the scaling operation should be done on all axis (default: false)
  45464. */
  45465. uniformScaling: boolean;
  45466. private _isEnabled;
  45467. private _parent;
  45468. private _arrow;
  45469. private _coloredMaterial;
  45470. private _hoverMaterial;
  45471. /**
  45472. * Creates an AxisScaleGizmo
  45473. * @param gizmoLayer The utility layer the gizmo will be added to
  45474. * @param dragAxis The axis which the gizmo will be able to scale on
  45475. * @param color The color of the gizmo
  45476. */
  45477. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  45478. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45479. /**
  45480. * If the gizmo is enabled
  45481. */
  45482. isEnabled: boolean;
  45483. /**
  45484. * Disposes of the gizmo
  45485. */
  45486. dispose(): void;
  45487. /**
  45488. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  45489. * @param mesh The mesh to replace the default mesh of the gizmo
  45490. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  45491. */
  45492. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  45493. }
  45494. }
  45495. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  45496. import { Observable } from "babylonjs/Misc/observable";
  45497. import { Nullable } from "babylonjs/types";
  45498. import { Vector3 } from "babylonjs/Maths/math.vector";
  45499. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45500. import { Mesh } from "babylonjs/Meshes/mesh";
  45501. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45502. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45503. import { Color3 } from "babylonjs/Maths/math.color";
  45504. import "babylonjs/Meshes/Builders/boxBuilder";
  45505. /**
  45506. * Bounding box gizmo
  45507. */
  45508. export class BoundingBoxGizmo extends Gizmo {
  45509. private _lineBoundingBox;
  45510. private _rotateSpheresParent;
  45511. private _scaleBoxesParent;
  45512. private _boundingDimensions;
  45513. private _renderObserver;
  45514. private _pointerObserver;
  45515. private _scaleDragSpeed;
  45516. private _tmpQuaternion;
  45517. private _tmpVector;
  45518. private _tmpRotationMatrix;
  45519. /**
  45520. * If child meshes should be ignored when calculating the boudning box. This should be set to true to avoid perf hits with heavily nested meshes (Default: false)
  45521. */
  45522. ignoreChildren: boolean;
  45523. /**
  45524. * Returns true if a descendant should be included when computing the bounding box. When null, all descendants are included. If ignoreChildren is set this will be ignored. (Default: null)
  45525. */
  45526. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  45527. /**
  45528. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  45529. */
  45530. rotationSphereSize: number;
  45531. /**
  45532. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  45533. */
  45534. scaleBoxSize: number;
  45535. /**
  45536. * If set, the rotation spheres and scale boxes will increase in size based on the distance away from the camera to have a consistent screen size (Default: false)
  45537. */
  45538. fixedDragMeshScreenSize: boolean;
  45539. /**
  45540. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  45541. */
  45542. fixedDragMeshScreenSizeDistanceFactor: number;
  45543. /**
  45544. * Fired when a rotation sphere or scale box is dragged
  45545. */
  45546. onDragStartObservable: Observable<{}>;
  45547. /**
  45548. * Fired when a scale box is dragged
  45549. */
  45550. onScaleBoxDragObservable: Observable<{}>;
  45551. /**
  45552. * Fired when a scale box drag is ended
  45553. */
  45554. onScaleBoxDragEndObservable: Observable<{}>;
  45555. /**
  45556. * Fired when a rotation sphere is dragged
  45557. */
  45558. onRotationSphereDragObservable: Observable<{}>;
  45559. /**
  45560. * Fired when a rotation sphere drag is ended
  45561. */
  45562. onRotationSphereDragEndObservable: Observable<{}>;
  45563. /**
  45564. * Relative bounding box pivot used when scaling the attached mesh. When null object with scale from the opposite corner. 0.5,0.5,0.5 for center and 0.5,0,0.5 for bottom (Default: null)
  45565. */
  45566. scalePivot: Nullable<Vector3>;
  45567. /**
  45568. * Mesh used as a pivot to rotate the attached mesh
  45569. */
  45570. private _anchorMesh;
  45571. private _existingMeshScale;
  45572. private _dragMesh;
  45573. private pointerDragBehavior;
  45574. private coloredMaterial;
  45575. private hoverColoredMaterial;
  45576. /**
  45577. * Sets the color of the bounding box gizmo
  45578. * @param color the color to set
  45579. */
  45580. setColor(color: Color3): void;
  45581. /**
  45582. * Creates an BoundingBoxGizmo
  45583. * @param gizmoLayer The utility layer the gizmo will be added to
  45584. * @param color The color of the gizmo
  45585. */
  45586. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  45587. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45588. private _selectNode;
  45589. /**
  45590. * Updates the bounding box information for the Gizmo
  45591. */
  45592. updateBoundingBox(): void;
  45593. private _updateRotationSpheres;
  45594. private _updateScaleBoxes;
  45595. /**
  45596. * Enables rotation on the specified axis and disables rotation on the others
  45597. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  45598. */
  45599. setEnabledRotationAxis(axis: string): void;
  45600. /**
  45601. * Enables/disables scaling
  45602. * @param enable if scaling should be enabled
  45603. */
  45604. setEnabledScaling(enable: boolean): void;
  45605. private _updateDummy;
  45606. /**
  45607. * Enables a pointer drag behavior on the bounding box of the gizmo
  45608. */
  45609. enableDragBehavior(): void;
  45610. /**
  45611. * Disposes of the gizmo
  45612. */
  45613. dispose(): void;
  45614. /**
  45615. * Makes a mesh not pickable and wraps the mesh inside of a bounding box mesh that is pickable. (This is useful to avoid picking within complex geometry)
  45616. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  45617. * @returns the bounding box mesh with the passed in mesh as a child
  45618. */
  45619. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  45620. /**
  45621. * CustomMeshes are not supported by this gizmo
  45622. * @param mesh The mesh to replace the default mesh of the gizmo
  45623. */
  45624. setCustomMesh(mesh: Mesh): void;
  45625. }
  45626. }
  45627. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  45628. import { Observable } from "babylonjs/Misc/observable";
  45629. import { Nullable } from "babylonjs/types";
  45630. import { Vector3 } from "babylonjs/Maths/math.vector";
  45631. import { Color3 } from "babylonjs/Maths/math.color";
  45632. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45633. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45634. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45635. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45636. import "babylonjs/Meshes/Builders/linesBuilder";
  45637. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  45638. /**
  45639. * Single plane rotation gizmo
  45640. */
  45641. export class PlaneRotationGizmo extends Gizmo {
  45642. /**
  45643. * Drag behavior responsible for the gizmos dragging interactions
  45644. */
  45645. dragBehavior: PointerDragBehavior;
  45646. private _pointerObserver;
  45647. /**
  45648. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  45649. */
  45650. snapDistance: number;
  45651. /**
  45652. * Event that fires each time the gizmo snaps to a new location.
  45653. * * snapDistance is the the change in distance
  45654. */
  45655. onSnapObservable: Observable<{
  45656. snapDistance: number;
  45657. }>;
  45658. private _isEnabled;
  45659. private _parent;
  45660. /**
  45661. * Creates a PlaneRotationGizmo
  45662. * @param gizmoLayer The utility layer the gizmo will be added to
  45663. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  45664. * @param color The color of the gizmo
  45665. * @param tessellation Amount of tessellation to be used when creating rotation circles
  45666. */
  45667. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>);
  45668. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45669. /**
  45670. * If the gizmo is enabled
  45671. */
  45672. isEnabled: boolean;
  45673. /**
  45674. * Disposes of the gizmo
  45675. */
  45676. dispose(): void;
  45677. }
  45678. }
  45679. declare module "babylonjs/Gizmos/rotationGizmo" {
  45680. import { Observable } from "babylonjs/Misc/observable";
  45681. import { Nullable } from "babylonjs/types";
  45682. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45683. import { Mesh } from "babylonjs/Meshes/mesh";
  45684. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45685. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  45686. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45687. /**
  45688. * Gizmo that enables rotating a mesh along 3 axis
  45689. */
  45690. export class RotationGizmo extends Gizmo {
  45691. /**
  45692. * Internal gizmo used for interactions on the x axis
  45693. */
  45694. xGizmo: PlaneRotationGizmo;
  45695. /**
  45696. * Internal gizmo used for interactions on the y axis
  45697. */
  45698. yGizmo: PlaneRotationGizmo;
  45699. /**
  45700. * Internal gizmo used for interactions on the z axis
  45701. */
  45702. zGizmo: PlaneRotationGizmo;
  45703. /** Fires an event when any of it's sub gizmos are dragged */
  45704. onDragStartObservable: Observable<unknown>;
  45705. /** Fires an event when any of it's sub gizmos are released from dragging */
  45706. onDragEndObservable: Observable<unknown>;
  45707. private _meshAttached;
  45708. attachedMesh: Nullable<AbstractMesh>;
  45709. /**
  45710. * Creates a RotationGizmo
  45711. * @param gizmoLayer The utility layer the gizmo will be added to
  45712. * @param tessellation Amount of tessellation to be used when creating rotation circles
  45713. */
  45714. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number);
  45715. updateGizmoRotationToMatchAttachedMesh: boolean;
  45716. /**
  45717. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45718. */
  45719. snapDistance: number;
  45720. /**
  45721. * Ratio for the scale of the gizmo (Default: 1)
  45722. */
  45723. scaleRatio: number;
  45724. /**
  45725. * Disposes of the gizmo
  45726. */
  45727. dispose(): void;
  45728. /**
  45729. * CustomMeshes are not supported by this gizmo
  45730. * @param mesh The mesh to replace the default mesh of the gizmo
  45731. */
  45732. setCustomMesh(mesh: Mesh): void;
  45733. }
  45734. }
  45735. declare module "babylonjs/Gizmos/gizmoManager" {
  45736. import { Observable } from "babylonjs/Misc/observable";
  45737. import { Nullable } from "babylonjs/types";
  45738. import { Scene, IDisposable } from "babylonjs/scene";
  45739. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45740. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45741. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  45742. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  45743. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  45744. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  45745. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  45746. /**
  45747. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  45748. */
  45749. export class GizmoManager implements IDisposable {
  45750. private scene;
  45751. /**
  45752. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  45753. */
  45754. gizmos: {
  45755. positionGizmo: Nullable<PositionGizmo>;
  45756. rotationGizmo: Nullable<RotationGizmo>;
  45757. scaleGizmo: Nullable<ScaleGizmo>;
  45758. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  45759. };
  45760. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  45761. clearGizmoOnEmptyPointerEvent: boolean;
  45762. /** Fires an event when the manager is attached to a mesh */
  45763. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  45764. private _gizmosEnabled;
  45765. private _pointerObserver;
  45766. private _attachedMesh;
  45767. private _boundingBoxColor;
  45768. private _defaultUtilityLayer;
  45769. private _defaultKeepDepthUtilityLayer;
  45770. /**
  45771. * When bounding box gizmo is enabled, this can be used to track drag/end events
  45772. */
  45773. boundingBoxDragBehavior: SixDofDragBehavior;
  45774. /**
  45775. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  45776. */
  45777. attachableMeshes: Nullable<Array<AbstractMesh>>;
  45778. /**
  45779. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  45780. */
  45781. usePointerToAttachGizmos: boolean;
  45782. /**
  45783. * Utility layer that the bounding box gizmo belongs to
  45784. */
  45785. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  45786. /**
  45787. * Utility layer that all gizmos besides bounding box belong to
  45788. */
  45789. readonly utilityLayer: UtilityLayerRenderer;
  45790. /**
  45791. * Instatiates a gizmo manager
  45792. * @param scene the scene to overlay the gizmos on top of
  45793. */
  45794. constructor(scene: Scene);
  45795. /**
  45796. * Attaches a set of gizmos to the specified mesh
  45797. * @param mesh The mesh the gizmo's should be attached to
  45798. */
  45799. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  45800. /**
  45801. * If the position gizmo is enabled
  45802. */
  45803. positionGizmoEnabled: boolean;
  45804. /**
  45805. * If the rotation gizmo is enabled
  45806. */
  45807. rotationGizmoEnabled: boolean;
  45808. /**
  45809. * If the scale gizmo is enabled
  45810. */
  45811. scaleGizmoEnabled: boolean;
  45812. /**
  45813. * If the boundingBox gizmo is enabled
  45814. */
  45815. boundingBoxGizmoEnabled: boolean;
  45816. /**
  45817. * Disposes of the gizmo manager
  45818. */
  45819. dispose(): void;
  45820. }
  45821. }
  45822. declare module "babylonjs/Lights/directionalLight" {
  45823. import { Camera } from "babylonjs/Cameras/camera";
  45824. import { Scene } from "babylonjs/scene";
  45825. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  45826. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45827. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  45828. import { Effect } from "babylonjs/Materials/effect";
  45829. /**
  45830. * A directional light is defined by a direction (what a surprise!).
  45831. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  45832. * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.
  45833. * Documentation: https://doc.babylonjs.com/babylon101/lights
  45834. */
  45835. export class DirectionalLight extends ShadowLight {
  45836. private _shadowFrustumSize;
  45837. /**
  45838. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  45839. */
  45840. /**
  45841. * Specifies a fix frustum size for the shadow generation.
  45842. */
  45843. shadowFrustumSize: number;
  45844. private _shadowOrthoScale;
  45845. /**
  45846. * Gets the shadow projection scale against the optimal computed one.
  45847. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  45848. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  45849. */
  45850. /**
  45851. * Sets the shadow projection scale against the optimal computed one.
  45852. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  45853. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  45854. */
  45855. shadowOrthoScale: number;
  45856. /**
  45857. * Automatically compute the projection matrix to best fit (including all the casters)
  45858. * on each frame.
  45859. */
  45860. autoUpdateExtends: boolean;
  45861. private _orthoLeft;
  45862. private _orthoRight;
  45863. private _orthoTop;
  45864. private _orthoBottom;
  45865. /**
  45866. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  45867. * The directional light is emitted from everywhere in the given direction.
  45868. * It can cast shadows.
  45869. * Documentation : https://doc.babylonjs.com/babylon101/lights
  45870. * @param name The friendly name of the light
  45871. * @param direction The direction of the light
  45872. * @param scene The scene the light belongs to
  45873. */
  45874. constructor(name: string, direction: Vector3, scene: Scene);
  45875. /**
  45876. * Returns the string "DirectionalLight".
  45877. * @return The class name
  45878. */
  45879. getClassName(): string;
  45880. /**
  45881. * Returns the integer 1.
  45882. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  45883. */
  45884. getTypeID(): number;
  45885. /**
  45886. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  45887. * Returns the DirectionalLight Shadow projection matrix.
  45888. */
  45889. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  45890. /**
  45891. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  45892. * Returns the DirectionalLight Shadow projection matrix.
  45893. */
  45894. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  45895. /**
  45896. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  45897. * Returns the DirectionalLight Shadow projection matrix.
  45898. */
  45899. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  45900. protected _buildUniformLayout(): void;
  45901. /**
  45902. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  45903. * @param effect The effect to update
  45904. * @param lightIndex The index of the light in the effect to update
  45905. * @returns The directional light
  45906. */
  45907. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  45908. /**
  45909. * Gets the minZ used for shadow according to both the scene and the light.
  45910. *
  45911. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  45912. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  45913. * @param activeCamera The camera we are returning the min for
  45914. * @returns the depth min z
  45915. */
  45916. getDepthMinZ(activeCamera: Camera): number;
  45917. /**
  45918. * Gets the maxZ used for shadow according to both the scene and the light.
  45919. *
  45920. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  45921. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  45922. * @param activeCamera The camera we are returning the max for
  45923. * @returns the depth max z
  45924. */
  45925. getDepthMaxZ(activeCamera: Camera): number;
  45926. /**
  45927. * Prepares the list of defines specific to the light type.
  45928. * @param defines the list of defines
  45929. * @param lightIndex defines the index of the light for the effect
  45930. */
  45931. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  45932. }
  45933. }
  45934. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  45935. import { Mesh } from "babylonjs/Meshes/mesh";
  45936. /**
  45937. * Class containing static functions to help procedurally build meshes
  45938. */
  45939. export class HemisphereBuilder {
  45940. /**
  45941. * Creates a hemisphere mesh
  45942. * @param name defines the name of the mesh
  45943. * @param options defines the options used to create the mesh
  45944. * @param scene defines the hosting scene
  45945. * @returns the hemisphere mesh
  45946. */
  45947. static CreateHemisphere(name: string, options: {
  45948. segments?: number;
  45949. diameter?: number;
  45950. sideOrientation?: number;
  45951. }, scene: any): Mesh;
  45952. }
  45953. }
  45954. declare module "babylonjs/Lights/spotLight" {
  45955. import { Nullable } from "babylonjs/types";
  45956. import { Scene } from "babylonjs/scene";
  45957. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  45958. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45959. import { Effect } from "babylonjs/Materials/effect";
  45960. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  45961. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  45962. /**
  45963. * A spot light is defined by a position, a direction, an angle, and an exponent.
  45964. * These values define a cone of light starting from the position, emitting toward the direction.
  45965. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  45966. * and the exponent defines the speed of the decay of the light with distance (reach).
  45967. * Documentation: https://doc.babylonjs.com/babylon101/lights
  45968. */
  45969. export class SpotLight extends ShadowLight {
  45970. private _angle;
  45971. private _innerAngle;
  45972. private _cosHalfAngle;
  45973. private _lightAngleScale;
  45974. private _lightAngleOffset;
  45975. /**
  45976. * Gets the cone angle of the spot light in Radians.
  45977. */
  45978. /**
  45979. * Sets the cone angle of the spot light in Radians.
  45980. */
  45981. angle: number;
  45982. /**
  45983. * Only used in gltf falloff mode, this defines the angle where
  45984. * the directional falloff will start before cutting at angle which could be seen
  45985. * as outer angle.
  45986. */
  45987. /**
  45988. * Only used in gltf falloff mode, this defines the angle where
  45989. * the directional falloff will start before cutting at angle which could be seen
  45990. * as outer angle.
  45991. */
  45992. innerAngle: number;
  45993. private _shadowAngleScale;
  45994. /**
  45995. * Allows scaling the angle of the light for shadow generation only.
  45996. */
  45997. /**
  45998. * Allows scaling the angle of the light for shadow generation only.
  45999. */
  46000. shadowAngleScale: number;
  46001. /**
  46002. * The light decay speed with the distance from the emission spot.
  46003. */
  46004. exponent: number;
  46005. private _projectionTextureMatrix;
  46006. /**
  46007. * Allows reading the projecton texture
  46008. */
  46009. readonly projectionTextureMatrix: Matrix;
  46010. protected _projectionTextureLightNear: number;
  46011. /**
  46012. * Gets the near clip of the Spotlight for texture projection.
  46013. */
  46014. /**
  46015. * Sets the near clip of the Spotlight for texture projection.
  46016. */
  46017. projectionTextureLightNear: number;
  46018. protected _projectionTextureLightFar: number;
  46019. /**
  46020. * Gets the far clip of the Spotlight for texture projection.
  46021. */
  46022. /**
  46023. * Sets the far clip of the Spotlight for texture projection.
  46024. */
  46025. projectionTextureLightFar: number;
  46026. protected _projectionTextureUpDirection: Vector3;
  46027. /**
  46028. * Gets the Up vector of the Spotlight for texture projection.
  46029. */
  46030. /**
  46031. * Sets the Up vector of the Spotlight for texture projection.
  46032. */
  46033. projectionTextureUpDirection: Vector3;
  46034. private _projectionTexture;
  46035. /**
  46036. * Gets the projection texture of the light.
  46037. */
  46038. /**
  46039. * Sets the projection texture of the light.
  46040. */
  46041. projectionTexture: Nullable<BaseTexture>;
  46042. private _projectionTextureViewLightDirty;
  46043. private _projectionTextureProjectionLightDirty;
  46044. private _projectionTextureDirty;
  46045. private _projectionTextureViewTargetVector;
  46046. private _projectionTextureViewLightMatrix;
  46047. private _projectionTextureProjectionLightMatrix;
  46048. private _projectionTextureScalingMatrix;
  46049. /**
  46050. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  46051. * It can cast shadows.
  46052. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46053. * @param name The light friendly name
  46054. * @param position The position of the spot light in the scene
  46055. * @param direction The direction of the light in the scene
  46056. * @param angle The cone angle of the light in Radians
  46057. * @param exponent The light decay speed with the distance from the emission spot
  46058. * @param scene The scene the lights belongs to
  46059. */
  46060. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  46061. /**
  46062. * Returns the string "SpotLight".
  46063. * @returns the class name
  46064. */
  46065. getClassName(): string;
  46066. /**
  46067. * Returns the integer 2.
  46068. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46069. */
  46070. getTypeID(): number;
  46071. /**
  46072. * Overrides the direction setter to recompute the projection texture view light Matrix.
  46073. */
  46074. protected _setDirection(value: Vector3): void;
  46075. /**
  46076. * Overrides the position setter to recompute the projection texture view light Matrix.
  46077. */
  46078. protected _setPosition(value: Vector3): void;
  46079. /**
  46080. * Sets the passed matrix "matrix" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.
  46081. * Returns the SpotLight.
  46082. */
  46083. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46084. protected _computeProjectionTextureViewLightMatrix(): void;
  46085. protected _computeProjectionTextureProjectionLightMatrix(): void;
  46086. /**
  46087. * Main function for light texture projection matrix computing.
  46088. */
  46089. protected _computeProjectionTextureMatrix(): void;
  46090. protected _buildUniformLayout(): void;
  46091. private _computeAngleValues;
  46092. /**
  46093. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  46094. * @param effect The effect to update
  46095. * @param lightIndex The index of the light in the effect to update
  46096. * @returns The spot light
  46097. */
  46098. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  46099. /**
  46100. * Disposes the light and the associated resources.
  46101. */
  46102. dispose(): void;
  46103. /**
  46104. * Prepares the list of defines specific to the light type.
  46105. * @param defines the list of defines
  46106. * @param lightIndex defines the index of the light for the effect
  46107. */
  46108. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46109. }
  46110. }
  46111. declare module "babylonjs/Gizmos/lightGizmo" {
  46112. import { Nullable } from "babylonjs/types";
  46113. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46114. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46115. import { Light } from "babylonjs/Lights/light";
  46116. /**
  46117. * Gizmo that enables viewing a light
  46118. */
  46119. export class LightGizmo extends Gizmo {
  46120. private _lightMesh;
  46121. private _material;
  46122. private cachedPosition;
  46123. private cachedForward;
  46124. /**
  46125. * Creates a LightGizmo
  46126. * @param gizmoLayer The utility layer the gizmo will be added to
  46127. */
  46128. constructor(gizmoLayer?: UtilityLayerRenderer);
  46129. private _light;
  46130. /**
  46131. * The light that the gizmo is attached to
  46132. */
  46133. light: Nullable<Light>;
  46134. /**
  46135. * @hidden
  46136. * Updates the gizmo to match the attached mesh's position/rotation
  46137. */
  46138. protected _update(): void;
  46139. private static _Scale;
  46140. /**
  46141. * Creates the lines for a light mesh
  46142. */
  46143. private static _createLightLines;
  46144. /**
  46145. * Disposes of the light gizmo
  46146. */
  46147. dispose(): void;
  46148. private static _CreateHemisphericLightMesh;
  46149. private static _CreatePointLightMesh;
  46150. private static _CreateSpotLightMesh;
  46151. private static _CreateDirectionalLightMesh;
  46152. }
  46153. }
  46154. declare module "babylonjs/Gizmos/index" {
  46155. export * from "babylonjs/Gizmos/axisDragGizmo";
  46156. export * from "babylonjs/Gizmos/axisScaleGizmo";
  46157. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  46158. export * from "babylonjs/Gizmos/gizmo";
  46159. export * from "babylonjs/Gizmos/gizmoManager";
  46160. export * from "babylonjs/Gizmos/planeRotationGizmo";
  46161. export * from "babylonjs/Gizmos/positionGizmo";
  46162. export * from "babylonjs/Gizmos/rotationGizmo";
  46163. export * from "babylonjs/Gizmos/scaleGizmo";
  46164. export * from "babylonjs/Gizmos/lightGizmo";
  46165. export * from "babylonjs/Gizmos/planeDragGizmo";
  46166. }
  46167. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  46168. /** @hidden */
  46169. export var backgroundFragmentDeclaration: {
  46170. name: string;
  46171. shader: string;
  46172. };
  46173. }
  46174. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  46175. /** @hidden */
  46176. export var backgroundUboDeclaration: {
  46177. name: string;
  46178. shader: string;
  46179. };
  46180. }
  46181. declare module "babylonjs/Shaders/background.fragment" {
  46182. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  46183. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46184. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  46185. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  46186. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46187. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46188. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46189. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  46190. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  46191. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  46192. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  46193. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  46194. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  46195. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  46196. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  46197. /** @hidden */
  46198. export var backgroundPixelShader: {
  46199. name: string;
  46200. shader: string;
  46201. };
  46202. }
  46203. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  46204. /** @hidden */
  46205. export var backgroundVertexDeclaration: {
  46206. name: string;
  46207. shader: string;
  46208. };
  46209. }
  46210. declare module "babylonjs/Shaders/background.vertex" {
  46211. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  46212. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46213. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46214. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  46215. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  46216. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  46217. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  46218. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46219. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46220. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  46221. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  46222. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  46223. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  46224. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  46225. /** @hidden */
  46226. export var backgroundVertexShader: {
  46227. name: string;
  46228. shader: string;
  46229. };
  46230. }
  46231. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  46232. import { Nullable, int, float } from "babylonjs/types";
  46233. import { Scene } from "babylonjs/scene";
  46234. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46235. import { SubMesh } from "babylonjs/Meshes/subMesh";
  46236. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46237. import { Mesh } from "babylonjs/Meshes/mesh";
  46238. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  46239. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  46240. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  46241. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46242. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  46243. import { Color3 } from "babylonjs/Maths/math.color";
  46244. import "babylonjs/Shaders/background.fragment";
  46245. import "babylonjs/Shaders/background.vertex";
  46246. /**
  46247. * Background material used to create an efficient environement around your scene.
  46248. */
  46249. export class BackgroundMaterial extends PushMaterial {
  46250. /**
  46251. * Standard reflectance value at parallel view angle.
  46252. */
  46253. static StandardReflectance0: number;
  46254. /**
  46255. * Standard reflectance value at grazing angle.
  46256. */
  46257. static StandardReflectance90: number;
  46258. protected _primaryColor: Color3;
  46259. /**
  46260. * Key light Color (multiply against the environement texture)
  46261. */
  46262. primaryColor: Color3;
  46263. protected __perceptualColor: Nullable<Color3>;
  46264. /**
  46265. * Experimental Internal Use Only.
  46266. *
  46267. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  46268. * This acts as a helper to set the primary color to a more "human friendly" value.
  46269. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  46270. * output color as close as possible from the chosen value.
  46271. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  46272. * part of lighting setup.)
  46273. */
  46274. _perceptualColor: Nullable<Color3>;
  46275. protected _primaryColorShadowLevel: float;
  46276. /**
  46277. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  46278. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  46279. */
  46280. primaryColorShadowLevel: float;
  46281. protected _primaryColorHighlightLevel: float;
  46282. /**
  46283. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  46284. * The primary color is used at the level chosen to define what the white area would look.
  46285. */
  46286. primaryColorHighlightLevel: float;
  46287. protected _reflectionTexture: Nullable<BaseTexture>;
  46288. /**
  46289. * Reflection Texture used in the material.
  46290. * Should be author in a specific way for the best result (refer to the documentation).
  46291. */
  46292. reflectionTexture: Nullable<BaseTexture>;
  46293. protected _reflectionBlur: float;
  46294. /**
  46295. * Reflection Texture level of blur.
  46296. *
  46297. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  46298. * texture twice.
  46299. */
  46300. reflectionBlur: float;
  46301. protected _diffuseTexture: Nullable<BaseTexture>;
  46302. /**
  46303. * Diffuse Texture used in the material.
  46304. * Should be author in a specific way for the best result (refer to the documentation).
  46305. */
  46306. diffuseTexture: Nullable<BaseTexture>;
  46307. protected _shadowLights: Nullable<IShadowLight[]>;
  46308. /**
  46309. * Specify the list of lights casting shadow on the material.
  46310. * All scene shadow lights will be included if null.
  46311. */
  46312. shadowLights: Nullable<IShadowLight[]>;
  46313. protected _shadowLevel: float;
  46314. /**
  46315. * Helps adjusting the shadow to a softer level if required.
  46316. * 0 means black shadows and 1 means no shadows.
  46317. */
  46318. shadowLevel: float;
  46319. protected _sceneCenter: Vector3;
  46320. /**
  46321. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  46322. * It is usually zero but might be interesting to modify according to your setup.
  46323. */
  46324. sceneCenter: Vector3;
  46325. protected _opacityFresnel: boolean;
  46326. /**
  46327. * This helps specifying that the material is falling off to the sky box at grazing angle.
  46328. * This helps ensuring a nice transition when the camera goes under the ground.
  46329. */
  46330. opacityFresnel: boolean;
  46331. protected _reflectionFresnel: boolean;
  46332. /**
  46333. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  46334. * This helps adding a mirror texture on the ground.
  46335. */
  46336. reflectionFresnel: boolean;
  46337. protected _reflectionFalloffDistance: number;
  46338. /**
  46339. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  46340. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  46341. */
  46342. reflectionFalloffDistance: number;
  46343. protected _reflectionAmount: number;
  46344. /**
  46345. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  46346. */
  46347. reflectionAmount: number;
  46348. protected _reflectionReflectance0: number;
  46349. /**
  46350. * This specifies the weight of the reflection at grazing angle.
  46351. */
  46352. reflectionReflectance0: number;
  46353. protected _reflectionReflectance90: number;
  46354. /**
  46355. * This specifies the weight of the reflection at a perpendicular point of view.
  46356. */
  46357. reflectionReflectance90: number;
  46358. /**
  46359. * Sets the reflection reflectance fresnel values according to the default standard
  46360. * empirically know to work well :-)
  46361. */
  46362. reflectionStandardFresnelWeight: number;
  46363. protected _useRGBColor: boolean;
  46364. /**
  46365. * Helps to directly use the maps channels instead of their level.
  46366. */
  46367. useRGBColor: boolean;
  46368. protected _enableNoise: boolean;
  46369. /**
  46370. * This helps reducing the banding effect that could occur on the background.
  46371. */
  46372. enableNoise: boolean;
  46373. /**
  46374. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  46375. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  46376. * Recommended to be keep at 1.0 except for special cases.
  46377. */
  46378. fovMultiplier: number;
  46379. private _fovMultiplier;
  46380. /**
  46381. * Enable the FOV adjustment feature controlled by fovMultiplier.
  46382. */
  46383. useEquirectangularFOV: boolean;
  46384. private _maxSimultaneousLights;
  46385. /**
  46386. * Number of Simultaneous lights allowed on the material.
  46387. */
  46388. maxSimultaneousLights: int;
  46389. /**
  46390. * Default configuration related to image processing available in the Background Material.
  46391. */
  46392. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  46393. /**
  46394. * Keep track of the image processing observer to allow dispose and replace.
  46395. */
  46396. private _imageProcessingObserver;
  46397. /**
  46398. * Attaches a new image processing configuration to the PBR Material.
  46399. * @param configuration (if null the scene configuration will be use)
  46400. */
  46401. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  46402. /**
  46403. * Gets the image processing configuration used either in this material.
  46404. */
  46405. /**
  46406. * Sets the Default image processing configuration used either in the this material.
  46407. *
  46408. * If sets to null, the scene one is in use.
  46409. */
  46410. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  46411. /**
  46412. * Gets wether the color curves effect is enabled.
  46413. */
  46414. /**
  46415. * Sets wether the color curves effect is enabled.
  46416. */
  46417. cameraColorCurvesEnabled: boolean;
  46418. /**
  46419. * Gets wether the color grading effect is enabled.
  46420. */
  46421. /**
  46422. * Gets wether the color grading effect is enabled.
  46423. */
  46424. cameraColorGradingEnabled: boolean;
  46425. /**
  46426. * Gets wether tonemapping is enabled or not.
  46427. */
  46428. /**
  46429. * Sets wether tonemapping is enabled or not
  46430. */
  46431. cameraToneMappingEnabled: boolean;
  46432. /**
  46433. * The camera exposure used on this material.
  46434. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46435. * This corresponds to a photographic exposure.
  46436. */
  46437. /**
  46438. * The camera exposure used on this material.
  46439. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46440. * This corresponds to a photographic exposure.
  46441. */
  46442. cameraExposure: float;
  46443. /**
  46444. * Gets The camera contrast used on this material.
  46445. */
  46446. /**
  46447. * Sets The camera contrast used on this material.
  46448. */
  46449. cameraContrast: float;
  46450. /**
  46451. * Gets the Color Grading 2D Lookup Texture.
  46452. */
  46453. /**
  46454. * Sets the Color Grading 2D Lookup Texture.
  46455. */
  46456. cameraColorGradingTexture: Nullable<BaseTexture>;
  46457. /**
  46458. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46459. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46460. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  46461. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46462. */
  46463. /**
  46464. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46465. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46466. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  46467. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46468. */
  46469. cameraColorCurves: Nullable<ColorCurves>;
  46470. /**
  46471. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  46472. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  46473. */
  46474. switchToBGR: boolean;
  46475. private _renderTargets;
  46476. private _reflectionControls;
  46477. private _white;
  46478. private _primaryShadowColor;
  46479. private _primaryHighlightColor;
  46480. /**
  46481. * Instantiates a Background Material in the given scene
  46482. * @param name The friendly name of the material
  46483. * @param scene The scene to add the material to
  46484. */
  46485. constructor(name: string, scene: Scene);
  46486. /**
  46487. * Gets a boolean indicating that current material needs to register RTT
  46488. */
  46489. readonly hasRenderTargetTextures: boolean;
  46490. /**
  46491. * The entire material has been created in order to prevent overdraw.
  46492. * @returns false
  46493. */
  46494. needAlphaTesting(): boolean;
  46495. /**
  46496. * The entire material has been created in order to prevent overdraw.
  46497. * @returns true if blending is enable
  46498. */
  46499. needAlphaBlending(): boolean;
  46500. /**
  46501. * Checks wether the material is ready to be rendered for a given mesh.
  46502. * @param mesh The mesh to render
  46503. * @param subMesh The submesh to check against
  46504. * @param useInstances Specify wether or not the material is used with instances
  46505. * @returns true if all the dependencies are ready (Textures, Effects...)
  46506. */
  46507. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  46508. /**
  46509. * Compute the primary color according to the chosen perceptual color.
  46510. */
  46511. private _computePrimaryColorFromPerceptualColor;
  46512. /**
  46513. * Compute the highlights and shadow colors according to their chosen levels.
  46514. */
  46515. private _computePrimaryColors;
  46516. /**
  46517. * Build the uniform buffer used in the material.
  46518. */
  46519. buildUniformLayout(): void;
  46520. /**
  46521. * Unbind the material.
  46522. */
  46523. unbind(): void;
  46524. /**
  46525. * Bind only the world matrix to the material.
  46526. * @param world The world matrix to bind.
  46527. */
  46528. bindOnlyWorldMatrix(world: Matrix): void;
  46529. /**
  46530. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  46531. * @param world The world matrix to bind.
  46532. * @param subMesh The submesh to bind for.
  46533. */
  46534. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  46535. /**
  46536. * Dispose the material.
  46537. * @param forceDisposeEffect Force disposal of the associated effect.
  46538. * @param forceDisposeTextures Force disposal of the associated textures.
  46539. */
  46540. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  46541. /**
  46542. * Clones the material.
  46543. * @param name The cloned name.
  46544. * @returns The cloned material.
  46545. */
  46546. clone(name: string): BackgroundMaterial;
  46547. /**
  46548. * Serializes the current material to its JSON representation.
  46549. * @returns The JSON representation.
  46550. */
  46551. serialize(): any;
  46552. /**
  46553. * Gets the class name of the material
  46554. * @returns "BackgroundMaterial"
  46555. */
  46556. getClassName(): string;
  46557. /**
  46558. * Parse a JSON input to create back a background material.
  46559. * @param source The JSON data to parse
  46560. * @param scene The scene to create the parsed material in
  46561. * @param rootUrl The root url of the assets the material depends upon
  46562. * @returns the instantiated BackgroundMaterial.
  46563. */
  46564. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  46565. }
  46566. }
  46567. declare module "babylonjs/Helpers/environmentHelper" {
  46568. import { Observable } from "babylonjs/Misc/observable";
  46569. import { Nullable } from "babylonjs/types";
  46570. import { Scene } from "babylonjs/scene";
  46571. import { Vector3 } from "babylonjs/Maths/math.vector";
  46572. import { Color3 } from "babylonjs/Maths/math.color";
  46573. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46574. import { Mesh } from "babylonjs/Meshes/mesh";
  46575. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46576. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  46577. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  46578. import "babylonjs/Meshes/Builders/planeBuilder";
  46579. import "babylonjs/Meshes/Builders/boxBuilder";
  46580. /**
  46581. * Represents the different options available during the creation of
  46582. * a Environment helper.
  46583. *
  46584. * This can control the default ground, skybox and image processing setup of your scene.
  46585. */
  46586. export interface IEnvironmentHelperOptions {
  46587. /**
  46588. * Specifies wether or not to create a ground.
  46589. * True by default.
  46590. */
  46591. createGround: boolean;
  46592. /**
  46593. * Specifies the ground size.
  46594. * 15 by default.
  46595. */
  46596. groundSize: number;
  46597. /**
  46598. * The texture used on the ground for the main color.
  46599. * Comes from the BabylonJS CDN by default.
  46600. *
  46601. * Remarks: Can be either a texture or a url.
  46602. */
  46603. groundTexture: string | BaseTexture;
  46604. /**
  46605. * The color mixed in the ground texture by default.
  46606. * BabylonJS clearColor by default.
  46607. */
  46608. groundColor: Color3;
  46609. /**
  46610. * Specifies the ground opacity.
  46611. * 1 by default.
  46612. */
  46613. groundOpacity: number;
  46614. /**
  46615. * Enables the ground to receive shadows.
  46616. * True by default.
  46617. */
  46618. enableGroundShadow: boolean;
  46619. /**
  46620. * Helps preventing the shadow to be fully black on the ground.
  46621. * 0.5 by default.
  46622. */
  46623. groundShadowLevel: number;
  46624. /**
  46625. * Creates a mirror texture attach to the ground.
  46626. * false by default.
  46627. */
  46628. enableGroundMirror: boolean;
  46629. /**
  46630. * Specifies the ground mirror size ratio.
  46631. * 0.3 by default as the default kernel is 64.
  46632. */
  46633. groundMirrorSizeRatio: number;
  46634. /**
  46635. * Specifies the ground mirror blur kernel size.
  46636. * 64 by default.
  46637. */
  46638. groundMirrorBlurKernel: number;
  46639. /**
  46640. * Specifies the ground mirror visibility amount.
  46641. * 1 by default
  46642. */
  46643. groundMirrorAmount: number;
  46644. /**
  46645. * Specifies the ground mirror reflectance weight.
  46646. * This uses the standard weight of the background material to setup the fresnel effect
  46647. * of the mirror.
  46648. * 1 by default.
  46649. */
  46650. groundMirrorFresnelWeight: number;
  46651. /**
  46652. * Specifies the ground mirror Falloff distance.
  46653. * This can helps reducing the size of the reflection.
  46654. * 0 by Default.
  46655. */
  46656. groundMirrorFallOffDistance: number;
  46657. /**
  46658. * Specifies the ground mirror texture type.
  46659. * Unsigned Int by Default.
  46660. */
  46661. groundMirrorTextureType: number;
  46662. /**
  46663. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  46664. * the shown objects.
  46665. */
  46666. groundYBias: number;
  46667. /**
  46668. * Specifies wether or not to create a skybox.
  46669. * True by default.
  46670. */
  46671. createSkybox: boolean;
  46672. /**
  46673. * Specifies the skybox size.
  46674. * 20 by default.
  46675. */
  46676. skyboxSize: number;
  46677. /**
  46678. * The texture used on the skybox for the main color.
  46679. * Comes from the BabylonJS CDN by default.
  46680. *
  46681. * Remarks: Can be either a texture or a url.
  46682. */
  46683. skyboxTexture: string | BaseTexture;
  46684. /**
  46685. * The color mixed in the skybox texture by default.
  46686. * BabylonJS clearColor by default.
  46687. */
  46688. skyboxColor: Color3;
  46689. /**
  46690. * The background rotation around the Y axis of the scene.
  46691. * This helps aligning the key lights of your scene with the background.
  46692. * 0 by default.
  46693. */
  46694. backgroundYRotation: number;
  46695. /**
  46696. * Compute automatically the size of the elements to best fit with the scene.
  46697. */
  46698. sizeAuto: boolean;
  46699. /**
  46700. * Default position of the rootMesh if autoSize is not true.
  46701. */
  46702. rootPosition: Vector3;
  46703. /**
  46704. * Sets up the image processing in the scene.
  46705. * true by default.
  46706. */
  46707. setupImageProcessing: boolean;
  46708. /**
  46709. * The texture used as your environment texture in the scene.
  46710. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  46711. *
  46712. * Remarks: Can be either a texture or a url.
  46713. */
  46714. environmentTexture: string | BaseTexture;
  46715. /**
  46716. * The value of the exposure to apply to the scene.
  46717. * 0.6 by default if setupImageProcessing is true.
  46718. */
  46719. cameraExposure: number;
  46720. /**
  46721. * The value of the contrast to apply to the scene.
  46722. * 1.6 by default if setupImageProcessing is true.
  46723. */
  46724. cameraContrast: number;
  46725. /**
  46726. * Specifies wether or not tonemapping should be enabled in the scene.
  46727. * true by default if setupImageProcessing is true.
  46728. */
  46729. toneMappingEnabled: boolean;
  46730. }
  46731. /**
  46732. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  46733. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  46734. * It also helps with the default setup of your imageProcessing configuration.
  46735. */
  46736. export class EnvironmentHelper {
  46737. /**
  46738. * Default ground texture URL.
  46739. */
  46740. private static _groundTextureCDNUrl;
  46741. /**
  46742. * Default skybox texture URL.
  46743. */
  46744. private static _skyboxTextureCDNUrl;
  46745. /**
  46746. * Default environment texture URL.
  46747. */
  46748. private static _environmentTextureCDNUrl;
  46749. /**
  46750. * Creates the default options for the helper.
  46751. */
  46752. private static _getDefaultOptions;
  46753. private _rootMesh;
  46754. /**
  46755. * Gets the root mesh created by the helper.
  46756. */
  46757. readonly rootMesh: Mesh;
  46758. private _skybox;
  46759. /**
  46760. * Gets the skybox created by the helper.
  46761. */
  46762. readonly skybox: Nullable<Mesh>;
  46763. private _skyboxTexture;
  46764. /**
  46765. * Gets the skybox texture created by the helper.
  46766. */
  46767. readonly skyboxTexture: Nullable<BaseTexture>;
  46768. private _skyboxMaterial;
  46769. /**
  46770. * Gets the skybox material created by the helper.
  46771. */
  46772. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  46773. private _ground;
  46774. /**
  46775. * Gets the ground mesh created by the helper.
  46776. */
  46777. readonly ground: Nullable<Mesh>;
  46778. private _groundTexture;
  46779. /**
  46780. * Gets the ground texture created by the helper.
  46781. */
  46782. readonly groundTexture: Nullable<BaseTexture>;
  46783. private _groundMirror;
  46784. /**
  46785. * Gets the ground mirror created by the helper.
  46786. */
  46787. readonly groundMirror: Nullable<MirrorTexture>;
  46788. /**
  46789. * Gets the ground mirror render list to helps pushing the meshes
  46790. * you wish in the ground reflection.
  46791. */
  46792. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  46793. private _groundMaterial;
  46794. /**
  46795. * Gets the ground material created by the helper.
  46796. */
  46797. readonly groundMaterial: Nullable<BackgroundMaterial>;
  46798. /**
  46799. * Stores the creation options.
  46800. */
  46801. private readonly _scene;
  46802. private _options;
  46803. /**
  46804. * This observable will be notified with any error during the creation of the environment,
  46805. * mainly texture creation errors.
  46806. */
  46807. onErrorObservable: Observable<{
  46808. message?: string;
  46809. exception?: any;
  46810. }>;
  46811. /**
  46812. * constructor
  46813. * @param options Defines the options we want to customize the helper
  46814. * @param scene The scene to add the material to
  46815. */
  46816. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  46817. /**
  46818. * Updates the background according to the new options
  46819. * @param options
  46820. */
  46821. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  46822. /**
  46823. * Sets the primary color of all the available elements.
  46824. * @param color the main color to affect to the ground and the background
  46825. */
  46826. setMainColor(color: Color3): void;
  46827. /**
  46828. * Setup the image processing according to the specified options.
  46829. */
  46830. private _setupImageProcessing;
  46831. /**
  46832. * Setup the environment texture according to the specified options.
  46833. */
  46834. private _setupEnvironmentTexture;
  46835. /**
  46836. * Setup the background according to the specified options.
  46837. */
  46838. private _setupBackground;
  46839. /**
  46840. * Get the scene sizes according to the setup.
  46841. */
  46842. private _getSceneSize;
  46843. /**
  46844. * Setup the ground according to the specified options.
  46845. */
  46846. private _setupGround;
  46847. /**
  46848. * Setup the ground material according to the specified options.
  46849. */
  46850. private _setupGroundMaterial;
  46851. /**
  46852. * Setup the ground diffuse texture according to the specified options.
  46853. */
  46854. private _setupGroundDiffuseTexture;
  46855. /**
  46856. * Setup the ground mirror texture according to the specified options.
  46857. */
  46858. private _setupGroundMirrorTexture;
  46859. /**
  46860. * Setup the ground to receive the mirror texture.
  46861. */
  46862. private _setupMirrorInGroundMaterial;
  46863. /**
  46864. * Setup the skybox according to the specified options.
  46865. */
  46866. private _setupSkybox;
  46867. /**
  46868. * Setup the skybox material according to the specified options.
  46869. */
  46870. private _setupSkyboxMaterial;
  46871. /**
  46872. * Setup the skybox reflection texture according to the specified options.
  46873. */
  46874. private _setupSkyboxReflectionTexture;
  46875. private _errorHandler;
  46876. /**
  46877. * Dispose all the elements created by the Helper.
  46878. */
  46879. dispose(): void;
  46880. }
  46881. }
  46882. declare module "babylonjs/Helpers/photoDome" {
  46883. import { Observable } from "babylonjs/Misc/observable";
  46884. import { Nullable } from "babylonjs/types";
  46885. import { Scene } from "babylonjs/scene";
  46886. import { TransformNode } from "babylonjs/Meshes/transformNode";
  46887. import { Mesh } from "babylonjs/Meshes/mesh";
  46888. import { Texture } from "babylonjs/Materials/Textures/texture";
  46889. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  46890. import "babylonjs/Meshes/Builders/sphereBuilder";
  46891. /**
  46892. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  46893. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  46894. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  46895. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  46896. */
  46897. export class PhotoDome extends TransformNode {
  46898. /**
  46899. * Define the image as a Monoscopic panoramic 360 image.
  46900. */
  46901. static readonly MODE_MONOSCOPIC: number;
  46902. /**
  46903. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  46904. */
  46905. static readonly MODE_TOPBOTTOM: number;
  46906. /**
  46907. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  46908. */
  46909. static readonly MODE_SIDEBYSIDE: number;
  46910. private _useDirectMapping;
  46911. /**
  46912. * The texture being displayed on the sphere
  46913. */
  46914. protected _photoTexture: Texture;
  46915. /**
  46916. * Gets or sets the texture being displayed on the sphere
  46917. */
  46918. photoTexture: Texture;
  46919. /**
  46920. * Observable raised when an error occured while loading the 360 image
  46921. */
  46922. onLoadErrorObservable: Observable<string>;
  46923. /**
  46924. * The skybox material
  46925. */
  46926. protected _material: BackgroundMaterial;
  46927. /**
  46928. * The surface used for the skybox
  46929. */
  46930. protected _mesh: Mesh;
  46931. /**
  46932. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  46933. * Also see the options.resolution property.
  46934. */
  46935. fovMultiplier: number;
  46936. private _imageMode;
  46937. /**
  46938. * Gets or set the current video mode for the video. It can be:
  46939. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  46940. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  46941. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  46942. */
  46943. imageMode: number;
  46944. /**
  46945. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  46946. * @param name Element's name, child elements will append suffixes for their own names.
  46947. * @param urlsOfPhoto defines the url of the photo to display
  46948. * @param options defines an object containing optional or exposed sub element properties
  46949. * @param onError defines a callback called when an error occured while loading the texture
  46950. */
  46951. constructor(name: string, urlOfPhoto: string, options: {
  46952. resolution?: number;
  46953. size?: number;
  46954. useDirectMapping?: boolean;
  46955. faceForward?: boolean;
  46956. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  46957. private _onBeforeCameraRenderObserver;
  46958. private _changeImageMode;
  46959. /**
  46960. * Releases resources associated with this node.
  46961. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  46962. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  46963. */
  46964. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  46965. }
  46966. }
  46967. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  46968. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46969. /** @hidden */
  46970. export var rgbdDecodePixelShader: {
  46971. name: string;
  46972. shader: string;
  46973. };
  46974. }
  46975. declare module "babylonjs/Misc/brdfTextureTools" {
  46976. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46977. import { Scene } from "babylonjs/scene";
  46978. import "babylonjs/Shaders/rgbdDecode.fragment";
  46979. /**
  46980. * Class used to host texture specific utilities
  46981. */
  46982. export class BRDFTextureTools {
  46983. /**
  46984. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  46985. * @param texture the texture to expand.
  46986. */
  46987. private static _ExpandDefaultBRDFTexture;
  46988. /**
  46989. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  46990. * @param scene defines the hosting scene
  46991. * @returns the environment BRDF texture
  46992. */
  46993. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  46994. private static _environmentBRDFBase64Texture;
  46995. }
  46996. }
  46997. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  46998. import { Nullable } from "babylonjs/types";
  46999. import { Color3 } from "babylonjs/Maths/math.color";
  47000. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47001. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47002. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47003. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47004. import { Engine } from "babylonjs/Engines/engine";
  47005. import { Scene } from "babylonjs/scene";
  47006. /**
  47007. * @hidden
  47008. */
  47009. export interface IMaterialClearCoatDefines {
  47010. CLEARCOAT: boolean;
  47011. CLEARCOAT_DEFAULTIOR: boolean;
  47012. CLEARCOAT_TEXTURE: boolean;
  47013. CLEARCOAT_TEXTUREDIRECTUV: number;
  47014. CLEARCOAT_BUMP: boolean;
  47015. CLEARCOAT_BUMPDIRECTUV: number;
  47016. CLEARCOAT_TINT: boolean;
  47017. CLEARCOAT_TINT_TEXTURE: boolean;
  47018. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  47019. /** @hidden */
  47020. _areTexturesDirty: boolean;
  47021. }
  47022. /**
  47023. * Define the code related to the clear coat parameters of the pbr material.
  47024. */
  47025. export class PBRClearCoatConfiguration {
  47026. /**
  47027. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47028. * The default fits with a polyurethane material.
  47029. */
  47030. private static readonly _DefaultIndexOfRefraction;
  47031. private _isEnabled;
  47032. /**
  47033. * Defines if the clear coat is enabled in the material.
  47034. */
  47035. isEnabled: boolean;
  47036. /**
  47037. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  47038. */
  47039. intensity: number;
  47040. /**
  47041. * Defines the clear coat layer roughness.
  47042. */
  47043. roughness: number;
  47044. private _indexOfRefraction;
  47045. /**
  47046. * Defines the index of refraction of the clear coat.
  47047. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47048. * The default fits with a polyurethane material.
  47049. * Changing the default value is more performance intensive.
  47050. */
  47051. indexOfRefraction: number;
  47052. private _texture;
  47053. /**
  47054. * Stores the clear coat values in a texture.
  47055. */
  47056. texture: Nullable<BaseTexture>;
  47057. private _bumpTexture;
  47058. /**
  47059. * Define the clear coat specific bump texture.
  47060. */
  47061. bumpTexture: Nullable<BaseTexture>;
  47062. private _isTintEnabled;
  47063. /**
  47064. * Defines if the clear coat tint is enabled in the material.
  47065. */
  47066. isTintEnabled: boolean;
  47067. /**
  47068. * Defines the clear coat tint of the material.
  47069. * This is only use if tint is enabled
  47070. */
  47071. tintColor: Color3;
  47072. /**
  47073. * Defines the distance at which the tint color should be found in the
  47074. * clear coat media.
  47075. * This is only use if tint is enabled
  47076. */
  47077. tintColorAtDistance: number;
  47078. /**
  47079. * Defines the clear coat layer thickness.
  47080. * This is only use if tint is enabled
  47081. */
  47082. tintThickness: number;
  47083. private _tintTexture;
  47084. /**
  47085. * Stores the clear tint values in a texture.
  47086. * rgb is tint
  47087. * a is a thickness factor
  47088. */
  47089. tintTexture: Nullable<BaseTexture>;
  47090. /** @hidden */
  47091. private _internalMarkAllSubMeshesAsTexturesDirty;
  47092. /** @hidden */
  47093. _markAllSubMeshesAsTexturesDirty(): void;
  47094. /**
  47095. * Instantiate a new istance of clear coat configuration.
  47096. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47097. */
  47098. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47099. /**
  47100. * Gets wehter the submesh is ready to be used or not.
  47101. * @param defines the list of "defines" to update.
  47102. * @param scene defines the scene the material belongs to.
  47103. * @param engine defines the engine the material belongs to.
  47104. * @param disableBumpMap defines wether the material disables bump or not.
  47105. * @returns - boolean indicating that the submesh is ready or not.
  47106. */
  47107. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  47108. /**
  47109. * Checks to see if a texture is used in the material.
  47110. * @param defines the list of "defines" to update.
  47111. * @param scene defines the scene to the material belongs to.
  47112. */
  47113. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  47114. /**
  47115. * Binds the material data.
  47116. * @param uniformBuffer defines the Uniform buffer to fill in.
  47117. * @param scene defines the scene the material belongs to.
  47118. * @param engine defines the engine the material belongs to.
  47119. * @param disableBumpMap defines wether the material disables bump or not.
  47120. * @param isFrozen defines wether the material is frozen or not.
  47121. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  47122. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  47123. */
  47124. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  47125. /**
  47126. * Checks to see if a texture is used in the material.
  47127. * @param texture - Base texture to use.
  47128. * @returns - Boolean specifying if a texture is used in the material.
  47129. */
  47130. hasTexture(texture: BaseTexture): boolean;
  47131. /**
  47132. * Returns an array of the actively used textures.
  47133. * @param activeTextures Array of BaseTextures
  47134. */
  47135. getActiveTextures(activeTextures: BaseTexture[]): void;
  47136. /**
  47137. * Returns the animatable textures.
  47138. * @param animatables Array of animatable textures.
  47139. */
  47140. getAnimatables(animatables: IAnimatable[]): void;
  47141. /**
  47142. * Disposes the resources of the material.
  47143. * @param forceDisposeTextures - Forces the disposal of all textures.
  47144. */
  47145. dispose(forceDisposeTextures?: boolean): void;
  47146. /**
  47147. * Get the current class name of the texture useful for serialization or dynamic coding.
  47148. * @returns "PBRClearCoatConfiguration"
  47149. */
  47150. getClassName(): string;
  47151. /**
  47152. * Add fallbacks to the effect fallbacks list.
  47153. * @param defines defines the Base texture to use.
  47154. * @param fallbacks defines the current fallback list.
  47155. * @param currentRank defines the current fallback rank.
  47156. * @returns the new fallback rank.
  47157. */
  47158. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47159. /**
  47160. * Add the required uniforms to the current list.
  47161. * @param uniforms defines the current uniform list.
  47162. */
  47163. static AddUniforms(uniforms: string[]): void;
  47164. /**
  47165. * Add the required samplers to the current list.
  47166. * @param samplers defines the current sampler list.
  47167. */
  47168. static AddSamplers(samplers: string[]): void;
  47169. /**
  47170. * Add the required uniforms to the current buffer.
  47171. * @param uniformBuffer defines the current uniform buffer.
  47172. */
  47173. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47174. /**
  47175. * Makes a duplicate of the current configuration into another one.
  47176. * @param clearCoatConfiguration define the config where to copy the info
  47177. */
  47178. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  47179. /**
  47180. * Serializes this clear coat configuration.
  47181. * @returns - An object with the serialized config.
  47182. */
  47183. serialize(): any;
  47184. /**
  47185. * Parses a anisotropy Configuration from a serialized object.
  47186. * @param source - Serialized object.
  47187. * @param scene Defines the scene we are parsing for
  47188. * @param rootUrl Defines the rootUrl to load from
  47189. */
  47190. parse(source: any, scene: Scene, rootUrl: string): void;
  47191. }
  47192. }
  47193. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  47194. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47195. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47196. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47197. import { Vector2 } from "babylonjs/Maths/math.vector";
  47198. import { Scene } from "babylonjs/scene";
  47199. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47200. import { Nullable } from "babylonjs/types";
  47201. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47202. /**
  47203. * @hidden
  47204. */
  47205. export interface IMaterialAnisotropicDefines {
  47206. ANISOTROPIC: boolean;
  47207. ANISOTROPIC_TEXTURE: boolean;
  47208. ANISOTROPIC_TEXTUREDIRECTUV: number;
  47209. MAINUV1: boolean;
  47210. _areTexturesDirty: boolean;
  47211. _needUVs: boolean;
  47212. }
  47213. /**
  47214. * Define the code related to the anisotropic parameters of the pbr material.
  47215. */
  47216. export class PBRAnisotropicConfiguration {
  47217. private _isEnabled;
  47218. /**
  47219. * Defines if the anisotropy is enabled in the material.
  47220. */
  47221. isEnabled: boolean;
  47222. /**
  47223. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  47224. */
  47225. intensity: number;
  47226. /**
  47227. * Defines if the effect is along the tangents, bitangents or in between.
  47228. * By default, the effect is "strectching" the highlights along the tangents.
  47229. */
  47230. direction: Vector2;
  47231. private _texture;
  47232. /**
  47233. * Stores the anisotropy values in a texture.
  47234. * rg is direction (like normal from -1 to 1)
  47235. * b is a intensity
  47236. */
  47237. texture: Nullable<BaseTexture>;
  47238. /** @hidden */
  47239. private _internalMarkAllSubMeshesAsTexturesDirty;
  47240. /** @hidden */
  47241. _markAllSubMeshesAsTexturesDirty(): void;
  47242. /**
  47243. * Instantiate a new istance of anisotropy configuration.
  47244. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47245. */
  47246. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47247. /**
  47248. * Specifies that the submesh is ready to be used.
  47249. * @param defines the list of "defines" to update.
  47250. * @param scene defines the scene the material belongs to.
  47251. * @returns - boolean indicating that the submesh is ready or not.
  47252. */
  47253. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  47254. /**
  47255. * Checks to see if a texture is used in the material.
  47256. * @param defines the list of "defines" to update.
  47257. * @param mesh the mesh we are preparing the defines for.
  47258. * @param scene defines the scene the material belongs to.
  47259. */
  47260. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  47261. /**
  47262. * Binds the material data.
  47263. * @param uniformBuffer defines the Uniform buffer to fill in.
  47264. * @param scene defines the scene the material belongs to.
  47265. * @param isFrozen defines wether the material is frozen or not.
  47266. */
  47267. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47268. /**
  47269. * Checks to see if a texture is used in the material.
  47270. * @param texture - Base texture to use.
  47271. * @returns - Boolean specifying if a texture is used in the material.
  47272. */
  47273. hasTexture(texture: BaseTexture): boolean;
  47274. /**
  47275. * Returns an array of the actively used textures.
  47276. * @param activeTextures Array of BaseTextures
  47277. */
  47278. getActiveTextures(activeTextures: BaseTexture[]): void;
  47279. /**
  47280. * Returns the animatable textures.
  47281. * @param animatables Array of animatable textures.
  47282. */
  47283. getAnimatables(animatables: IAnimatable[]): void;
  47284. /**
  47285. * Disposes the resources of the material.
  47286. * @param forceDisposeTextures - Forces the disposal of all textures.
  47287. */
  47288. dispose(forceDisposeTextures?: boolean): void;
  47289. /**
  47290. * Get the current class name of the texture useful for serialization or dynamic coding.
  47291. * @returns "PBRAnisotropicConfiguration"
  47292. */
  47293. getClassName(): string;
  47294. /**
  47295. * Add fallbacks to the effect fallbacks list.
  47296. * @param defines defines the Base texture to use.
  47297. * @param fallbacks defines the current fallback list.
  47298. * @param currentRank defines the current fallback rank.
  47299. * @returns the new fallback rank.
  47300. */
  47301. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47302. /**
  47303. * Add the required uniforms to the current list.
  47304. * @param uniforms defines the current uniform list.
  47305. */
  47306. static AddUniforms(uniforms: string[]): void;
  47307. /**
  47308. * Add the required uniforms to the current buffer.
  47309. * @param uniformBuffer defines the current uniform buffer.
  47310. */
  47311. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47312. /**
  47313. * Add the required samplers to the current list.
  47314. * @param samplers defines the current sampler list.
  47315. */
  47316. static AddSamplers(samplers: string[]): void;
  47317. /**
  47318. * Makes a duplicate of the current configuration into another one.
  47319. * @param anisotropicConfiguration define the config where to copy the info
  47320. */
  47321. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  47322. /**
  47323. * Serializes this anisotropy configuration.
  47324. * @returns - An object with the serialized config.
  47325. */
  47326. serialize(): any;
  47327. /**
  47328. * Parses a anisotropy Configuration from a serialized object.
  47329. * @param source - Serialized object.
  47330. * @param scene Defines the scene we are parsing for
  47331. * @param rootUrl Defines the rootUrl to load from
  47332. */
  47333. parse(source: any, scene: Scene, rootUrl: string): void;
  47334. }
  47335. }
  47336. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  47337. import { Scene } from "babylonjs/scene";
  47338. /**
  47339. * @hidden
  47340. */
  47341. export interface IMaterialBRDFDefines {
  47342. BRDF_V_HEIGHT_CORRELATED: boolean;
  47343. MS_BRDF_ENERGY_CONSERVATION: boolean;
  47344. SPHERICAL_HARMONICS: boolean;
  47345. /** @hidden */
  47346. _areMiscDirty: boolean;
  47347. }
  47348. /**
  47349. * Define the code related to the BRDF parameters of the pbr material.
  47350. */
  47351. export class PBRBRDFConfiguration {
  47352. /**
  47353. * Default value used for the energy conservation.
  47354. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47355. */
  47356. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  47357. /**
  47358. * Default value used for the Smith Visibility Height Correlated mode.
  47359. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47360. */
  47361. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  47362. /**
  47363. * Default value used for the IBL diffuse part.
  47364. * This can help switching back to the polynomials mode globally which is a tiny bit
  47365. * less GPU intensive at the drawback of a lower quality.
  47366. */
  47367. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  47368. private _useEnergyConservation;
  47369. /**
  47370. * Defines if the material uses energy conservation.
  47371. */
  47372. useEnergyConservation: boolean;
  47373. private _useSmithVisibilityHeightCorrelated;
  47374. /**
  47375. * LEGACY Mode set to false
  47376. * Defines if the material uses height smith correlated visibility term.
  47377. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  47378. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  47379. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  47380. * Not relying on height correlated will also disable energy conservation.
  47381. */
  47382. useSmithVisibilityHeightCorrelated: boolean;
  47383. private _useSphericalHarmonics;
  47384. /**
  47385. * LEGACY Mode set to false
  47386. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  47387. * diffuse part of the IBL.
  47388. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  47389. * to the ground truth.
  47390. */
  47391. useSphericalHarmonics: boolean;
  47392. /** @hidden */
  47393. private _internalMarkAllSubMeshesAsMiscDirty;
  47394. /** @hidden */
  47395. _markAllSubMeshesAsMiscDirty(): void;
  47396. /**
  47397. * Instantiate a new istance of clear coat configuration.
  47398. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  47399. */
  47400. constructor(markAllSubMeshesAsMiscDirty: () => void);
  47401. /**
  47402. * Checks to see if a texture is used in the material.
  47403. * @param defines the list of "defines" to update.
  47404. */
  47405. prepareDefines(defines: IMaterialBRDFDefines): void;
  47406. /**
  47407. * Get the current class name of the texture useful for serialization or dynamic coding.
  47408. * @returns "PBRClearCoatConfiguration"
  47409. */
  47410. getClassName(): string;
  47411. /**
  47412. * Makes a duplicate of the current configuration into another one.
  47413. * @param brdfConfiguration define the config where to copy the info
  47414. */
  47415. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  47416. /**
  47417. * Serializes this BRDF configuration.
  47418. * @returns - An object with the serialized config.
  47419. */
  47420. serialize(): any;
  47421. /**
  47422. * Parses a anisotropy Configuration from a serialized object.
  47423. * @param source - Serialized object.
  47424. * @param scene Defines the scene we are parsing for
  47425. * @param rootUrl Defines the rootUrl to load from
  47426. */
  47427. parse(source: any, scene: Scene, rootUrl: string): void;
  47428. }
  47429. }
  47430. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  47431. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47432. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47433. import { Color3 } from "babylonjs/Maths/math.color";
  47434. import { Scene } from "babylonjs/scene";
  47435. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47436. import { Nullable } from "babylonjs/types";
  47437. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47438. /**
  47439. * @hidden
  47440. */
  47441. export interface IMaterialSheenDefines {
  47442. SHEEN: boolean;
  47443. SHEEN_TEXTURE: boolean;
  47444. SHEEN_TEXTUREDIRECTUV: number;
  47445. SHEEN_LINKWITHALBEDO: boolean;
  47446. /** @hidden */
  47447. _areTexturesDirty: boolean;
  47448. }
  47449. /**
  47450. * Define the code related to the Sheen parameters of the pbr material.
  47451. */
  47452. export class PBRSheenConfiguration {
  47453. private _isEnabled;
  47454. /**
  47455. * Defines if the material uses sheen.
  47456. */
  47457. isEnabled: boolean;
  47458. private _linkSheenWithAlbedo;
  47459. /**
  47460. * Defines if the sheen is linked to the sheen color.
  47461. */
  47462. linkSheenWithAlbedo: boolean;
  47463. /**
  47464. * Defines the sheen intensity.
  47465. */
  47466. intensity: number;
  47467. /**
  47468. * Defines the sheen color.
  47469. */
  47470. color: Color3;
  47471. private _texture;
  47472. /**
  47473. * Stores the sheen tint values in a texture.
  47474. * rgb is tint
  47475. * a is a intensity
  47476. */
  47477. texture: Nullable<BaseTexture>;
  47478. /** @hidden */
  47479. private _internalMarkAllSubMeshesAsTexturesDirty;
  47480. /** @hidden */
  47481. _markAllSubMeshesAsTexturesDirty(): void;
  47482. /**
  47483. * Instantiate a new istance of clear coat configuration.
  47484. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47485. */
  47486. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47487. /**
  47488. * Specifies that the submesh is ready to be used.
  47489. * @param defines the list of "defines" to update.
  47490. * @param scene defines the scene the material belongs to.
  47491. * @returns - boolean indicating that the submesh is ready or not.
  47492. */
  47493. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  47494. /**
  47495. * Checks to see if a texture is used in the material.
  47496. * @param defines the list of "defines" to update.
  47497. * @param scene defines the scene the material belongs to.
  47498. */
  47499. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  47500. /**
  47501. * Binds the material data.
  47502. * @param uniformBuffer defines the Uniform buffer to fill in.
  47503. * @param scene defines the scene the material belongs to.
  47504. * @param isFrozen defines wether the material is frozen or not.
  47505. */
  47506. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47507. /**
  47508. * Checks to see if a texture is used in the material.
  47509. * @param texture - Base texture to use.
  47510. * @returns - Boolean specifying if a texture is used in the material.
  47511. */
  47512. hasTexture(texture: BaseTexture): boolean;
  47513. /**
  47514. * Returns an array of the actively used textures.
  47515. * @param activeTextures Array of BaseTextures
  47516. */
  47517. getActiveTextures(activeTextures: BaseTexture[]): void;
  47518. /**
  47519. * Returns the animatable textures.
  47520. * @param animatables Array of animatable textures.
  47521. */
  47522. getAnimatables(animatables: IAnimatable[]): void;
  47523. /**
  47524. * Disposes the resources of the material.
  47525. * @param forceDisposeTextures - Forces the disposal of all textures.
  47526. */
  47527. dispose(forceDisposeTextures?: boolean): void;
  47528. /**
  47529. * Get the current class name of the texture useful for serialization or dynamic coding.
  47530. * @returns "PBRSheenConfiguration"
  47531. */
  47532. getClassName(): string;
  47533. /**
  47534. * Add fallbacks to the effect fallbacks list.
  47535. * @param defines defines the Base texture to use.
  47536. * @param fallbacks defines the current fallback list.
  47537. * @param currentRank defines the current fallback rank.
  47538. * @returns the new fallback rank.
  47539. */
  47540. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47541. /**
  47542. * Add the required uniforms to the current list.
  47543. * @param uniforms defines the current uniform list.
  47544. */
  47545. static AddUniforms(uniforms: string[]): void;
  47546. /**
  47547. * Add the required uniforms to the current buffer.
  47548. * @param uniformBuffer defines the current uniform buffer.
  47549. */
  47550. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47551. /**
  47552. * Add the required samplers to the current list.
  47553. * @param samplers defines the current sampler list.
  47554. */
  47555. static AddSamplers(samplers: string[]): void;
  47556. /**
  47557. * Makes a duplicate of the current configuration into another one.
  47558. * @param sheenConfiguration define the config where to copy the info
  47559. */
  47560. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  47561. /**
  47562. * Serializes this BRDF configuration.
  47563. * @returns - An object with the serialized config.
  47564. */
  47565. serialize(): any;
  47566. /**
  47567. * Parses a anisotropy Configuration from a serialized object.
  47568. * @param source - Serialized object.
  47569. * @param scene Defines the scene we are parsing for
  47570. * @param rootUrl Defines the rootUrl to load from
  47571. */
  47572. parse(source: any, scene: Scene, rootUrl: string): void;
  47573. }
  47574. }
  47575. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  47576. import { Nullable } from "babylonjs/types";
  47577. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47578. import { Color3 } from "babylonjs/Maths/math.color";
  47579. import { SmartArray } from "babylonjs/Misc/smartArray";
  47580. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47581. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  47582. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  47583. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47584. import { Engine } from "babylonjs/Engines/engine";
  47585. import { Scene } from "babylonjs/scene";
  47586. /**
  47587. * @hidden
  47588. */
  47589. export interface IMaterialSubSurfaceDefines {
  47590. SUBSURFACE: boolean;
  47591. SS_REFRACTION: boolean;
  47592. SS_TRANSLUCENCY: boolean;
  47593. SS_SCATERRING: boolean;
  47594. SS_THICKNESSANDMASK_TEXTURE: boolean;
  47595. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  47596. SS_REFRACTIONMAP_3D: boolean;
  47597. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  47598. SS_LODINREFRACTIONALPHA: boolean;
  47599. SS_GAMMAREFRACTION: boolean;
  47600. SS_RGBDREFRACTION: boolean;
  47601. SS_LINEARSPECULARREFRACTION: boolean;
  47602. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  47603. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  47604. /** @hidden */
  47605. _areTexturesDirty: boolean;
  47606. }
  47607. /**
  47608. * Define the code related to the sub surface parameters of the pbr material.
  47609. */
  47610. export class PBRSubSurfaceConfiguration {
  47611. private _isRefractionEnabled;
  47612. /**
  47613. * Defines if the refraction is enabled in the material.
  47614. */
  47615. isRefractionEnabled: boolean;
  47616. private _isTranslucencyEnabled;
  47617. /**
  47618. * Defines if the translucency is enabled in the material.
  47619. */
  47620. isTranslucencyEnabled: boolean;
  47621. private _isScatteringEnabled;
  47622. /**
  47623. * Defines the refraction intensity of the material.
  47624. * The refraction when enabled replaces the Diffuse part of the material.
  47625. * The intensity helps transitionning between diffuse and refraction.
  47626. */
  47627. refractionIntensity: number;
  47628. /**
  47629. * Defines the translucency intensity of the material.
  47630. * When translucency has been enabled, this defines how much of the "translucency"
  47631. * is addded to the diffuse part of the material.
  47632. */
  47633. translucencyIntensity: number;
  47634. /**
  47635. * Defines the scattering intensity of the material.
  47636. * When scattering has been enabled, this defines how much of the "scattered light"
  47637. * is addded to the diffuse part of the material.
  47638. */
  47639. scatteringIntensity: number;
  47640. private _thicknessTexture;
  47641. /**
  47642. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  47643. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  47644. * 0 would mean minimumThickness
  47645. * 1 would mean maximumThickness
  47646. * The other channels might be use as a mask to vary the different effects intensity.
  47647. */
  47648. thicknessTexture: Nullable<BaseTexture>;
  47649. private _refractionTexture;
  47650. /**
  47651. * Defines the texture to use for refraction.
  47652. */
  47653. refractionTexture: Nullable<BaseTexture>;
  47654. private _indexOfRefraction;
  47655. /**
  47656. * Defines the index of refraction used in the material.
  47657. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  47658. */
  47659. indexOfRefraction: number;
  47660. private _invertRefractionY;
  47661. /**
  47662. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  47663. */
  47664. invertRefractionY: boolean;
  47665. private _linkRefractionWithTransparency;
  47666. /**
  47667. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47668. * Materials half opaque for instance using refraction could benefit from this control.
  47669. */
  47670. linkRefractionWithTransparency: boolean;
  47671. /**
  47672. * Defines the minimum thickness stored in the thickness map.
  47673. * If no thickness map is defined, this value will be used to simulate thickness.
  47674. */
  47675. minimumThickness: number;
  47676. /**
  47677. * Defines the maximum thickness stored in the thickness map.
  47678. */
  47679. maximumThickness: number;
  47680. /**
  47681. * Defines the volume tint of the material.
  47682. * This is used for both translucency and scattering.
  47683. */
  47684. tintColor: Color3;
  47685. /**
  47686. * Defines the distance at which the tint color should be found in the media.
  47687. * This is used for refraction only.
  47688. */
  47689. tintColorAtDistance: number;
  47690. /**
  47691. * Defines how far each channel transmit through the media.
  47692. * It is defined as a color to simplify it selection.
  47693. */
  47694. diffusionDistance: Color3;
  47695. private _useMaskFromThicknessTexture;
  47696. /**
  47697. * Stores the intensity of the different subsurface effects in the thickness texture.
  47698. * * the green channel is the translucency intensity.
  47699. * * the blue channel is the scattering intensity.
  47700. * * the alpha channel is the refraction intensity.
  47701. */
  47702. useMaskFromThicknessTexture: boolean;
  47703. /** @hidden */
  47704. private _internalMarkAllSubMeshesAsTexturesDirty;
  47705. /** @hidden */
  47706. _markAllSubMeshesAsTexturesDirty(): void;
  47707. /**
  47708. * Instantiate a new istance of sub surface configuration.
  47709. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47710. */
  47711. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47712. /**
  47713. * Gets wehter the submesh is ready to be used or not.
  47714. * @param defines the list of "defines" to update.
  47715. * @param scene defines the scene the material belongs to.
  47716. * @returns - boolean indicating that the submesh is ready or not.
  47717. */
  47718. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  47719. /**
  47720. * Checks to see if a texture is used in the material.
  47721. * @param defines the list of "defines" to update.
  47722. * @param scene defines the scene to the material belongs to.
  47723. */
  47724. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  47725. /**
  47726. * Binds the material data.
  47727. * @param uniformBuffer defines the Uniform buffer to fill in.
  47728. * @param scene defines the scene the material belongs to.
  47729. * @param engine defines the engine the material belongs to.
  47730. * @param isFrozen defines wether the material is frozen or not.
  47731. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  47732. */
  47733. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  47734. /**
  47735. * Unbinds the material from the mesh.
  47736. * @param activeEffect defines the effect that should be unbound from.
  47737. * @returns true if unbound, otherwise false
  47738. */
  47739. unbind(activeEffect: Effect): boolean;
  47740. /**
  47741. * Returns the texture used for refraction or null if none is used.
  47742. * @param scene defines the scene the material belongs to.
  47743. * @returns - Refraction texture if present. If no refraction texture and refraction
  47744. * is linked with transparency, returns environment texture. Otherwise, returns null.
  47745. */
  47746. private _getRefractionTexture;
  47747. /**
  47748. * Returns true if alpha blending should be disabled.
  47749. */
  47750. readonly disableAlphaBlending: boolean;
  47751. /**
  47752. * Fills the list of render target textures.
  47753. * @param renderTargets the list of render targets to update
  47754. */
  47755. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  47756. /**
  47757. * Checks to see if a texture is used in the material.
  47758. * @param texture - Base texture to use.
  47759. * @returns - Boolean specifying if a texture is used in the material.
  47760. */
  47761. hasTexture(texture: BaseTexture): boolean;
  47762. /**
  47763. * Gets a boolean indicating that current material needs to register RTT
  47764. * @returns true if this uses a render target otherwise false.
  47765. */
  47766. hasRenderTargetTextures(): boolean;
  47767. /**
  47768. * Returns an array of the actively used textures.
  47769. * @param activeTextures Array of BaseTextures
  47770. */
  47771. getActiveTextures(activeTextures: BaseTexture[]): void;
  47772. /**
  47773. * Returns the animatable textures.
  47774. * @param animatables Array of animatable textures.
  47775. */
  47776. getAnimatables(animatables: IAnimatable[]): void;
  47777. /**
  47778. * Disposes the resources of the material.
  47779. * @param forceDisposeTextures - Forces the disposal of all textures.
  47780. */
  47781. dispose(forceDisposeTextures?: boolean): void;
  47782. /**
  47783. * Get the current class name of the texture useful for serialization or dynamic coding.
  47784. * @returns "PBRSubSurfaceConfiguration"
  47785. */
  47786. getClassName(): string;
  47787. /**
  47788. * Add fallbacks to the effect fallbacks list.
  47789. * @param defines defines the Base texture to use.
  47790. * @param fallbacks defines the current fallback list.
  47791. * @param currentRank defines the current fallback rank.
  47792. * @returns the new fallback rank.
  47793. */
  47794. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47795. /**
  47796. * Add the required uniforms to the current list.
  47797. * @param uniforms defines the current uniform list.
  47798. */
  47799. static AddUniforms(uniforms: string[]): void;
  47800. /**
  47801. * Add the required samplers to the current list.
  47802. * @param samplers defines the current sampler list.
  47803. */
  47804. static AddSamplers(samplers: string[]): void;
  47805. /**
  47806. * Add the required uniforms to the current buffer.
  47807. * @param uniformBuffer defines the current uniform buffer.
  47808. */
  47809. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47810. /**
  47811. * Makes a duplicate of the current configuration into another one.
  47812. * @param configuration define the config where to copy the info
  47813. */
  47814. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  47815. /**
  47816. * Serializes this Sub Surface configuration.
  47817. * @returns - An object with the serialized config.
  47818. */
  47819. serialize(): any;
  47820. /**
  47821. * Parses a anisotropy Configuration from a serialized object.
  47822. * @param source - Serialized object.
  47823. * @param scene Defines the scene we are parsing for
  47824. * @param rootUrl Defines the rootUrl to load from
  47825. */
  47826. parse(source: any, scene: Scene, rootUrl: string): void;
  47827. }
  47828. }
  47829. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  47830. /** @hidden */
  47831. export var pbrFragmentDeclaration: {
  47832. name: string;
  47833. shader: string;
  47834. };
  47835. }
  47836. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  47837. /** @hidden */
  47838. export var pbrUboDeclaration: {
  47839. name: string;
  47840. shader: string;
  47841. };
  47842. }
  47843. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  47844. /** @hidden */
  47845. export var pbrFragmentExtraDeclaration: {
  47846. name: string;
  47847. shader: string;
  47848. };
  47849. }
  47850. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  47851. /** @hidden */
  47852. export var pbrFragmentSamplersDeclaration: {
  47853. name: string;
  47854. shader: string;
  47855. };
  47856. }
  47857. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  47858. /** @hidden */
  47859. export var pbrHelperFunctions: {
  47860. name: string;
  47861. shader: string;
  47862. };
  47863. }
  47864. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  47865. /** @hidden */
  47866. export var harmonicsFunctions: {
  47867. name: string;
  47868. shader: string;
  47869. };
  47870. }
  47871. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  47872. /** @hidden */
  47873. export var pbrDirectLightingSetupFunctions: {
  47874. name: string;
  47875. shader: string;
  47876. };
  47877. }
  47878. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  47879. /** @hidden */
  47880. export var pbrDirectLightingFalloffFunctions: {
  47881. name: string;
  47882. shader: string;
  47883. };
  47884. }
  47885. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  47886. /** @hidden */
  47887. export var pbrBRDFFunctions: {
  47888. name: string;
  47889. shader: string;
  47890. };
  47891. }
  47892. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  47893. /** @hidden */
  47894. export var pbrDirectLightingFunctions: {
  47895. name: string;
  47896. shader: string;
  47897. };
  47898. }
  47899. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  47900. /** @hidden */
  47901. export var pbrIBLFunctions: {
  47902. name: string;
  47903. shader: string;
  47904. };
  47905. }
  47906. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  47907. /** @hidden */
  47908. export var pbrDebug: {
  47909. name: string;
  47910. shader: string;
  47911. };
  47912. }
  47913. declare module "babylonjs/Shaders/pbr.fragment" {
  47914. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  47915. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  47916. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  47917. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47918. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47919. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  47920. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  47921. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  47922. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  47923. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  47924. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47925. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  47926. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  47927. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  47928. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  47929. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  47930. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  47931. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  47932. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  47933. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  47934. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  47935. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  47936. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  47937. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  47938. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  47939. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  47940. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  47941. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  47942. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  47943. /** @hidden */
  47944. export var pbrPixelShader: {
  47945. name: string;
  47946. shader: string;
  47947. };
  47948. }
  47949. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  47950. /** @hidden */
  47951. export var pbrVertexDeclaration: {
  47952. name: string;
  47953. shader: string;
  47954. };
  47955. }
  47956. declare module "babylonjs/Shaders/pbr.vertex" {
  47957. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  47958. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  47959. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47960. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  47961. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  47962. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  47963. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  47964. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  47965. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  47966. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47967. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47968. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  47969. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  47970. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  47971. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  47972. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  47973. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  47974. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  47975. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  47976. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  47977. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  47978. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  47979. /** @hidden */
  47980. export var pbrVertexShader: {
  47981. name: string;
  47982. shader: string;
  47983. };
  47984. }
  47985. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  47986. import { Nullable } from "babylonjs/types";
  47987. import { Scene } from "babylonjs/scene";
  47988. import { Matrix } from "babylonjs/Maths/math.vector";
  47989. import { SubMesh } from "babylonjs/Meshes/subMesh";
  47990. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47991. import { Mesh } from "babylonjs/Meshes/mesh";
  47992. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  47993. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  47994. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  47995. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  47996. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  47997. import { Color3 } from "babylonjs/Maths/math.color";
  47998. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  47999. import { Material } from "babylonjs/Materials/material";
  48000. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  48001. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  48002. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48003. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48004. import "babylonjs/Shaders/pbr.fragment";
  48005. import "babylonjs/Shaders/pbr.vertex";
  48006. /**
  48007. * Manages the defines for the PBR Material.
  48008. * @hidden
  48009. */
  48010. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  48011. PBR: boolean;
  48012. MAINUV1: boolean;
  48013. MAINUV2: boolean;
  48014. UV1: boolean;
  48015. UV2: boolean;
  48016. ALBEDO: boolean;
  48017. ALBEDODIRECTUV: number;
  48018. VERTEXCOLOR: boolean;
  48019. AMBIENT: boolean;
  48020. AMBIENTDIRECTUV: number;
  48021. AMBIENTINGRAYSCALE: boolean;
  48022. OPACITY: boolean;
  48023. VERTEXALPHA: boolean;
  48024. OPACITYDIRECTUV: number;
  48025. OPACITYRGB: boolean;
  48026. ALPHATEST: boolean;
  48027. DEPTHPREPASS: boolean;
  48028. ALPHABLEND: boolean;
  48029. ALPHAFROMALBEDO: boolean;
  48030. ALPHATESTVALUE: string;
  48031. SPECULAROVERALPHA: boolean;
  48032. RADIANCEOVERALPHA: boolean;
  48033. ALPHAFRESNEL: boolean;
  48034. LINEARALPHAFRESNEL: boolean;
  48035. PREMULTIPLYALPHA: boolean;
  48036. EMISSIVE: boolean;
  48037. EMISSIVEDIRECTUV: number;
  48038. REFLECTIVITY: boolean;
  48039. REFLECTIVITYDIRECTUV: number;
  48040. SPECULARTERM: boolean;
  48041. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  48042. MICROSURFACEAUTOMATIC: boolean;
  48043. LODBASEDMICROSFURACE: boolean;
  48044. MICROSURFACEMAP: boolean;
  48045. MICROSURFACEMAPDIRECTUV: number;
  48046. METALLICWORKFLOW: boolean;
  48047. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  48048. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  48049. METALLNESSSTOREINMETALMAPBLUE: boolean;
  48050. AOSTOREINMETALMAPRED: boolean;
  48051. ENVIRONMENTBRDF: boolean;
  48052. ENVIRONMENTBRDF_RGBD: boolean;
  48053. NORMAL: boolean;
  48054. TANGENT: boolean;
  48055. BUMP: boolean;
  48056. BUMPDIRECTUV: number;
  48057. OBJECTSPACE_NORMALMAP: boolean;
  48058. PARALLAX: boolean;
  48059. PARALLAXOCCLUSION: boolean;
  48060. NORMALXYSCALE: boolean;
  48061. LIGHTMAP: boolean;
  48062. LIGHTMAPDIRECTUV: number;
  48063. USELIGHTMAPASSHADOWMAP: boolean;
  48064. GAMMALIGHTMAP: boolean;
  48065. REFLECTION: boolean;
  48066. REFLECTIONMAP_3D: boolean;
  48067. REFLECTIONMAP_SPHERICAL: boolean;
  48068. REFLECTIONMAP_PLANAR: boolean;
  48069. REFLECTIONMAP_CUBIC: boolean;
  48070. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  48071. REFLECTIONMAP_PROJECTION: boolean;
  48072. REFLECTIONMAP_SKYBOX: boolean;
  48073. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  48074. REFLECTIONMAP_EXPLICIT: boolean;
  48075. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  48076. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  48077. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  48078. INVERTCUBICMAP: boolean;
  48079. USESPHERICALFROMREFLECTIONMAP: boolean;
  48080. USEIRRADIANCEMAP: boolean;
  48081. SPHERICAL_HARMONICS: boolean;
  48082. USESPHERICALINVERTEX: boolean;
  48083. REFLECTIONMAP_OPPOSITEZ: boolean;
  48084. LODINREFLECTIONALPHA: boolean;
  48085. GAMMAREFLECTION: boolean;
  48086. RGBDREFLECTION: boolean;
  48087. LINEARSPECULARREFLECTION: boolean;
  48088. RADIANCEOCCLUSION: boolean;
  48089. HORIZONOCCLUSION: boolean;
  48090. INSTANCES: boolean;
  48091. NUM_BONE_INFLUENCERS: number;
  48092. BonesPerMesh: number;
  48093. BONETEXTURE: boolean;
  48094. NONUNIFORMSCALING: boolean;
  48095. MORPHTARGETS: boolean;
  48096. MORPHTARGETS_NORMAL: boolean;
  48097. MORPHTARGETS_TANGENT: boolean;
  48098. MORPHTARGETS_UV: boolean;
  48099. NUM_MORPH_INFLUENCERS: number;
  48100. IMAGEPROCESSING: boolean;
  48101. VIGNETTE: boolean;
  48102. VIGNETTEBLENDMODEMULTIPLY: boolean;
  48103. VIGNETTEBLENDMODEOPAQUE: boolean;
  48104. TONEMAPPING: boolean;
  48105. TONEMAPPING_ACES: boolean;
  48106. CONTRAST: boolean;
  48107. COLORCURVES: boolean;
  48108. COLORGRADING: boolean;
  48109. COLORGRADING3D: boolean;
  48110. SAMPLER3DGREENDEPTH: boolean;
  48111. SAMPLER3DBGRMAP: boolean;
  48112. IMAGEPROCESSINGPOSTPROCESS: boolean;
  48113. EXPOSURE: boolean;
  48114. MULTIVIEW: boolean;
  48115. USEPHYSICALLIGHTFALLOFF: boolean;
  48116. USEGLTFLIGHTFALLOFF: boolean;
  48117. TWOSIDEDLIGHTING: boolean;
  48118. SHADOWFLOAT: boolean;
  48119. CLIPPLANE: boolean;
  48120. CLIPPLANE2: boolean;
  48121. CLIPPLANE3: boolean;
  48122. CLIPPLANE4: boolean;
  48123. POINTSIZE: boolean;
  48124. FOG: boolean;
  48125. LOGARITHMICDEPTH: boolean;
  48126. FORCENORMALFORWARD: boolean;
  48127. SPECULARAA: boolean;
  48128. CLEARCOAT: boolean;
  48129. CLEARCOAT_DEFAULTIOR: boolean;
  48130. CLEARCOAT_TEXTURE: boolean;
  48131. CLEARCOAT_TEXTUREDIRECTUV: number;
  48132. CLEARCOAT_BUMP: boolean;
  48133. CLEARCOAT_BUMPDIRECTUV: number;
  48134. CLEARCOAT_TINT: boolean;
  48135. CLEARCOAT_TINT_TEXTURE: boolean;
  48136. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  48137. ANISOTROPIC: boolean;
  48138. ANISOTROPIC_TEXTURE: boolean;
  48139. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48140. BRDF_V_HEIGHT_CORRELATED: boolean;
  48141. MS_BRDF_ENERGY_CONSERVATION: boolean;
  48142. SHEEN: boolean;
  48143. SHEEN_TEXTURE: boolean;
  48144. SHEEN_TEXTUREDIRECTUV: number;
  48145. SHEEN_LINKWITHALBEDO: boolean;
  48146. SUBSURFACE: boolean;
  48147. SS_REFRACTION: boolean;
  48148. SS_TRANSLUCENCY: boolean;
  48149. SS_SCATERRING: boolean;
  48150. SS_THICKNESSANDMASK_TEXTURE: boolean;
  48151. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  48152. SS_REFRACTIONMAP_3D: boolean;
  48153. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  48154. SS_LODINREFRACTIONALPHA: boolean;
  48155. SS_GAMMAREFRACTION: boolean;
  48156. SS_RGBDREFRACTION: boolean;
  48157. SS_LINEARSPECULARREFRACTION: boolean;
  48158. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  48159. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  48160. UNLIT: boolean;
  48161. DEBUGMODE: number;
  48162. /**
  48163. * Initializes the PBR Material defines.
  48164. */
  48165. constructor();
  48166. /**
  48167. * Resets the PBR Material defines.
  48168. */
  48169. reset(): void;
  48170. }
  48171. /**
  48172. * The Physically based material base class of BJS.
  48173. *
  48174. * This offers the main features of a standard PBR material.
  48175. * For more information, please refer to the documentation :
  48176. * https://doc.babylonjs.com/how_to/physically_based_rendering
  48177. */
  48178. export abstract class PBRBaseMaterial extends PushMaterial {
  48179. /**
  48180. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48181. */
  48182. static readonly PBRMATERIAL_OPAQUE: number;
  48183. /**
  48184. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48185. */
  48186. static readonly PBRMATERIAL_ALPHATEST: number;
  48187. /**
  48188. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48189. */
  48190. static readonly PBRMATERIAL_ALPHABLEND: number;
  48191. /**
  48192. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48193. * They are also discarded below the alpha cutoff threshold to improve performances.
  48194. */
  48195. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  48196. /**
  48197. * Defines the default value of how much AO map is occluding the analytical lights
  48198. * (point spot...).
  48199. */
  48200. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  48201. /**
  48202. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  48203. */
  48204. static readonly LIGHTFALLOFF_PHYSICAL: number;
  48205. /**
  48206. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  48207. * to enhance interoperability with other engines.
  48208. */
  48209. static readonly LIGHTFALLOFF_GLTF: number;
  48210. /**
  48211. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  48212. * to enhance interoperability with other materials.
  48213. */
  48214. static readonly LIGHTFALLOFF_STANDARD: number;
  48215. /**
  48216. * Intensity of the direct lights e.g. the four lights available in your scene.
  48217. * This impacts both the direct diffuse and specular highlights.
  48218. */
  48219. protected _directIntensity: number;
  48220. /**
  48221. * Intensity of the emissive part of the material.
  48222. * This helps controlling the emissive effect without modifying the emissive color.
  48223. */
  48224. protected _emissiveIntensity: number;
  48225. /**
  48226. * Intensity of the environment e.g. how much the environment will light the object
  48227. * either through harmonics for rough material or through the refelction for shiny ones.
  48228. */
  48229. protected _environmentIntensity: number;
  48230. /**
  48231. * This is a special control allowing the reduction of the specular highlights coming from the
  48232. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  48233. */
  48234. protected _specularIntensity: number;
  48235. /**
  48236. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  48237. */
  48238. private _lightingInfos;
  48239. /**
  48240. * Debug Control allowing disabling the bump map on this material.
  48241. */
  48242. protected _disableBumpMap: boolean;
  48243. /**
  48244. * AKA Diffuse Texture in standard nomenclature.
  48245. */
  48246. protected _albedoTexture: Nullable<BaseTexture>;
  48247. /**
  48248. * AKA Occlusion Texture in other nomenclature.
  48249. */
  48250. protected _ambientTexture: Nullable<BaseTexture>;
  48251. /**
  48252. * AKA Occlusion Texture Intensity in other nomenclature.
  48253. */
  48254. protected _ambientTextureStrength: number;
  48255. /**
  48256. * Defines how much the AO map is occluding the analytical lights (point spot...).
  48257. * 1 means it completely occludes it
  48258. * 0 mean it has no impact
  48259. */
  48260. protected _ambientTextureImpactOnAnalyticalLights: number;
  48261. /**
  48262. * Stores the alpha values in a texture.
  48263. */
  48264. protected _opacityTexture: Nullable<BaseTexture>;
  48265. /**
  48266. * Stores the reflection values in a texture.
  48267. */
  48268. protected _reflectionTexture: Nullable<BaseTexture>;
  48269. /**
  48270. * Stores the emissive values in a texture.
  48271. */
  48272. protected _emissiveTexture: Nullable<BaseTexture>;
  48273. /**
  48274. * AKA Specular texture in other nomenclature.
  48275. */
  48276. protected _reflectivityTexture: Nullable<BaseTexture>;
  48277. /**
  48278. * Used to switch from specular/glossiness to metallic/roughness workflow.
  48279. */
  48280. protected _metallicTexture: Nullable<BaseTexture>;
  48281. /**
  48282. * Specifies the metallic scalar of the metallic/roughness workflow.
  48283. * Can also be used to scale the metalness values of the metallic texture.
  48284. */
  48285. protected _metallic: Nullable<number>;
  48286. /**
  48287. * Specifies the roughness scalar of the metallic/roughness workflow.
  48288. * Can also be used to scale the roughness values of the metallic texture.
  48289. */
  48290. protected _roughness: Nullable<number>;
  48291. /**
  48292. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  48293. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  48294. */
  48295. protected _microSurfaceTexture: Nullable<BaseTexture>;
  48296. /**
  48297. * Stores surface normal data used to displace a mesh in a texture.
  48298. */
  48299. protected _bumpTexture: Nullable<BaseTexture>;
  48300. /**
  48301. * Stores the pre-calculated light information of a mesh in a texture.
  48302. */
  48303. protected _lightmapTexture: Nullable<BaseTexture>;
  48304. /**
  48305. * The color of a material in ambient lighting.
  48306. */
  48307. protected _ambientColor: Color3;
  48308. /**
  48309. * AKA Diffuse Color in other nomenclature.
  48310. */
  48311. protected _albedoColor: Color3;
  48312. /**
  48313. * AKA Specular Color in other nomenclature.
  48314. */
  48315. protected _reflectivityColor: Color3;
  48316. /**
  48317. * The color applied when light is reflected from a material.
  48318. */
  48319. protected _reflectionColor: Color3;
  48320. /**
  48321. * The color applied when light is emitted from a material.
  48322. */
  48323. protected _emissiveColor: Color3;
  48324. /**
  48325. * AKA Glossiness in other nomenclature.
  48326. */
  48327. protected _microSurface: number;
  48328. /**
  48329. * Specifies that the material will use the light map as a show map.
  48330. */
  48331. protected _useLightmapAsShadowmap: boolean;
  48332. /**
  48333. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  48334. * makes the reflect vector face the model (under horizon).
  48335. */
  48336. protected _useHorizonOcclusion: boolean;
  48337. /**
  48338. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  48339. * too much the area relying on ambient texture to define their ambient occlusion.
  48340. */
  48341. protected _useRadianceOcclusion: boolean;
  48342. /**
  48343. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  48344. */
  48345. protected _useAlphaFromAlbedoTexture: boolean;
  48346. /**
  48347. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  48348. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  48349. */
  48350. protected _useSpecularOverAlpha: boolean;
  48351. /**
  48352. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  48353. */
  48354. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  48355. /**
  48356. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  48357. */
  48358. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  48359. /**
  48360. * Specifies if the metallic texture contains the roughness information in its green channel.
  48361. */
  48362. protected _useRoughnessFromMetallicTextureGreen: boolean;
  48363. /**
  48364. * Specifies if the metallic texture contains the metallness information in its blue channel.
  48365. */
  48366. protected _useMetallnessFromMetallicTextureBlue: boolean;
  48367. /**
  48368. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  48369. */
  48370. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  48371. /**
  48372. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  48373. */
  48374. protected _useAmbientInGrayScale: boolean;
  48375. /**
  48376. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  48377. * The material will try to infer what glossiness each pixel should be.
  48378. */
  48379. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  48380. /**
  48381. * Defines the falloff type used in this material.
  48382. * It by default is Physical.
  48383. */
  48384. protected _lightFalloff: number;
  48385. /**
  48386. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  48387. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  48388. */
  48389. protected _useRadianceOverAlpha: boolean;
  48390. /**
  48391. * Allows using an object space normal map (instead of tangent space).
  48392. */
  48393. protected _useObjectSpaceNormalMap: boolean;
  48394. /**
  48395. * Allows using the bump map in parallax mode.
  48396. */
  48397. protected _useParallax: boolean;
  48398. /**
  48399. * Allows using the bump map in parallax occlusion mode.
  48400. */
  48401. protected _useParallaxOcclusion: boolean;
  48402. /**
  48403. * Controls the scale bias of the parallax mode.
  48404. */
  48405. protected _parallaxScaleBias: number;
  48406. /**
  48407. * If sets to true, disables all the lights affecting the material.
  48408. */
  48409. protected _disableLighting: boolean;
  48410. /**
  48411. * Number of Simultaneous lights allowed on the material.
  48412. */
  48413. protected _maxSimultaneousLights: number;
  48414. /**
  48415. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  48416. */
  48417. protected _invertNormalMapX: boolean;
  48418. /**
  48419. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  48420. */
  48421. protected _invertNormalMapY: boolean;
  48422. /**
  48423. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  48424. */
  48425. protected _twoSidedLighting: boolean;
  48426. /**
  48427. * Defines the alpha limits in alpha test mode.
  48428. */
  48429. protected _alphaCutOff: number;
  48430. /**
  48431. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  48432. */
  48433. protected _forceAlphaTest: boolean;
  48434. /**
  48435. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48436. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  48437. */
  48438. protected _useAlphaFresnel: boolean;
  48439. /**
  48440. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48441. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  48442. */
  48443. protected _useLinearAlphaFresnel: boolean;
  48444. /**
  48445. * The transparency mode of the material.
  48446. */
  48447. protected _transparencyMode: Nullable<number>;
  48448. /**
  48449. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  48450. * from cos thetav and roughness:
  48451. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  48452. */
  48453. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  48454. /**
  48455. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  48456. */
  48457. protected _forceIrradianceInFragment: boolean;
  48458. /**
  48459. * Force normal to face away from face.
  48460. */
  48461. protected _forceNormalForward: boolean;
  48462. /**
  48463. * Enables specular anti aliasing in the PBR shader.
  48464. * It will both interacts on the Geometry for analytical and IBL lighting.
  48465. * It also prefilter the roughness map based on the bump values.
  48466. */
  48467. protected _enableSpecularAntiAliasing: boolean;
  48468. /**
  48469. * Default configuration related to image processing available in the PBR Material.
  48470. */
  48471. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48472. /**
  48473. * Keep track of the image processing observer to allow dispose and replace.
  48474. */
  48475. private _imageProcessingObserver;
  48476. /**
  48477. * Attaches a new image processing configuration to the PBR Material.
  48478. * @param configuration
  48479. */
  48480. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48481. /**
  48482. * Stores the available render targets.
  48483. */
  48484. private _renderTargets;
  48485. /**
  48486. * Sets the global ambient color for the material used in lighting calculations.
  48487. */
  48488. private _globalAmbientColor;
  48489. /**
  48490. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  48491. */
  48492. private _useLogarithmicDepth;
  48493. /**
  48494. * If set to true, no lighting calculations will be applied.
  48495. */
  48496. private _unlit;
  48497. private _debugMode;
  48498. /**
  48499. * @hidden
  48500. * This is reserved for the inspector.
  48501. * Defines the material debug mode.
  48502. * It helps seeing only some components of the material while troubleshooting.
  48503. */
  48504. debugMode: number;
  48505. /**
  48506. * @hidden
  48507. * This is reserved for the inspector.
  48508. * Specify from where on screen the debug mode should start.
  48509. * The value goes from -1 (full screen) to 1 (not visible)
  48510. * It helps with side by side comparison against the final render
  48511. * This defaults to -1
  48512. */
  48513. private debugLimit;
  48514. /**
  48515. * @hidden
  48516. * This is reserved for the inspector.
  48517. * As the default viewing range might not be enough (if the ambient is really small for instance)
  48518. * You can use the factor to better multiply the final value.
  48519. */
  48520. private debugFactor;
  48521. /**
  48522. * Defines the clear coat layer parameters for the material.
  48523. */
  48524. readonly clearCoat: PBRClearCoatConfiguration;
  48525. /**
  48526. * Defines the anisotropic parameters for the material.
  48527. */
  48528. readonly anisotropy: PBRAnisotropicConfiguration;
  48529. /**
  48530. * Defines the BRDF parameters for the material.
  48531. */
  48532. readonly brdf: PBRBRDFConfiguration;
  48533. /**
  48534. * Defines the Sheen parameters for the material.
  48535. */
  48536. readonly sheen: PBRSheenConfiguration;
  48537. /**
  48538. * Defines the SubSurface parameters for the material.
  48539. */
  48540. readonly subSurface: PBRSubSurfaceConfiguration;
  48541. /**
  48542. * Custom callback helping to override the default shader used in the material.
  48543. */
  48544. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  48545. /**
  48546. * Instantiates a new PBRMaterial instance.
  48547. *
  48548. * @param name The material name
  48549. * @param scene The scene the material will be use in.
  48550. */
  48551. constructor(name: string, scene: Scene);
  48552. /**
  48553. * Gets a boolean indicating that current material needs to register RTT
  48554. */
  48555. readonly hasRenderTargetTextures: boolean;
  48556. /**
  48557. * Gets the name of the material class.
  48558. */
  48559. getClassName(): string;
  48560. /**
  48561. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48562. */
  48563. /**
  48564. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48565. */
  48566. useLogarithmicDepth: boolean;
  48567. /**
  48568. * Gets the current transparency mode.
  48569. */
  48570. /**
  48571. * Sets the transparency mode of the material.
  48572. *
  48573. * | Value | Type | Description |
  48574. * | ----- | ----------------------------------- | ----------- |
  48575. * | 0 | OPAQUE | |
  48576. * | 1 | ALPHATEST | |
  48577. * | 2 | ALPHABLEND | |
  48578. * | 3 | ALPHATESTANDBLEND | |
  48579. *
  48580. */
  48581. transparencyMode: Nullable<number>;
  48582. /**
  48583. * Returns true if alpha blending should be disabled.
  48584. */
  48585. private readonly _disableAlphaBlending;
  48586. /**
  48587. * Specifies whether or not this material should be rendered in alpha blend mode.
  48588. */
  48589. needAlphaBlending(): boolean;
  48590. /**
  48591. * Specifies if the mesh will require alpha blending.
  48592. * @param mesh - BJS mesh.
  48593. */
  48594. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  48595. /**
  48596. * Specifies whether or not this material should be rendered in alpha test mode.
  48597. */
  48598. needAlphaTesting(): boolean;
  48599. /**
  48600. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  48601. */
  48602. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  48603. /**
  48604. * Gets the texture used for the alpha test.
  48605. */
  48606. getAlphaTestTexture(): Nullable<BaseTexture>;
  48607. /**
  48608. * Specifies that the submesh is ready to be used.
  48609. * @param mesh - BJS mesh.
  48610. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  48611. * @param useInstances - Specifies that instances should be used.
  48612. * @returns - boolean indicating that the submesh is ready or not.
  48613. */
  48614. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48615. /**
  48616. * Specifies if the material uses metallic roughness workflow.
  48617. * @returns boolean specifiying if the material uses metallic roughness workflow.
  48618. */
  48619. isMetallicWorkflow(): boolean;
  48620. private _prepareEffect;
  48621. private _prepareDefines;
  48622. /**
  48623. * Force shader compilation
  48624. */
  48625. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  48626. clipPlane: boolean;
  48627. }>): void;
  48628. /**
  48629. * Initializes the uniform buffer layout for the shader.
  48630. */
  48631. buildUniformLayout(): void;
  48632. /**
  48633. * Unbinds the material from the mesh
  48634. */
  48635. unbind(): void;
  48636. /**
  48637. * Binds the submesh data.
  48638. * @param world - The world matrix.
  48639. * @param mesh - The BJS mesh.
  48640. * @param subMesh - A submesh of the BJS mesh.
  48641. */
  48642. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  48643. /**
  48644. * Returns the animatable textures.
  48645. * @returns - Array of animatable textures.
  48646. */
  48647. getAnimatables(): IAnimatable[];
  48648. /**
  48649. * Returns the texture used for reflections.
  48650. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  48651. */
  48652. private _getReflectionTexture;
  48653. /**
  48654. * Returns an array of the actively used textures.
  48655. * @returns - Array of BaseTextures
  48656. */
  48657. getActiveTextures(): BaseTexture[];
  48658. /**
  48659. * Checks to see if a texture is used in the material.
  48660. * @param texture - Base texture to use.
  48661. * @returns - Boolean specifying if a texture is used in the material.
  48662. */
  48663. hasTexture(texture: BaseTexture): boolean;
  48664. /**
  48665. * Disposes the resources of the material.
  48666. * @param forceDisposeEffect - Forces the disposal of effects.
  48667. * @param forceDisposeTextures - Forces the disposal of all textures.
  48668. */
  48669. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  48670. }
  48671. }
  48672. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  48673. import { Nullable } from "babylonjs/types";
  48674. import { Scene } from "babylonjs/scene";
  48675. import { Color3 } from "babylonjs/Maths/math.color";
  48676. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  48677. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  48678. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48679. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  48680. /**
  48681. * The Physically based material of BJS.
  48682. *
  48683. * This offers the main features of a standard PBR material.
  48684. * For more information, please refer to the documentation :
  48685. * https://doc.babylonjs.com/how_to/physically_based_rendering
  48686. */
  48687. export class PBRMaterial extends PBRBaseMaterial {
  48688. /**
  48689. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48690. */
  48691. static readonly PBRMATERIAL_OPAQUE: number;
  48692. /**
  48693. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48694. */
  48695. static readonly PBRMATERIAL_ALPHATEST: number;
  48696. /**
  48697. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48698. */
  48699. static readonly PBRMATERIAL_ALPHABLEND: number;
  48700. /**
  48701. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48702. * They are also discarded below the alpha cutoff threshold to improve performances.
  48703. */
  48704. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  48705. /**
  48706. * Defines the default value of how much AO map is occluding the analytical lights
  48707. * (point spot...).
  48708. */
  48709. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  48710. /**
  48711. * Intensity of the direct lights e.g. the four lights available in your scene.
  48712. * This impacts both the direct diffuse and specular highlights.
  48713. */
  48714. directIntensity: number;
  48715. /**
  48716. * Intensity of the emissive part of the material.
  48717. * This helps controlling the emissive effect without modifying the emissive color.
  48718. */
  48719. emissiveIntensity: number;
  48720. /**
  48721. * Intensity of the environment e.g. how much the environment will light the object
  48722. * either through harmonics for rough material or through the refelction for shiny ones.
  48723. */
  48724. environmentIntensity: number;
  48725. /**
  48726. * This is a special control allowing the reduction of the specular highlights coming from the
  48727. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  48728. */
  48729. specularIntensity: number;
  48730. /**
  48731. * Debug Control allowing disabling the bump map on this material.
  48732. */
  48733. disableBumpMap: boolean;
  48734. /**
  48735. * AKA Diffuse Texture in standard nomenclature.
  48736. */
  48737. albedoTexture: BaseTexture;
  48738. /**
  48739. * AKA Occlusion Texture in other nomenclature.
  48740. */
  48741. ambientTexture: BaseTexture;
  48742. /**
  48743. * AKA Occlusion Texture Intensity in other nomenclature.
  48744. */
  48745. ambientTextureStrength: number;
  48746. /**
  48747. * Defines how much the AO map is occluding the analytical lights (point spot...).
  48748. * 1 means it completely occludes it
  48749. * 0 mean it has no impact
  48750. */
  48751. ambientTextureImpactOnAnalyticalLights: number;
  48752. /**
  48753. * Stores the alpha values in a texture.
  48754. */
  48755. opacityTexture: BaseTexture;
  48756. /**
  48757. * Stores the reflection values in a texture.
  48758. */
  48759. reflectionTexture: Nullable<BaseTexture>;
  48760. /**
  48761. * Stores the emissive values in a texture.
  48762. */
  48763. emissiveTexture: BaseTexture;
  48764. /**
  48765. * AKA Specular texture in other nomenclature.
  48766. */
  48767. reflectivityTexture: BaseTexture;
  48768. /**
  48769. * Used to switch from specular/glossiness to metallic/roughness workflow.
  48770. */
  48771. metallicTexture: BaseTexture;
  48772. /**
  48773. * Specifies the metallic scalar of the metallic/roughness workflow.
  48774. * Can also be used to scale the metalness values of the metallic texture.
  48775. */
  48776. metallic: Nullable<number>;
  48777. /**
  48778. * Specifies the roughness scalar of the metallic/roughness workflow.
  48779. * Can also be used to scale the roughness values of the metallic texture.
  48780. */
  48781. roughness: Nullable<number>;
  48782. /**
  48783. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  48784. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  48785. */
  48786. microSurfaceTexture: BaseTexture;
  48787. /**
  48788. * Stores surface normal data used to displace a mesh in a texture.
  48789. */
  48790. bumpTexture: BaseTexture;
  48791. /**
  48792. * Stores the pre-calculated light information of a mesh in a texture.
  48793. */
  48794. lightmapTexture: BaseTexture;
  48795. /**
  48796. * Stores the refracted light information in a texture.
  48797. */
  48798. refractionTexture: Nullable<BaseTexture>;
  48799. /**
  48800. * The color of a material in ambient lighting.
  48801. */
  48802. ambientColor: Color3;
  48803. /**
  48804. * AKA Diffuse Color in other nomenclature.
  48805. */
  48806. albedoColor: Color3;
  48807. /**
  48808. * AKA Specular Color in other nomenclature.
  48809. */
  48810. reflectivityColor: Color3;
  48811. /**
  48812. * The color reflected from the material.
  48813. */
  48814. reflectionColor: Color3;
  48815. /**
  48816. * The color emitted from the material.
  48817. */
  48818. emissiveColor: Color3;
  48819. /**
  48820. * AKA Glossiness in other nomenclature.
  48821. */
  48822. microSurface: number;
  48823. /**
  48824. * source material index of refraction (IOR)' / 'destination material IOR.
  48825. */
  48826. indexOfRefraction: number;
  48827. /**
  48828. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  48829. */
  48830. invertRefractionY: boolean;
  48831. /**
  48832. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  48833. * Materials half opaque for instance using refraction could benefit from this control.
  48834. */
  48835. linkRefractionWithTransparency: boolean;
  48836. /**
  48837. * If true, the light map contains occlusion information instead of lighting info.
  48838. */
  48839. useLightmapAsShadowmap: boolean;
  48840. /**
  48841. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  48842. */
  48843. useAlphaFromAlbedoTexture: boolean;
  48844. /**
  48845. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  48846. */
  48847. forceAlphaTest: boolean;
  48848. /**
  48849. * Defines the alpha limits in alpha test mode.
  48850. */
  48851. alphaCutOff: number;
  48852. /**
  48853. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  48854. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  48855. */
  48856. useSpecularOverAlpha: boolean;
  48857. /**
  48858. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  48859. */
  48860. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  48861. /**
  48862. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  48863. */
  48864. useRoughnessFromMetallicTextureAlpha: boolean;
  48865. /**
  48866. * Specifies if the metallic texture contains the roughness information in its green channel.
  48867. */
  48868. useRoughnessFromMetallicTextureGreen: boolean;
  48869. /**
  48870. * Specifies if the metallic texture contains the metallness information in its blue channel.
  48871. */
  48872. useMetallnessFromMetallicTextureBlue: boolean;
  48873. /**
  48874. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  48875. */
  48876. useAmbientOcclusionFromMetallicTextureRed: boolean;
  48877. /**
  48878. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  48879. */
  48880. useAmbientInGrayScale: boolean;
  48881. /**
  48882. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  48883. * The material will try to infer what glossiness each pixel should be.
  48884. */
  48885. useAutoMicroSurfaceFromReflectivityMap: boolean;
  48886. /**
  48887. * BJS is using an harcoded light falloff based on a manually sets up range.
  48888. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  48889. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  48890. */
  48891. /**
  48892. * BJS is using an harcoded light falloff based on a manually sets up range.
  48893. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  48894. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  48895. */
  48896. usePhysicalLightFalloff: boolean;
  48897. /**
  48898. * In order to support the falloff compatibility with gltf, a special mode has been added
  48899. * to reproduce the gltf light falloff.
  48900. */
  48901. /**
  48902. * In order to support the falloff compatibility with gltf, a special mode has been added
  48903. * to reproduce the gltf light falloff.
  48904. */
  48905. useGLTFLightFalloff: boolean;
  48906. /**
  48907. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  48908. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  48909. */
  48910. useRadianceOverAlpha: boolean;
  48911. /**
  48912. * Allows using an object space normal map (instead of tangent space).
  48913. */
  48914. useObjectSpaceNormalMap: boolean;
  48915. /**
  48916. * Allows using the bump map in parallax mode.
  48917. */
  48918. useParallax: boolean;
  48919. /**
  48920. * Allows using the bump map in parallax occlusion mode.
  48921. */
  48922. useParallaxOcclusion: boolean;
  48923. /**
  48924. * Controls the scale bias of the parallax mode.
  48925. */
  48926. parallaxScaleBias: number;
  48927. /**
  48928. * If sets to true, disables all the lights affecting the material.
  48929. */
  48930. disableLighting: boolean;
  48931. /**
  48932. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  48933. */
  48934. forceIrradianceInFragment: boolean;
  48935. /**
  48936. * Number of Simultaneous lights allowed on the material.
  48937. */
  48938. maxSimultaneousLights: number;
  48939. /**
  48940. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  48941. */
  48942. invertNormalMapX: boolean;
  48943. /**
  48944. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  48945. */
  48946. invertNormalMapY: boolean;
  48947. /**
  48948. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  48949. */
  48950. twoSidedLighting: boolean;
  48951. /**
  48952. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48953. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  48954. */
  48955. useAlphaFresnel: boolean;
  48956. /**
  48957. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48958. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  48959. */
  48960. useLinearAlphaFresnel: boolean;
  48961. /**
  48962. * Let user defines the brdf lookup texture used for IBL.
  48963. * A default 8bit version is embedded but you could point at :
  48964. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  48965. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  48966. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  48967. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  48968. */
  48969. environmentBRDFTexture: Nullable<BaseTexture>;
  48970. /**
  48971. * Force normal to face away from face.
  48972. */
  48973. forceNormalForward: boolean;
  48974. /**
  48975. * Enables specular anti aliasing in the PBR shader.
  48976. * It will both interacts on the Geometry for analytical and IBL lighting.
  48977. * It also prefilter the roughness map based on the bump values.
  48978. */
  48979. enableSpecularAntiAliasing: boolean;
  48980. /**
  48981. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  48982. * makes the reflect vector face the model (under horizon).
  48983. */
  48984. useHorizonOcclusion: boolean;
  48985. /**
  48986. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  48987. * too much the area relying on ambient texture to define their ambient occlusion.
  48988. */
  48989. useRadianceOcclusion: boolean;
  48990. /**
  48991. * If set to true, no lighting calculations will be applied.
  48992. */
  48993. unlit: boolean;
  48994. /**
  48995. * Gets the image processing configuration used either in this material.
  48996. */
  48997. /**
  48998. * Sets the Default image processing configuration used either in the this material.
  48999. *
  49000. * If sets to null, the scene one is in use.
  49001. */
  49002. imageProcessingConfiguration: ImageProcessingConfiguration;
  49003. /**
  49004. * Gets wether the color curves effect is enabled.
  49005. */
  49006. /**
  49007. * Sets wether the color curves effect is enabled.
  49008. */
  49009. cameraColorCurvesEnabled: boolean;
  49010. /**
  49011. * Gets wether the color grading effect is enabled.
  49012. */
  49013. /**
  49014. * Gets wether the color grading effect is enabled.
  49015. */
  49016. cameraColorGradingEnabled: boolean;
  49017. /**
  49018. * Gets wether tonemapping is enabled or not.
  49019. */
  49020. /**
  49021. * Sets wether tonemapping is enabled or not
  49022. */
  49023. cameraToneMappingEnabled: boolean;
  49024. /**
  49025. * The camera exposure used on this material.
  49026. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49027. * This corresponds to a photographic exposure.
  49028. */
  49029. /**
  49030. * The camera exposure used on this material.
  49031. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49032. * This corresponds to a photographic exposure.
  49033. */
  49034. cameraExposure: number;
  49035. /**
  49036. * Gets The camera contrast used on this material.
  49037. */
  49038. /**
  49039. * Sets The camera contrast used on this material.
  49040. */
  49041. cameraContrast: number;
  49042. /**
  49043. * Gets the Color Grading 2D Lookup Texture.
  49044. */
  49045. /**
  49046. * Sets the Color Grading 2D Lookup Texture.
  49047. */
  49048. cameraColorGradingTexture: Nullable<BaseTexture>;
  49049. /**
  49050. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49051. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49052. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  49053. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49054. */
  49055. /**
  49056. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49057. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49058. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  49059. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49060. */
  49061. cameraColorCurves: Nullable<ColorCurves>;
  49062. /**
  49063. * Instantiates a new PBRMaterial instance.
  49064. *
  49065. * @param name The material name
  49066. * @param scene The scene the material will be use in.
  49067. */
  49068. constructor(name: string, scene: Scene);
  49069. /**
  49070. * Returns the name of this material class.
  49071. */
  49072. getClassName(): string;
  49073. /**
  49074. * Makes a duplicate of the current material.
  49075. * @param name - name to use for the new material.
  49076. */
  49077. clone(name: string): PBRMaterial;
  49078. /**
  49079. * Serializes this PBR Material.
  49080. * @returns - An object with the serialized material.
  49081. */
  49082. serialize(): any;
  49083. /**
  49084. * Parses a PBR Material from a serialized object.
  49085. * @param source - Serialized object.
  49086. * @param scene - BJS scene instance.
  49087. * @param rootUrl - url for the scene object
  49088. * @returns - PBRMaterial
  49089. */
  49090. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  49091. }
  49092. }
  49093. declare module "babylonjs/Misc/dds" {
  49094. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49095. import { Engine } from "babylonjs/Engines/engine";
  49096. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49097. import { Nullable } from "babylonjs/types";
  49098. import { Scene } from "babylonjs/scene";
  49099. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  49100. /**
  49101. * Direct draw surface info
  49102. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  49103. */
  49104. export interface DDSInfo {
  49105. /**
  49106. * Width of the texture
  49107. */
  49108. width: number;
  49109. /**
  49110. * Width of the texture
  49111. */
  49112. height: number;
  49113. /**
  49114. * Number of Mipmaps for the texture
  49115. * @see https://en.wikipedia.org/wiki/Mipmap
  49116. */
  49117. mipmapCount: number;
  49118. /**
  49119. * If the textures format is a known fourCC format
  49120. * @see https://www.fourcc.org/
  49121. */
  49122. isFourCC: boolean;
  49123. /**
  49124. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  49125. */
  49126. isRGB: boolean;
  49127. /**
  49128. * If the texture is a lumincance format
  49129. */
  49130. isLuminance: boolean;
  49131. /**
  49132. * If this is a cube texture
  49133. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  49134. */
  49135. isCube: boolean;
  49136. /**
  49137. * If the texture is a compressed format eg. FOURCC_DXT1
  49138. */
  49139. isCompressed: boolean;
  49140. /**
  49141. * The dxgiFormat of the texture
  49142. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  49143. */
  49144. dxgiFormat: number;
  49145. /**
  49146. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  49147. */
  49148. textureType: number;
  49149. /**
  49150. * Sphericle polynomial created for the dds texture
  49151. */
  49152. sphericalPolynomial?: SphericalPolynomial;
  49153. }
  49154. /**
  49155. * Class used to provide DDS decompression tools
  49156. */
  49157. export class DDSTools {
  49158. /**
  49159. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  49160. */
  49161. static StoreLODInAlphaChannel: boolean;
  49162. /**
  49163. * Gets DDS information from an array buffer
  49164. * @param arrayBuffer defines the array buffer to read data from
  49165. * @returns the DDS information
  49166. */
  49167. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  49168. private static _FloatView;
  49169. private static _Int32View;
  49170. private static _ToHalfFloat;
  49171. private static _FromHalfFloat;
  49172. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  49173. private static _GetHalfFloatRGBAArrayBuffer;
  49174. private static _GetFloatRGBAArrayBuffer;
  49175. private static _GetFloatAsUIntRGBAArrayBuffer;
  49176. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  49177. private static _GetRGBAArrayBuffer;
  49178. private static _ExtractLongWordOrder;
  49179. private static _GetRGBArrayBuffer;
  49180. private static _GetLuminanceArrayBuffer;
  49181. /**
  49182. * Uploads DDS Levels to a Babylon Texture
  49183. * @hidden
  49184. */
  49185. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  49186. }
  49187. module "babylonjs/Engines/engine" {
  49188. interface Engine {
  49189. /**
  49190. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  49191. * @param rootUrl defines the url where the file to load is located
  49192. * @param scene defines the current scene
  49193. * @param lodScale defines scale to apply to the mip map selection
  49194. * @param lodOffset defines offset to apply to the mip map selection
  49195. * @param onLoad defines an optional callback raised when the texture is loaded
  49196. * @param onError defines an optional callback raised if there is an issue to load the texture
  49197. * @param format defines the format of the data
  49198. * @param forcedExtension defines the extension to use to pick the right loader
  49199. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  49200. * @returns the cube texture as an InternalTexture
  49201. */
  49202. createPrefilteredCubeTexture(rootUrl: string, scene: Nullable<Scene>, lodScale: number, lodOffset: number, onLoad?: Nullable<(internalTexture: Nullable<InternalTexture>) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean): InternalTexture;
  49203. }
  49204. }
  49205. }
  49206. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  49207. import { Nullable } from "babylonjs/types";
  49208. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49209. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49210. /**
  49211. * Implementation of the DDS Texture Loader.
  49212. * @hidden
  49213. */
  49214. export class _DDSTextureLoader implements IInternalTextureLoader {
  49215. /**
  49216. * Defines wether the loader supports cascade loading the different faces.
  49217. */
  49218. readonly supportCascades: boolean;
  49219. /**
  49220. * This returns if the loader support the current file information.
  49221. * @param extension defines the file extension of the file being loaded
  49222. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49223. * @param fallback defines the fallback internal texture if any
  49224. * @param isBase64 defines whether the texture is encoded as a base64
  49225. * @param isBuffer defines whether the texture data are stored as a buffer
  49226. * @returns true if the loader can load the specified file
  49227. */
  49228. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49229. /**
  49230. * Transform the url before loading if required.
  49231. * @param rootUrl the url of the texture
  49232. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49233. * @returns the transformed texture
  49234. */
  49235. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49236. /**
  49237. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49238. * @param rootUrl the url of the texture
  49239. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49240. * @returns the fallback texture
  49241. */
  49242. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49243. /**
  49244. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49245. * @param data contains the texture data
  49246. * @param texture defines the BabylonJS internal texture
  49247. * @param createPolynomials will be true if polynomials have been requested
  49248. * @param onLoad defines the callback to trigger once the texture is ready
  49249. * @param onError defines the callback to trigger in case of error
  49250. */
  49251. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49252. /**
  49253. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49254. * @param data contains the texture data
  49255. * @param texture defines the BabylonJS internal texture
  49256. * @param callback defines the method to call once ready to upload
  49257. */
  49258. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49259. }
  49260. }
  49261. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  49262. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49263. /** @hidden */
  49264. export var rgbdEncodePixelShader: {
  49265. name: string;
  49266. shader: string;
  49267. };
  49268. }
  49269. declare module "babylonjs/Misc/environmentTextureTools" {
  49270. import { Nullable } from "babylonjs/types";
  49271. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49272. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49273. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  49274. import "babylonjs/Engines/Extensions/engine.renderTarget";
  49275. import "babylonjs/Shaders/rgbdEncode.fragment";
  49276. import "babylonjs/Shaders/rgbdDecode.fragment";
  49277. /**
  49278. * Raw texture data and descriptor sufficient for WebGL texture upload
  49279. */
  49280. export interface EnvironmentTextureInfo {
  49281. /**
  49282. * Version of the environment map
  49283. */
  49284. version: number;
  49285. /**
  49286. * Width of image
  49287. */
  49288. width: number;
  49289. /**
  49290. * Irradiance information stored in the file.
  49291. */
  49292. irradiance: any;
  49293. /**
  49294. * Specular information stored in the file.
  49295. */
  49296. specular: any;
  49297. }
  49298. /**
  49299. * Sets of helpers addressing the serialization and deserialization of environment texture
  49300. * stored in a BabylonJS env file.
  49301. * Those files are usually stored as .env files.
  49302. */
  49303. export class EnvironmentTextureTools {
  49304. /**
  49305. * Magic number identifying the env file.
  49306. */
  49307. private static _MagicBytes;
  49308. /**
  49309. * Gets the environment info from an env file.
  49310. * @param data The array buffer containing the .env bytes.
  49311. * @returns the environment file info (the json header) if successfully parsed.
  49312. */
  49313. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  49314. /**
  49315. * Creates an environment texture from a loaded cube texture.
  49316. * @param texture defines the cube texture to convert in env file
  49317. * @return a promise containing the environment data if succesfull.
  49318. */
  49319. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  49320. /**
  49321. * Creates a JSON representation of the spherical data.
  49322. * @param texture defines the texture containing the polynomials
  49323. * @return the JSON representation of the spherical info
  49324. */
  49325. private static _CreateEnvTextureIrradiance;
  49326. /**
  49327. * Uploads the texture info contained in the env file to the GPU.
  49328. * @param texture defines the internal texture to upload to
  49329. * @param arrayBuffer defines the buffer cotaining the data to load
  49330. * @param info defines the texture info retrieved through the GetEnvInfo method
  49331. * @returns a promise
  49332. */
  49333. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  49334. /**
  49335. * Uploads the levels of image data to the GPU.
  49336. * @param texture defines the internal texture to upload to
  49337. * @param imageData defines the array buffer views of image data [mipmap][face]
  49338. * @returns a promise
  49339. */
  49340. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  49341. /**
  49342. * Uploads spherical polynomials information to the texture.
  49343. * @param texture defines the texture we are trying to upload the information to
  49344. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  49345. */
  49346. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  49347. /** @hidden */
  49348. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  49349. }
  49350. }
  49351. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  49352. import { Nullable } from "babylonjs/types";
  49353. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49354. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49355. /**
  49356. * Implementation of the ENV Texture Loader.
  49357. * @hidden
  49358. */
  49359. export class _ENVTextureLoader implements IInternalTextureLoader {
  49360. /**
  49361. * Defines wether the loader supports cascade loading the different faces.
  49362. */
  49363. readonly supportCascades: boolean;
  49364. /**
  49365. * This returns if the loader support the current file information.
  49366. * @param extension defines the file extension of the file being loaded
  49367. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49368. * @param fallback defines the fallback internal texture if any
  49369. * @param isBase64 defines whether the texture is encoded as a base64
  49370. * @param isBuffer defines whether the texture data are stored as a buffer
  49371. * @returns true if the loader can load the specified file
  49372. */
  49373. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49374. /**
  49375. * Transform the url before loading if required.
  49376. * @param rootUrl the url of the texture
  49377. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49378. * @returns the transformed texture
  49379. */
  49380. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49381. /**
  49382. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49383. * @param rootUrl the url of the texture
  49384. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49385. * @returns the fallback texture
  49386. */
  49387. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49388. /**
  49389. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49390. * @param data contains the texture data
  49391. * @param texture defines the BabylonJS internal texture
  49392. * @param createPolynomials will be true if polynomials have been requested
  49393. * @param onLoad defines the callback to trigger once the texture is ready
  49394. * @param onError defines the callback to trigger in case of error
  49395. */
  49396. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49397. /**
  49398. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49399. * @param data contains the texture data
  49400. * @param texture defines the BabylonJS internal texture
  49401. * @param callback defines the method to call once ready to upload
  49402. */
  49403. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49404. }
  49405. }
  49406. declare module "babylonjs/Misc/khronosTextureContainer" {
  49407. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49408. /**
  49409. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  49410. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  49411. */
  49412. export class KhronosTextureContainer {
  49413. /** contents of the KTX container file */
  49414. arrayBuffer: any;
  49415. private static HEADER_LEN;
  49416. private static COMPRESSED_2D;
  49417. private static COMPRESSED_3D;
  49418. private static TEX_2D;
  49419. private static TEX_3D;
  49420. /**
  49421. * Gets the openGL type
  49422. */
  49423. glType: number;
  49424. /**
  49425. * Gets the openGL type size
  49426. */
  49427. glTypeSize: number;
  49428. /**
  49429. * Gets the openGL format
  49430. */
  49431. glFormat: number;
  49432. /**
  49433. * Gets the openGL internal format
  49434. */
  49435. glInternalFormat: number;
  49436. /**
  49437. * Gets the base internal format
  49438. */
  49439. glBaseInternalFormat: number;
  49440. /**
  49441. * Gets image width in pixel
  49442. */
  49443. pixelWidth: number;
  49444. /**
  49445. * Gets image height in pixel
  49446. */
  49447. pixelHeight: number;
  49448. /**
  49449. * Gets image depth in pixels
  49450. */
  49451. pixelDepth: number;
  49452. /**
  49453. * Gets the number of array elements
  49454. */
  49455. numberOfArrayElements: number;
  49456. /**
  49457. * Gets the number of faces
  49458. */
  49459. numberOfFaces: number;
  49460. /**
  49461. * Gets the number of mipmap levels
  49462. */
  49463. numberOfMipmapLevels: number;
  49464. /**
  49465. * Gets the bytes of key value data
  49466. */
  49467. bytesOfKeyValueData: number;
  49468. /**
  49469. * Gets the load type
  49470. */
  49471. loadType: number;
  49472. /**
  49473. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  49474. */
  49475. isInvalid: boolean;
  49476. /**
  49477. * Creates a new KhronosTextureContainer
  49478. * @param arrayBuffer contents of the KTX container file
  49479. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  49480. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  49481. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  49482. */
  49483. constructor(
  49484. /** contents of the KTX container file */
  49485. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  49486. /**
  49487. * Uploads KTX content to a Babylon Texture.
  49488. * It is assumed that the texture has already been created & is currently bound
  49489. * @hidden
  49490. */
  49491. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  49492. private _upload2DCompressedLevels;
  49493. }
  49494. }
  49495. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  49496. import { Nullable } from "babylonjs/types";
  49497. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49498. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49499. /**
  49500. * Implementation of the KTX Texture Loader.
  49501. * @hidden
  49502. */
  49503. export class _KTXTextureLoader implements IInternalTextureLoader {
  49504. /**
  49505. * Defines wether the loader supports cascade loading the different faces.
  49506. */
  49507. readonly supportCascades: boolean;
  49508. /**
  49509. * This returns if the loader support the current file information.
  49510. * @param extension defines the file extension of the file being loaded
  49511. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49512. * @param fallback defines the fallback internal texture if any
  49513. * @param isBase64 defines whether the texture is encoded as a base64
  49514. * @param isBuffer defines whether the texture data are stored as a buffer
  49515. * @returns true if the loader can load the specified file
  49516. */
  49517. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49518. /**
  49519. * Transform the url before loading if required.
  49520. * @param rootUrl the url of the texture
  49521. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49522. * @returns the transformed texture
  49523. */
  49524. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49525. /**
  49526. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49527. * @param rootUrl the url of the texture
  49528. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49529. * @returns the fallback texture
  49530. */
  49531. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49532. /**
  49533. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49534. * @param data contains the texture data
  49535. * @param texture defines the BabylonJS internal texture
  49536. * @param createPolynomials will be true if polynomials have been requested
  49537. * @param onLoad defines the callback to trigger once the texture is ready
  49538. * @param onError defines the callback to trigger in case of error
  49539. */
  49540. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49541. /**
  49542. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49543. * @param data contains the texture data
  49544. * @param texture defines the BabylonJS internal texture
  49545. * @param callback defines the method to call once ready to upload
  49546. */
  49547. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  49548. }
  49549. }
  49550. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  49551. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  49552. import { Scene } from "babylonjs/scene";
  49553. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  49554. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  49555. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  49556. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  49557. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  49558. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  49559. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49560. /**
  49561. * Options for the default xr helper
  49562. */
  49563. export class WebXRDefaultExperienceOptions {
  49564. /**
  49565. * Floor meshes that should be used for teleporting
  49566. */
  49567. floorMeshes: Array<AbstractMesh>;
  49568. }
  49569. /**
  49570. * Default experience which provides a similar setup to the previous webVRExperience
  49571. */
  49572. export class WebXRDefaultExperience {
  49573. /**
  49574. * Base experience
  49575. */
  49576. baseExperience: WebXRExperienceHelper;
  49577. /**
  49578. * Input experience extension
  49579. */
  49580. input: WebXRInput;
  49581. /**
  49582. * Loads the controller models
  49583. */
  49584. controllerModelLoader: WebXRControllerModelLoader;
  49585. /**
  49586. * Enables laser pointer and selection
  49587. */
  49588. pointerSelection: WebXRControllerPointerSelection;
  49589. /**
  49590. * Enables teleportation
  49591. */
  49592. teleportation: WebXRControllerTeleportation;
  49593. /**
  49594. * Enables ui for enetering/exiting xr
  49595. */
  49596. enterExitUI: WebXREnterExitUI;
  49597. /**
  49598. * Default output canvas xr should render to
  49599. */
  49600. outputCanvas: WebXRManagedOutputCanvas;
  49601. /**
  49602. * Creates the default xr experience
  49603. * @param scene scene
  49604. * @param options options for basic configuration
  49605. * @returns resulting WebXRDefaultExperience
  49606. */
  49607. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  49608. private constructor();
  49609. /**
  49610. * DIsposes of the experience helper
  49611. */
  49612. dispose(): void;
  49613. }
  49614. }
  49615. declare module "babylonjs/Helpers/sceneHelpers" {
  49616. import { Nullable } from "babylonjs/types";
  49617. import { Mesh } from "babylonjs/Meshes/mesh";
  49618. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49619. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  49620. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  49621. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  49622. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  49623. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  49624. import "babylonjs/Meshes/Builders/boxBuilder";
  49625. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  49626. /** @hidden */
  49627. export var _forceSceneHelpersToBundle: boolean;
  49628. module "babylonjs/scene" {
  49629. interface Scene {
  49630. /**
  49631. * Creates a default light for the scene.
  49632. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  49633. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  49634. */
  49635. createDefaultLight(replace?: boolean): void;
  49636. /**
  49637. * Creates a default camera for the scene.
  49638. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  49639. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  49640. * @param replace has default false, when true replaces the active camera in the scene
  49641. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  49642. */
  49643. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  49644. /**
  49645. * Creates a default camera and a default light.
  49646. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  49647. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  49648. * @param replace has the default false, when true replaces the active camera/light in the scene
  49649. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  49650. */
  49651. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  49652. /**
  49653. * Creates a new sky box
  49654. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  49655. * @param environmentTexture defines the texture to use as environment texture
  49656. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  49657. * @param scale defines the overall scale of the skybox
  49658. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  49659. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  49660. * @returns a new mesh holding the sky box
  49661. */
  49662. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  49663. /**
  49664. * Creates a new environment
  49665. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  49666. * @param options defines the options you can use to configure the environment
  49667. * @returns the new EnvironmentHelper
  49668. */
  49669. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  49670. /**
  49671. * Creates a new VREXperienceHelper
  49672. * @see http://doc.babylonjs.com/how_to/webvr_helper
  49673. * @param webVROptions defines the options used to create the new VREXperienceHelper
  49674. * @returns a new VREXperienceHelper
  49675. */
  49676. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  49677. /**
  49678. * Creates a new WebXRDefaultExperience
  49679. * @see http://doc.babylonjs.com/how_to/webxr
  49680. * @param options experience options
  49681. * @returns a promise for a new WebXRDefaultExperience
  49682. */
  49683. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  49684. }
  49685. }
  49686. }
  49687. declare module "babylonjs/Helpers/videoDome" {
  49688. import { Scene } from "babylonjs/scene";
  49689. import { TransformNode } from "babylonjs/Meshes/transformNode";
  49690. import { Mesh } from "babylonjs/Meshes/mesh";
  49691. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  49692. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  49693. import "babylonjs/Meshes/Builders/sphereBuilder";
  49694. /**
  49695. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  49696. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  49697. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  49698. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  49699. */
  49700. export class VideoDome extends TransformNode {
  49701. /**
  49702. * Define the video source as a Monoscopic panoramic 360 video.
  49703. */
  49704. static readonly MODE_MONOSCOPIC: number;
  49705. /**
  49706. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  49707. */
  49708. static readonly MODE_TOPBOTTOM: number;
  49709. /**
  49710. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  49711. */
  49712. static readonly MODE_SIDEBYSIDE: number;
  49713. private _useDirectMapping;
  49714. /**
  49715. * The video texture being displayed on the sphere
  49716. */
  49717. protected _videoTexture: VideoTexture;
  49718. /**
  49719. * Gets the video texture being displayed on the sphere
  49720. */
  49721. readonly videoTexture: VideoTexture;
  49722. /**
  49723. * The skybox material
  49724. */
  49725. protected _material: BackgroundMaterial;
  49726. /**
  49727. * The surface used for the skybox
  49728. */
  49729. protected _mesh: Mesh;
  49730. /**
  49731. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  49732. * Also see the options.resolution property.
  49733. */
  49734. fovMultiplier: number;
  49735. private _videoMode;
  49736. /**
  49737. * Gets or set the current video mode for the video. It can be:
  49738. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  49739. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  49740. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  49741. */
  49742. videoMode: number;
  49743. /**
  49744. * Oberserver used in Stereoscopic VR Mode.
  49745. */
  49746. private _onBeforeCameraRenderObserver;
  49747. /**
  49748. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  49749. * @param name Element's name, child elements will append suffixes for their own names.
  49750. * @param urlsOrVideo defines the url(s) or the video element to use
  49751. * @param options An object containing optional or exposed sub element properties
  49752. */
  49753. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  49754. resolution?: number;
  49755. clickToPlay?: boolean;
  49756. autoPlay?: boolean;
  49757. loop?: boolean;
  49758. size?: number;
  49759. poster?: string;
  49760. faceForward?: boolean;
  49761. useDirectMapping?: boolean;
  49762. }, scene: Scene);
  49763. private _changeVideoMode;
  49764. /**
  49765. * Releases resources associated with this node.
  49766. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  49767. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  49768. */
  49769. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  49770. }
  49771. }
  49772. declare module "babylonjs/Helpers/index" {
  49773. export * from "babylonjs/Helpers/environmentHelper";
  49774. export * from "babylonjs/Helpers/photoDome";
  49775. export * from "babylonjs/Helpers/sceneHelpers";
  49776. export * from "babylonjs/Helpers/videoDome";
  49777. }
  49778. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  49779. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  49780. import { IDisposable } from "babylonjs/scene";
  49781. import { Engine } from "babylonjs/Engines/engine";
  49782. /**
  49783. * This class can be used to get instrumentation data from a Babylon engine
  49784. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  49785. */
  49786. export class EngineInstrumentation implements IDisposable {
  49787. /**
  49788. * Define the instrumented engine.
  49789. */
  49790. engine: Engine;
  49791. private _captureGPUFrameTime;
  49792. private _gpuFrameTimeToken;
  49793. private _gpuFrameTime;
  49794. private _captureShaderCompilationTime;
  49795. private _shaderCompilationTime;
  49796. private _onBeginFrameObserver;
  49797. private _onEndFrameObserver;
  49798. private _onBeforeShaderCompilationObserver;
  49799. private _onAfterShaderCompilationObserver;
  49800. /**
  49801. * Gets the perf counter used for GPU frame time
  49802. */
  49803. readonly gpuFrameTimeCounter: PerfCounter;
  49804. /**
  49805. * Gets the GPU frame time capture status
  49806. */
  49807. /**
  49808. * Enable or disable the GPU frame time capture
  49809. */
  49810. captureGPUFrameTime: boolean;
  49811. /**
  49812. * Gets the perf counter used for shader compilation time
  49813. */
  49814. readonly shaderCompilationTimeCounter: PerfCounter;
  49815. /**
  49816. * Gets the shader compilation time capture status
  49817. */
  49818. /**
  49819. * Enable or disable the shader compilation time capture
  49820. */
  49821. captureShaderCompilationTime: boolean;
  49822. /**
  49823. * Instantiates a new engine instrumentation.
  49824. * This class can be used to get instrumentation data from a Babylon engine
  49825. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  49826. * @param engine Defines the engine to instrument
  49827. */
  49828. constructor(
  49829. /**
  49830. * Define the instrumented engine.
  49831. */
  49832. engine: Engine);
  49833. /**
  49834. * Dispose and release associated resources.
  49835. */
  49836. dispose(): void;
  49837. }
  49838. }
  49839. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  49840. import { Scene, IDisposable } from "babylonjs/scene";
  49841. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  49842. /**
  49843. * This class can be used to get instrumentation data from a Babylon engine
  49844. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  49845. */
  49846. export class SceneInstrumentation implements IDisposable {
  49847. /**
  49848. * Defines the scene to instrument
  49849. */
  49850. scene: Scene;
  49851. private _captureActiveMeshesEvaluationTime;
  49852. private _activeMeshesEvaluationTime;
  49853. private _captureRenderTargetsRenderTime;
  49854. private _renderTargetsRenderTime;
  49855. private _captureFrameTime;
  49856. private _frameTime;
  49857. private _captureRenderTime;
  49858. private _renderTime;
  49859. private _captureInterFrameTime;
  49860. private _interFrameTime;
  49861. private _captureParticlesRenderTime;
  49862. private _particlesRenderTime;
  49863. private _captureSpritesRenderTime;
  49864. private _spritesRenderTime;
  49865. private _capturePhysicsTime;
  49866. private _physicsTime;
  49867. private _captureAnimationsTime;
  49868. private _animationsTime;
  49869. private _captureCameraRenderTime;
  49870. private _cameraRenderTime;
  49871. private _onBeforeActiveMeshesEvaluationObserver;
  49872. private _onAfterActiveMeshesEvaluationObserver;
  49873. private _onBeforeRenderTargetsRenderObserver;
  49874. private _onAfterRenderTargetsRenderObserver;
  49875. private _onAfterRenderObserver;
  49876. private _onBeforeDrawPhaseObserver;
  49877. private _onAfterDrawPhaseObserver;
  49878. private _onBeforeAnimationsObserver;
  49879. private _onBeforeParticlesRenderingObserver;
  49880. private _onAfterParticlesRenderingObserver;
  49881. private _onBeforeSpritesRenderingObserver;
  49882. private _onAfterSpritesRenderingObserver;
  49883. private _onBeforePhysicsObserver;
  49884. private _onAfterPhysicsObserver;
  49885. private _onAfterAnimationsObserver;
  49886. private _onBeforeCameraRenderObserver;
  49887. private _onAfterCameraRenderObserver;
  49888. /**
  49889. * Gets the perf counter used for active meshes evaluation time
  49890. */
  49891. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  49892. /**
  49893. * Gets the active meshes evaluation time capture status
  49894. */
  49895. /**
  49896. * Enable or disable the active meshes evaluation time capture
  49897. */
  49898. captureActiveMeshesEvaluationTime: boolean;
  49899. /**
  49900. * Gets the perf counter used for render targets render time
  49901. */
  49902. readonly renderTargetsRenderTimeCounter: PerfCounter;
  49903. /**
  49904. * Gets the render targets render time capture status
  49905. */
  49906. /**
  49907. * Enable or disable the render targets render time capture
  49908. */
  49909. captureRenderTargetsRenderTime: boolean;
  49910. /**
  49911. * Gets the perf counter used for particles render time
  49912. */
  49913. readonly particlesRenderTimeCounter: PerfCounter;
  49914. /**
  49915. * Gets the particles render time capture status
  49916. */
  49917. /**
  49918. * Enable or disable the particles render time capture
  49919. */
  49920. captureParticlesRenderTime: boolean;
  49921. /**
  49922. * Gets the perf counter used for sprites render time
  49923. */
  49924. readonly spritesRenderTimeCounter: PerfCounter;
  49925. /**
  49926. * Gets the sprites render time capture status
  49927. */
  49928. /**
  49929. * Enable or disable the sprites render time capture
  49930. */
  49931. captureSpritesRenderTime: boolean;
  49932. /**
  49933. * Gets the perf counter used for physics time
  49934. */
  49935. readonly physicsTimeCounter: PerfCounter;
  49936. /**
  49937. * Gets the physics time capture status
  49938. */
  49939. /**
  49940. * Enable or disable the physics time capture
  49941. */
  49942. capturePhysicsTime: boolean;
  49943. /**
  49944. * Gets the perf counter used for animations time
  49945. */
  49946. readonly animationsTimeCounter: PerfCounter;
  49947. /**
  49948. * Gets the animations time capture status
  49949. */
  49950. /**
  49951. * Enable or disable the animations time capture
  49952. */
  49953. captureAnimationsTime: boolean;
  49954. /**
  49955. * Gets the perf counter used for frame time capture
  49956. */
  49957. readonly frameTimeCounter: PerfCounter;
  49958. /**
  49959. * Gets the frame time capture status
  49960. */
  49961. /**
  49962. * Enable or disable the frame time capture
  49963. */
  49964. captureFrameTime: boolean;
  49965. /**
  49966. * Gets the perf counter used for inter-frames time capture
  49967. */
  49968. readonly interFrameTimeCounter: PerfCounter;
  49969. /**
  49970. * Gets the inter-frames time capture status
  49971. */
  49972. /**
  49973. * Enable or disable the inter-frames time capture
  49974. */
  49975. captureInterFrameTime: boolean;
  49976. /**
  49977. * Gets the perf counter used for render time capture
  49978. */
  49979. readonly renderTimeCounter: PerfCounter;
  49980. /**
  49981. * Gets the render time capture status
  49982. */
  49983. /**
  49984. * Enable or disable the render time capture
  49985. */
  49986. captureRenderTime: boolean;
  49987. /**
  49988. * Gets the perf counter used for camera render time capture
  49989. */
  49990. readonly cameraRenderTimeCounter: PerfCounter;
  49991. /**
  49992. * Gets the camera render time capture status
  49993. */
  49994. /**
  49995. * Enable or disable the camera render time capture
  49996. */
  49997. captureCameraRenderTime: boolean;
  49998. /**
  49999. * Gets the perf counter used for draw calls
  50000. */
  50001. readonly drawCallsCounter: PerfCounter;
  50002. /**
  50003. * Instantiates a new scene instrumentation.
  50004. * This class can be used to get instrumentation data from a Babylon engine
  50005. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50006. * @param scene Defines the scene to instrument
  50007. */
  50008. constructor(
  50009. /**
  50010. * Defines the scene to instrument
  50011. */
  50012. scene: Scene);
  50013. /**
  50014. * Dispose and release associated resources.
  50015. */
  50016. dispose(): void;
  50017. }
  50018. }
  50019. declare module "babylonjs/Instrumentation/index" {
  50020. export * from "babylonjs/Instrumentation/engineInstrumentation";
  50021. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  50022. export * from "babylonjs/Instrumentation/timeToken";
  50023. }
  50024. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  50025. /** @hidden */
  50026. export var glowMapGenerationPixelShader: {
  50027. name: string;
  50028. shader: string;
  50029. };
  50030. }
  50031. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  50032. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  50033. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  50034. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  50035. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  50036. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  50037. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  50038. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  50039. /** @hidden */
  50040. export var glowMapGenerationVertexShader: {
  50041. name: string;
  50042. shader: string;
  50043. };
  50044. }
  50045. declare module "babylonjs/Layers/effectLayer" {
  50046. import { Observable } from "babylonjs/Misc/observable";
  50047. import { Nullable } from "babylonjs/types";
  50048. import { Camera } from "babylonjs/Cameras/camera";
  50049. import { Scene } from "babylonjs/scene";
  50050. import { ISize } from "babylonjs/Maths/math.size";
  50051. import { Color4 } from "babylonjs/Maths/math.color";
  50052. import { Engine } from "babylonjs/Engines/engine";
  50053. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50054. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50055. import { Mesh } from "babylonjs/Meshes/mesh";
  50056. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  50057. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50058. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  50059. import { Effect } from "babylonjs/Materials/effect";
  50060. import { Material } from "babylonjs/Materials/material";
  50061. import "babylonjs/Shaders/glowMapGeneration.fragment";
  50062. import "babylonjs/Shaders/glowMapGeneration.vertex";
  50063. /**
  50064. * Effect layer options. This helps customizing the behaviour
  50065. * of the effect layer.
  50066. */
  50067. export interface IEffectLayerOptions {
  50068. /**
  50069. * Multiplication factor apply to the canvas size to compute the render target size
  50070. * used to generated the objects (the smaller the faster).
  50071. */
  50072. mainTextureRatio: number;
  50073. /**
  50074. * Enforces a fixed size texture to ensure effect stability across devices.
  50075. */
  50076. mainTextureFixedSize?: number;
  50077. /**
  50078. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  50079. */
  50080. alphaBlendingMode: number;
  50081. /**
  50082. * The camera attached to the layer.
  50083. */
  50084. camera: Nullable<Camera>;
  50085. /**
  50086. * The rendering group to draw the layer in.
  50087. */
  50088. renderingGroupId: number;
  50089. }
  50090. /**
  50091. * The effect layer Helps adding post process effect blended with the main pass.
  50092. *
  50093. * This can be for instance use to generate glow or higlight effects on the scene.
  50094. *
  50095. * The effect layer class can not be used directly and is intented to inherited from to be
  50096. * customized per effects.
  50097. */
  50098. export abstract class EffectLayer {
  50099. private _vertexBuffers;
  50100. private _indexBuffer;
  50101. private _cachedDefines;
  50102. private _effectLayerMapGenerationEffect;
  50103. private _effectLayerOptions;
  50104. private _mergeEffect;
  50105. protected _scene: Scene;
  50106. protected _engine: Engine;
  50107. protected _maxSize: number;
  50108. protected _mainTextureDesiredSize: ISize;
  50109. protected _mainTexture: RenderTargetTexture;
  50110. protected _shouldRender: boolean;
  50111. protected _postProcesses: PostProcess[];
  50112. protected _textures: BaseTexture[];
  50113. protected _emissiveTextureAndColor: {
  50114. texture: Nullable<BaseTexture>;
  50115. color: Color4;
  50116. };
  50117. /**
  50118. * The name of the layer
  50119. */
  50120. name: string;
  50121. /**
  50122. * The clear color of the texture used to generate the glow map.
  50123. */
  50124. neutralColor: Color4;
  50125. /**
  50126. * Specifies wether the highlight layer is enabled or not.
  50127. */
  50128. isEnabled: boolean;
  50129. /**
  50130. * Gets the camera attached to the layer.
  50131. */
  50132. readonly camera: Nullable<Camera>;
  50133. /**
  50134. * Gets the rendering group id the layer should render in.
  50135. */
  50136. renderingGroupId: number;
  50137. /**
  50138. * An event triggered when the effect layer has been disposed.
  50139. */
  50140. onDisposeObservable: Observable<EffectLayer>;
  50141. /**
  50142. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  50143. */
  50144. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  50145. /**
  50146. * An event triggered when the generated texture is being merged in the scene.
  50147. */
  50148. onBeforeComposeObservable: Observable<EffectLayer>;
  50149. /**
  50150. * An event triggered when the generated texture has been merged in the scene.
  50151. */
  50152. onAfterComposeObservable: Observable<EffectLayer>;
  50153. /**
  50154. * An event triggered when the efffect layer changes its size.
  50155. */
  50156. onSizeChangedObservable: Observable<EffectLayer>;
  50157. /** @hidden */
  50158. static _SceneComponentInitialization: (scene: Scene) => void;
  50159. /**
  50160. * Instantiates a new effect Layer and references it in the scene.
  50161. * @param name The name of the layer
  50162. * @param scene The scene to use the layer in
  50163. */
  50164. constructor(
  50165. /** The Friendly of the effect in the scene */
  50166. name: string, scene: Scene);
  50167. /**
  50168. * Get the effect name of the layer.
  50169. * @return The effect name
  50170. */
  50171. abstract getEffectName(): string;
  50172. /**
  50173. * Checks for the readiness of the element composing the layer.
  50174. * @param subMesh the mesh to check for
  50175. * @param useInstances specify wether or not to use instances to render the mesh
  50176. * @return true if ready otherwise, false
  50177. */
  50178. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50179. /**
  50180. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50181. * @returns true if the effect requires stencil during the main canvas render pass.
  50182. */
  50183. abstract needStencil(): boolean;
  50184. /**
  50185. * Create the merge effect. This is the shader use to blit the information back
  50186. * to the main canvas at the end of the scene rendering.
  50187. * @returns The effect containing the shader used to merge the effect on the main canvas
  50188. */
  50189. protected abstract _createMergeEffect(): Effect;
  50190. /**
  50191. * Creates the render target textures and post processes used in the effect layer.
  50192. */
  50193. protected abstract _createTextureAndPostProcesses(): void;
  50194. /**
  50195. * Implementation specific of rendering the generating effect on the main canvas.
  50196. * @param effect The effect used to render through
  50197. */
  50198. protected abstract _internalRender(effect: Effect): void;
  50199. /**
  50200. * Sets the required values for both the emissive texture and and the main color.
  50201. */
  50202. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50203. /**
  50204. * Free any resources and references associated to a mesh.
  50205. * Internal use
  50206. * @param mesh The mesh to free.
  50207. */
  50208. abstract _disposeMesh(mesh: Mesh): void;
  50209. /**
  50210. * Serializes this layer (Glow or Highlight for example)
  50211. * @returns a serialized layer object
  50212. */
  50213. abstract serialize?(): any;
  50214. /**
  50215. * Initializes the effect layer with the required options.
  50216. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  50217. */
  50218. protected _init(options: Partial<IEffectLayerOptions>): void;
  50219. /**
  50220. * Generates the index buffer of the full screen quad blending to the main canvas.
  50221. */
  50222. private _generateIndexBuffer;
  50223. /**
  50224. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  50225. */
  50226. private _generateVertexBuffer;
  50227. /**
  50228. * Sets the main texture desired size which is the closest power of two
  50229. * of the engine canvas size.
  50230. */
  50231. private _setMainTextureSize;
  50232. /**
  50233. * Creates the main texture for the effect layer.
  50234. */
  50235. protected _createMainTexture(): void;
  50236. /**
  50237. * Adds specific effects defines.
  50238. * @param defines The defines to add specifics to.
  50239. */
  50240. protected _addCustomEffectDefines(defines: string[]): void;
  50241. /**
  50242. * Checks for the readiness of the element composing the layer.
  50243. * @param subMesh the mesh to check for
  50244. * @param useInstances specify wether or not to use instances to render the mesh
  50245. * @param emissiveTexture the associated emissive texture used to generate the glow
  50246. * @return true if ready otherwise, false
  50247. */
  50248. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  50249. /**
  50250. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  50251. */
  50252. render(): void;
  50253. /**
  50254. * Determine if a given mesh will be used in the current effect.
  50255. * @param mesh mesh to test
  50256. * @returns true if the mesh will be used
  50257. */
  50258. hasMesh(mesh: AbstractMesh): boolean;
  50259. /**
  50260. * Returns true if the layer contains information to display, otherwise false.
  50261. * @returns true if the glow layer should be rendered
  50262. */
  50263. shouldRender(): boolean;
  50264. /**
  50265. * Returns true if the mesh should render, otherwise false.
  50266. * @param mesh The mesh to render
  50267. * @returns true if it should render otherwise false
  50268. */
  50269. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  50270. /**
  50271. * Returns true if the mesh can be rendered, otherwise false.
  50272. * @param mesh The mesh to render
  50273. * @param material The material used on the mesh
  50274. * @returns true if it can be rendered otherwise false
  50275. */
  50276. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  50277. /**
  50278. * Returns true if the mesh should render, otherwise false.
  50279. * @param mesh The mesh to render
  50280. * @returns true if it should render otherwise false
  50281. */
  50282. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  50283. /**
  50284. * Renders the submesh passed in parameter to the generation map.
  50285. */
  50286. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  50287. /**
  50288. * Rebuild the required buffers.
  50289. * @hidden Internal use only.
  50290. */
  50291. _rebuild(): void;
  50292. /**
  50293. * Dispose only the render target textures and post process.
  50294. */
  50295. private _disposeTextureAndPostProcesses;
  50296. /**
  50297. * Dispose the highlight layer and free resources.
  50298. */
  50299. dispose(): void;
  50300. /**
  50301. * Gets the class name of the effect layer
  50302. * @returns the string with the class name of the effect layer
  50303. */
  50304. getClassName(): string;
  50305. /**
  50306. * Creates an effect layer from parsed effect layer data
  50307. * @param parsedEffectLayer defines effect layer data
  50308. * @param scene defines the current scene
  50309. * @param rootUrl defines the root URL containing the effect layer information
  50310. * @returns a parsed effect Layer
  50311. */
  50312. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  50313. }
  50314. }
  50315. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  50316. import { Scene } from "babylonjs/scene";
  50317. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  50318. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50319. import { AbstractScene } from "babylonjs/abstractScene";
  50320. module "babylonjs/abstractScene" {
  50321. interface AbstractScene {
  50322. /**
  50323. * The list of effect layers (highlights/glow) added to the scene
  50324. * @see http://doc.babylonjs.com/how_to/highlight_layer
  50325. * @see http://doc.babylonjs.com/how_to/glow_layer
  50326. */
  50327. effectLayers: Array<EffectLayer>;
  50328. /**
  50329. * Removes the given effect layer from this scene.
  50330. * @param toRemove defines the effect layer to remove
  50331. * @returns the index of the removed effect layer
  50332. */
  50333. removeEffectLayer(toRemove: EffectLayer): number;
  50334. /**
  50335. * Adds the given effect layer to this scene
  50336. * @param newEffectLayer defines the effect layer to add
  50337. */
  50338. addEffectLayer(newEffectLayer: EffectLayer): void;
  50339. }
  50340. }
  50341. /**
  50342. * Defines the layer scene component responsible to manage any effect layers
  50343. * in a given scene.
  50344. */
  50345. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  50346. /**
  50347. * The component name helpfull to identify the component in the list of scene components.
  50348. */
  50349. readonly name: string;
  50350. /**
  50351. * The scene the component belongs to.
  50352. */
  50353. scene: Scene;
  50354. private _engine;
  50355. private _renderEffects;
  50356. private _needStencil;
  50357. private _previousStencilState;
  50358. /**
  50359. * Creates a new instance of the component for the given scene
  50360. * @param scene Defines the scene to register the component in
  50361. */
  50362. constructor(scene: Scene);
  50363. /**
  50364. * Registers the component in a given scene
  50365. */
  50366. register(): void;
  50367. /**
  50368. * Rebuilds the elements related to this component in case of
  50369. * context lost for instance.
  50370. */
  50371. rebuild(): void;
  50372. /**
  50373. * Serializes the component data to the specified json object
  50374. * @param serializationObject The object to serialize to
  50375. */
  50376. serialize(serializationObject: any): void;
  50377. /**
  50378. * Adds all the elements from the container to the scene
  50379. * @param container the container holding the elements
  50380. */
  50381. addFromContainer(container: AbstractScene): void;
  50382. /**
  50383. * Removes all the elements in the container from the scene
  50384. * @param container contains the elements to remove
  50385. * @param dispose if the removed element should be disposed (default: false)
  50386. */
  50387. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  50388. /**
  50389. * Disposes the component and the associated ressources.
  50390. */
  50391. dispose(): void;
  50392. private _isReadyForMesh;
  50393. private _renderMainTexture;
  50394. private _setStencil;
  50395. private _setStencilBack;
  50396. private _draw;
  50397. private _drawCamera;
  50398. private _drawRenderingGroup;
  50399. }
  50400. }
  50401. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  50402. /** @hidden */
  50403. export var glowMapMergePixelShader: {
  50404. name: string;
  50405. shader: string;
  50406. };
  50407. }
  50408. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  50409. /** @hidden */
  50410. export var glowMapMergeVertexShader: {
  50411. name: string;
  50412. shader: string;
  50413. };
  50414. }
  50415. declare module "babylonjs/Layers/glowLayer" {
  50416. import { Nullable } from "babylonjs/types";
  50417. import { Camera } from "babylonjs/Cameras/camera";
  50418. import { Scene } from "babylonjs/scene";
  50419. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50420. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50421. import { Mesh } from "babylonjs/Meshes/mesh";
  50422. import { Texture } from "babylonjs/Materials/Textures/texture";
  50423. import { Effect } from "babylonjs/Materials/effect";
  50424. import { Material } from "babylonjs/Materials/material";
  50425. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50426. import { Color4 } from "babylonjs/Maths/math.color";
  50427. import "babylonjs/Shaders/glowMapMerge.fragment";
  50428. import "babylonjs/Shaders/glowMapMerge.vertex";
  50429. import "babylonjs/Layers/effectLayerSceneComponent";
  50430. module "babylonjs/abstractScene" {
  50431. interface AbstractScene {
  50432. /**
  50433. * Return a the first highlight layer of the scene with a given name.
  50434. * @param name The name of the highlight layer to look for.
  50435. * @return The highlight layer if found otherwise null.
  50436. */
  50437. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  50438. }
  50439. }
  50440. /**
  50441. * Glow layer options. This helps customizing the behaviour
  50442. * of the glow layer.
  50443. */
  50444. export interface IGlowLayerOptions {
  50445. /**
  50446. * Multiplication factor apply to the canvas size to compute the render target size
  50447. * used to generated the glowing objects (the smaller the faster).
  50448. */
  50449. mainTextureRatio: number;
  50450. /**
  50451. * Enforces a fixed size texture to ensure resize independant blur.
  50452. */
  50453. mainTextureFixedSize?: number;
  50454. /**
  50455. * How big is the kernel of the blur texture.
  50456. */
  50457. blurKernelSize: number;
  50458. /**
  50459. * The camera attached to the layer.
  50460. */
  50461. camera: Nullable<Camera>;
  50462. /**
  50463. * Enable MSAA by chosing the number of samples.
  50464. */
  50465. mainTextureSamples?: number;
  50466. /**
  50467. * The rendering group to draw the layer in.
  50468. */
  50469. renderingGroupId: number;
  50470. }
  50471. /**
  50472. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  50473. *
  50474. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  50475. * glowy meshes to your scene.
  50476. *
  50477. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  50478. */
  50479. export class GlowLayer extends EffectLayer {
  50480. /**
  50481. * Effect Name of the layer.
  50482. */
  50483. static readonly EffectName: string;
  50484. /**
  50485. * The default blur kernel size used for the glow.
  50486. */
  50487. static DefaultBlurKernelSize: number;
  50488. /**
  50489. * The default texture size ratio used for the glow.
  50490. */
  50491. static DefaultTextureRatio: number;
  50492. /**
  50493. * Sets the kernel size of the blur.
  50494. */
  50495. /**
  50496. * Gets the kernel size of the blur.
  50497. */
  50498. blurKernelSize: number;
  50499. /**
  50500. * Sets the glow intensity.
  50501. */
  50502. /**
  50503. * Gets the glow intensity.
  50504. */
  50505. intensity: number;
  50506. private _options;
  50507. private _intensity;
  50508. private _horizontalBlurPostprocess1;
  50509. private _verticalBlurPostprocess1;
  50510. private _horizontalBlurPostprocess2;
  50511. private _verticalBlurPostprocess2;
  50512. private _blurTexture1;
  50513. private _blurTexture2;
  50514. private _postProcesses1;
  50515. private _postProcesses2;
  50516. private _includedOnlyMeshes;
  50517. private _excludedMeshes;
  50518. /**
  50519. * Callback used to let the user override the color selection on a per mesh basis
  50520. */
  50521. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  50522. /**
  50523. * Callback used to let the user override the texture selection on a per mesh basis
  50524. */
  50525. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  50526. /**
  50527. * Instantiates a new glow Layer and references it to the scene.
  50528. * @param name The name of the layer
  50529. * @param scene The scene to use the layer in
  50530. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  50531. */
  50532. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  50533. /**
  50534. * Get the effect name of the layer.
  50535. * @return The effect name
  50536. */
  50537. getEffectName(): string;
  50538. /**
  50539. * Create the merge effect. This is the shader use to blit the information back
  50540. * to the main canvas at the end of the scene rendering.
  50541. */
  50542. protected _createMergeEffect(): Effect;
  50543. /**
  50544. * Creates the render target textures and post processes used in the glow layer.
  50545. */
  50546. protected _createTextureAndPostProcesses(): void;
  50547. /**
  50548. * Checks for the readiness of the element composing the layer.
  50549. * @param subMesh the mesh to check for
  50550. * @param useInstances specify wether or not to use instances to render the mesh
  50551. * @param emissiveTexture the associated emissive texture used to generate the glow
  50552. * @return true if ready otherwise, false
  50553. */
  50554. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50555. /**
  50556. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50557. */
  50558. needStencil(): boolean;
  50559. /**
  50560. * Returns true if the mesh can be rendered, otherwise false.
  50561. * @param mesh The mesh to render
  50562. * @param material The material used on the mesh
  50563. * @returns true if it can be rendered otherwise false
  50564. */
  50565. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  50566. /**
  50567. * Implementation specific of rendering the generating effect on the main canvas.
  50568. * @param effect The effect used to render through
  50569. */
  50570. protected _internalRender(effect: Effect): void;
  50571. /**
  50572. * Sets the required values for both the emissive texture and and the main color.
  50573. */
  50574. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50575. /**
  50576. * Returns true if the mesh should render, otherwise false.
  50577. * @param mesh The mesh to render
  50578. * @returns true if it should render otherwise false
  50579. */
  50580. protected _shouldRenderMesh(mesh: Mesh): boolean;
  50581. /**
  50582. * Adds specific effects defines.
  50583. * @param defines The defines to add specifics to.
  50584. */
  50585. protected _addCustomEffectDefines(defines: string[]): void;
  50586. /**
  50587. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  50588. * @param mesh The mesh to exclude from the glow layer
  50589. */
  50590. addExcludedMesh(mesh: Mesh): void;
  50591. /**
  50592. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  50593. * @param mesh The mesh to remove
  50594. */
  50595. removeExcludedMesh(mesh: Mesh): void;
  50596. /**
  50597. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  50598. * @param mesh The mesh to include in the glow layer
  50599. */
  50600. addIncludedOnlyMesh(mesh: Mesh): void;
  50601. /**
  50602. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  50603. * @param mesh The mesh to remove
  50604. */
  50605. removeIncludedOnlyMesh(mesh: Mesh): void;
  50606. /**
  50607. * Determine if a given mesh will be used in the glow layer
  50608. * @param mesh The mesh to test
  50609. * @returns true if the mesh will be highlighted by the current glow layer
  50610. */
  50611. hasMesh(mesh: AbstractMesh): boolean;
  50612. /**
  50613. * Free any resources and references associated to a mesh.
  50614. * Internal use
  50615. * @param mesh The mesh to free.
  50616. * @hidden
  50617. */
  50618. _disposeMesh(mesh: Mesh): void;
  50619. /**
  50620. * Gets the class name of the effect layer
  50621. * @returns the string with the class name of the effect layer
  50622. */
  50623. getClassName(): string;
  50624. /**
  50625. * Serializes this glow layer
  50626. * @returns a serialized glow layer object
  50627. */
  50628. serialize(): any;
  50629. /**
  50630. * Creates a Glow Layer from parsed glow layer data
  50631. * @param parsedGlowLayer defines glow layer data
  50632. * @param scene defines the current scene
  50633. * @param rootUrl defines the root URL containing the glow layer information
  50634. * @returns a parsed Glow Layer
  50635. */
  50636. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  50637. }
  50638. }
  50639. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  50640. /** @hidden */
  50641. export var glowBlurPostProcessPixelShader: {
  50642. name: string;
  50643. shader: string;
  50644. };
  50645. }
  50646. declare module "babylonjs/Layers/highlightLayer" {
  50647. import { Observable } from "babylonjs/Misc/observable";
  50648. import { Nullable } from "babylonjs/types";
  50649. import { Camera } from "babylonjs/Cameras/camera";
  50650. import { Scene } from "babylonjs/scene";
  50651. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50652. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50653. import { Mesh } from "babylonjs/Meshes/mesh";
  50654. import { Effect } from "babylonjs/Materials/effect";
  50655. import { Material } from "babylonjs/Materials/material";
  50656. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50657. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  50658. import "babylonjs/Shaders/glowMapMerge.fragment";
  50659. import "babylonjs/Shaders/glowMapMerge.vertex";
  50660. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  50661. module "babylonjs/abstractScene" {
  50662. interface AbstractScene {
  50663. /**
  50664. * Return a the first highlight layer of the scene with a given name.
  50665. * @param name The name of the highlight layer to look for.
  50666. * @return The highlight layer if found otherwise null.
  50667. */
  50668. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  50669. }
  50670. }
  50671. /**
  50672. * Highlight layer options. This helps customizing the behaviour
  50673. * of the highlight layer.
  50674. */
  50675. export interface IHighlightLayerOptions {
  50676. /**
  50677. * Multiplication factor apply to the canvas size to compute the render target size
  50678. * used to generated the glowing objects (the smaller the faster).
  50679. */
  50680. mainTextureRatio: number;
  50681. /**
  50682. * Enforces a fixed size texture to ensure resize independant blur.
  50683. */
  50684. mainTextureFixedSize?: number;
  50685. /**
  50686. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  50687. * of the picture to blur (the smaller the faster).
  50688. */
  50689. blurTextureSizeRatio: number;
  50690. /**
  50691. * How big in texel of the blur texture is the vertical blur.
  50692. */
  50693. blurVerticalSize: number;
  50694. /**
  50695. * How big in texel of the blur texture is the horizontal blur.
  50696. */
  50697. blurHorizontalSize: number;
  50698. /**
  50699. * Alpha blending mode used to apply the blur. Default is combine.
  50700. */
  50701. alphaBlendingMode: number;
  50702. /**
  50703. * The camera attached to the layer.
  50704. */
  50705. camera: Nullable<Camera>;
  50706. /**
  50707. * Should we display highlight as a solid stroke?
  50708. */
  50709. isStroke?: boolean;
  50710. /**
  50711. * The rendering group to draw the layer in.
  50712. */
  50713. renderingGroupId: number;
  50714. }
  50715. /**
  50716. * The highlight layer Helps adding a glow effect around a mesh.
  50717. *
  50718. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  50719. * glowy meshes to your scene.
  50720. *
  50721. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  50722. */
  50723. export class HighlightLayer extends EffectLayer {
  50724. name: string;
  50725. /**
  50726. * Effect Name of the highlight layer.
  50727. */
  50728. static readonly EffectName: string;
  50729. /**
  50730. * The neutral color used during the preparation of the glow effect.
  50731. * This is black by default as the blend operation is a blend operation.
  50732. */
  50733. static NeutralColor: Color4;
  50734. /**
  50735. * Stencil value used for glowing meshes.
  50736. */
  50737. static GlowingMeshStencilReference: number;
  50738. /**
  50739. * Stencil value used for the other meshes in the scene.
  50740. */
  50741. static NormalMeshStencilReference: number;
  50742. /**
  50743. * Specifies whether or not the inner glow is ACTIVE in the layer.
  50744. */
  50745. innerGlow: boolean;
  50746. /**
  50747. * Specifies whether or not the outer glow is ACTIVE in the layer.
  50748. */
  50749. outerGlow: boolean;
  50750. /**
  50751. * Specifies the horizontal size of the blur.
  50752. */
  50753. /**
  50754. * Gets the horizontal size of the blur.
  50755. */
  50756. blurHorizontalSize: number;
  50757. /**
  50758. * Specifies the vertical size of the blur.
  50759. */
  50760. /**
  50761. * Gets the vertical size of the blur.
  50762. */
  50763. blurVerticalSize: number;
  50764. /**
  50765. * An event triggered when the highlight layer is being blurred.
  50766. */
  50767. onBeforeBlurObservable: Observable<HighlightLayer>;
  50768. /**
  50769. * An event triggered when the highlight layer has been blurred.
  50770. */
  50771. onAfterBlurObservable: Observable<HighlightLayer>;
  50772. private _instanceGlowingMeshStencilReference;
  50773. private _options;
  50774. private _downSamplePostprocess;
  50775. private _horizontalBlurPostprocess;
  50776. private _verticalBlurPostprocess;
  50777. private _blurTexture;
  50778. private _meshes;
  50779. private _excludedMeshes;
  50780. /**
  50781. * Instantiates a new highlight Layer and references it to the scene..
  50782. * @param name The name of the layer
  50783. * @param scene The scene to use the layer in
  50784. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  50785. */
  50786. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  50787. /**
  50788. * Get the effect name of the layer.
  50789. * @return The effect name
  50790. */
  50791. getEffectName(): string;
  50792. /**
  50793. * Create the merge effect. This is the shader use to blit the information back
  50794. * to the main canvas at the end of the scene rendering.
  50795. */
  50796. protected _createMergeEffect(): Effect;
  50797. /**
  50798. * Creates the render target textures and post processes used in the highlight layer.
  50799. */
  50800. protected _createTextureAndPostProcesses(): void;
  50801. /**
  50802. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50803. */
  50804. needStencil(): boolean;
  50805. /**
  50806. * Checks for the readiness of the element composing the layer.
  50807. * @param subMesh the mesh to check for
  50808. * @param useInstances specify wether or not to use instances to render the mesh
  50809. * @param emissiveTexture the associated emissive texture used to generate the glow
  50810. * @return true if ready otherwise, false
  50811. */
  50812. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50813. /**
  50814. * Implementation specific of rendering the generating effect on the main canvas.
  50815. * @param effect The effect used to render through
  50816. */
  50817. protected _internalRender(effect: Effect): void;
  50818. /**
  50819. * Returns true if the layer contains information to display, otherwise false.
  50820. */
  50821. shouldRender(): boolean;
  50822. /**
  50823. * Returns true if the mesh should render, otherwise false.
  50824. * @param mesh The mesh to render
  50825. * @returns true if it should render otherwise false
  50826. */
  50827. protected _shouldRenderMesh(mesh: Mesh): boolean;
  50828. /**
  50829. * Sets the required values for both the emissive texture and and the main color.
  50830. */
  50831. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50832. /**
  50833. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  50834. * @param mesh The mesh to exclude from the highlight layer
  50835. */
  50836. addExcludedMesh(mesh: Mesh): void;
  50837. /**
  50838. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  50839. * @param mesh The mesh to highlight
  50840. */
  50841. removeExcludedMesh(mesh: Mesh): void;
  50842. /**
  50843. * Determine if a given mesh will be highlighted by the current HighlightLayer
  50844. * @param mesh mesh to test
  50845. * @returns true if the mesh will be highlighted by the current HighlightLayer
  50846. */
  50847. hasMesh(mesh: AbstractMesh): boolean;
  50848. /**
  50849. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  50850. * @param mesh The mesh to highlight
  50851. * @param color The color of the highlight
  50852. * @param glowEmissiveOnly Extract the glow from the emissive texture
  50853. */
  50854. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  50855. /**
  50856. * Remove a mesh from the highlight layer in order to make it stop glowing.
  50857. * @param mesh The mesh to highlight
  50858. */
  50859. removeMesh(mesh: Mesh): void;
  50860. /**
  50861. * Force the stencil to the normal expected value for none glowing parts
  50862. */
  50863. private _defaultStencilReference;
  50864. /**
  50865. * Free any resources and references associated to a mesh.
  50866. * Internal use
  50867. * @param mesh The mesh to free.
  50868. * @hidden
  50869. */
  50870. _disposeMesh(mesh: Mesh): void;
  50871. /**
  50872. * Dispose the highlight layer and free resources.
  50873. */
  50874. dispose(): void;
  50875. /**
  50876. * Gets the class name of the effect layer
  50877. * @returns the string with the class name of the effect layer
  50878. */
  50879. getClassName(): string;
  50880. /**
  50881. * Serializes this Highlight layer
  50882. * @returns a serialized Highlight layer object
  50883. */
  50884. serialize(): any;
  50885. /**
  50886. * Creates a Highlight layer from parsed Highlight layer data
  50887. * @param parsedHightlightLayer defines the Highlight layer data
  50888. * @param scene defines the current scene
  50889. * @param rootUrl defines the root URL containing the Highlight layer information
  50890. * @returns a parsed Highlight layer
  50891. */
  50892. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  50893. }
  50894. }
  50895. declare module "babylonjs/Layers/layerSceneComponent" {
  50896. import { Scene } from "babylonjs/scene";
  50897. import { ISceneComponent } from "babylonjs/sceneComponent";
  50898. import { Layer } from "babylonjs/Layers/layer";
  50899. import { AbstractScene } from "babylonjs/abstractScene";
  50900. module "babylonjs/abstractScene" {
  50901. interface AbstractScene {
  50902. /**
  50903. * The list of layers (background and foreground) of the scene
  50904. */
  50905. layers: Array<Layer>;
  50906. }
  50907. }
  50908. /**
  50909. * Defines the layer scene component responsible to manage any layers
  50910. * in a given scene.
  50911. */
  50912. export class LayerSceneComponent implements ISceneComponent {
  50913. /**
  50914. * The component name helpfull to identify the component in the list of scene components.
  50915. */
  50916. readonly name: string;
  50917. /**
  50918. * The scene the component belongs to.
  50919. */
  50920. scene: Scene;
  50921. private _engine;
  50922. /**
  50923. * Creates a new instance of the component for the given scene
  50924. * @param scene Defines the scene to register the component in
  50925. */
  50926. constructor(scene: Scene);
  50927. /**
  50928. * Registers the component in a given scene
  50929. */
  50930. register(): void;
  50931. /**
  50932. * Rebuilds the elements related to this component in case of
  50933. * context lost for instance.
  50934. */
  50935. rebuild(): void;
  50936. /**
  50937. * Disposes the component and the associated ressources.
  50938. */
  50939. dispose(): void;
  50940. private _draw;
  50941. private _drawCameraPredicate;
  50942. private _drawCameraBackground;
  50943. private _drawCameraForeground;
  50944. private _drawRenderTargetPredicate;
  50945. private _drawRenderTargetBackground;
  50946. private _drawRenderTargetForeground;
  50947. /**
  50948. * Adds all the elements from the container to the scene
  50949. * @param container the container holding the elements
  50950. */
  50951. addFromContainer(container: AbstractScene): void;
  50952. /**
  50953. * Removes all the elements in the container from the scene
  50954. * @param container contains the elements to remove
  50955. * @param dispose if the removed element should be disposed (default: false)
  50956. */
  50957. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  50958. }
  50959. }
  50960. declare module "babylonjs/Shaders/layer.fragment" {
  50961. /** @hidden */
  50962. export var layerPixelShader: {
  50963. name: string;
  50964. shader: string;
  50965. };
  50966. }
  50967. declare module "babylonjs/Shaders/layer.vertex" {
  50968. /** @hidden */
  50969. export var layerVertexShader: {
  50970. name: string;
  50971. shader: string;
  50972. };
  50973. }
  50974. declare module "babylonjs/Layers/layer" {
  50975. import { Observable } from "babylonjs/Misc/observable";
  50976. import { Nullable } from "babylonjs/types";
  50977. import { Scene } from "babylonjs/scene";
  50978. import { Vector2 } from "babylonjs/Maths/math.vector";
  50979. import { Color4 } from "babylonjs/Maths/math.color";
  50980. import { Texture } from "babylonjs/Materials/Textures/texture";
  50981. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  50982. import "babylonjs/Shaders/layer.fragment";
  50983. import "babylonjs/Shaders/layer.vertex";
  50984. /**
  50985. * This represents a full screen 2d layer.
  50986. * This can be useful to display a picture in the background of your scene for instance.
  50987. * @see https://www.babylonjs-playground.com/#08A2BS#1
  50988. */
  50989. export class Layer {
  50990. /**
  50991. * Define the name of the layer.
  50992. */
  50993. name: string;
  50994. /**
  50995. * Define the texture the layer should display.
  50996. */
  50997. texture: Nullable<Texture>;
  50998. /**
  50999. * Is the layer in background or foreground.
  51000. */
  51001. isBackground: boolean;
  51002. /**
  51003. * Define the color of the layer (instead of texture).
  51004. */
  51005. color: Color4;
  51006. /**
  51007. * Define the scale of the layer in order to zoom in out of the texture.
  51008. */
  51009. scale: Vector2;
  51010. /**
  51011. * Define an offset for the layer in order to shift the texture.
  51012. */
  51013. offset: Vector2;
  51014. /**
  51015. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  51016. */
  51017. alphaBlendingMode: number;
  51018. /**
  51019. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  51020. * Alpha test will not mix with the background color in case of transparency.
  51021. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  51022. */
  51023. alphaTest: boolean;
  51024. /**
  51025. * Define a mask to restrict the layer to only some of the scene cameras.
  51026. */
  51027. layerMask: number;
  51028. /**
  51029. * Define the list of render target the layer is visible into.
  51030. */
  51031. renderTargetTextures: RenderTargetTexture[];
  51032. /**
  51033. * Define if the layer is only used in renderTarget or if it also
  51034. * renders in the main frame buffer of the canvas.
  51035. */
  51036. renderOnlyInRenderTargetTextures: boolean;
  51037. private _scene;
  51038. private _vertexBuffers;
  51039. private _indexBuffer;
  51040. private _effect;
  51041. private _alphaTestEffect;
  51042. /**
  51043. * An event triggered when the layer is disposed.
  51044. */
  51045. onDisposeObservable: Observable<Layer>;
  51046. private _onDisposeObserver;
  51047. /**
  51048. * Back compatibility with callback before the onDisposeObservable existed.
  51049. * The set callback will be triggered when the layer has been disposed.
  51050. */
  51051. onDispose: () => void;
  51052. /**
  51053. * An event triggered before rendering the scene
  51054. */
  51055. onBeforeRenderObservable: Observable<Layer>;
  51056. private _onBeforeRenderObserver;
  51057. /**
  51058. * Back compatibility with callback before the onBeforeRenderObservable existed.
  51059. * The set callback will be triggered just before rendering the layer.
  51060. */
  51061. onBeforeRender: () => void;
  51062. /**
  51063. * An event triggered after rendering the scene
  51064. */
  51065. onAfterRenderObservable: Observable<Layer>;
  51066. private _onAfterRenderObserver;
  51067. /**
  51068. * Back compatibility with callback before the onAfterRenderObservable existed.
  51069. * The set callback will be triggered just after rendering the layer.
  51070. */
  51071. onAfterRender: () => void;
  51072. /**
  51073. * Instantiates a new layer.
  51074. * This represents a full screen 2d layer.
  51075. * This can be useful to display a picture in the background of your scene for instance.
  51076. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51077. * @param name Define the name of the layer in the scene
  51078. * @param imgUrl Define the url of the texture to display in the layer
  51079. * @param scene Define the scene the layer belongs to
  51080. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  51081. * @param color Defines a color for the layer
  51082. */
  51083. constructor(
  51084. /**
  51085. * Define the name of the layer.
  51086. */
  51087. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  51088. private _createIndexBuffer;
  51089. /** @hidden */
  51090. _rebuild(): void;
  51091. /**
  51092. * Renders the layer in the scene.
  51093. */
  51094. render(): void;
  51095. /**
  51096. * Disposes and releases the associated ressources.
  51097. */
  51098. dispose(): void;
  51099. }
  51100. }
  51101. declare module "babylonjs/Layers/index" {
  51102. export * from "babylonjs/Layers/effectLayer";
  51103. export * from "babylonjs/Layers/effectLayerSceneComponent";
  51104. export * from "babylonjs/Layers/glowLayer";
  51105. export * from "babylonjs/Layers/highlightLayer";
  51106. export * from "babylonjs/Layers/layer";
  51107. export * from "babylonjs/Layers/layerSceneComponent";
  51108. }
  51109. declare module "babylonjs/Shaders/lensFlare.fragment" {
  51110. /** @hidden */
  51111. export var lensFlarePixelShader: {
  51112. name: string;
  51113. shader: string;
  51114. };
  51115. }
  51116. declare module "babylonjs/Shaders/lensFlare.vertex" {
  51117. /** @hidden */
  51118. export var lensFlareVertexShader: {
  51119. name: string;
  51120. shader: string;
  51121. };
  51122. }
  51123. declare module "babylonjs/LensFlares/lensFlareSystem" {
  51124. import { Scene } from "babylonjs/scene";
  51125. import { Vector3 } from "babylonjs/Maths/math.vector";
  51126. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51127. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  51128. import "babylonjs/Shaders/lensFlare.fragment";
  51129. import "babylonjs/Shaders/lensFlare.vertex";
  51130. import { Viewport } from "babylonjs/Maths/math.viewport";
  51131. /**
  51132. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51133. * It is usually composed of several `lensFlare`.
  51134. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51135. */
  51136. export class LensFlareSystem {
  51137. /**
  51138. * Define the name of the lens flare system
  51139. */
  51140. name: string;
  51141. /**
  51142. * List of lens flares used in this system.
  51143. */
  51144. lensFlares: LensFlare[];
  51145. /**
  51146. * Define a limit from the border the lens flare can be visible.
  51147. */
  51148. borderLimit: number;
  51149. /**
  51150. * Define a viewport border we do not want to see the lens flare in.
  51151. */
  51152. viewportBorder: number;
  51153. /**
  51154. * Define a predicate which could limit the list of meshes able to occlude the effect.
  51155. */
  51156. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  51157. /**
  51158. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  51159. */
  51160. layerMask: number;
  51161. /**
  51162. * Define the id of the lens flare system in the scene.
  51163. * (equal to name by default)
  51164. */
  51165. id: string;
  51166. private _scene;
  51167. private _emitter;
  51168. private _vertexBuffers;
  51169. private _indexBuffer;
  51170. private _effect;
  51171. private _positionX;
  51172. private _positionY;
  51173. private _isEnabled;
  51174. /** @hidden */
  51175. static _SceneComponentInitialization: (scene: Scene) => void;
  51176. /**
  51177. * Instantiates a lens flare system.
  51178. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51179. * It is usually composed of several `lensFlare`.
  51180. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51181. * @param name Define the name of the lens flare system in the scene
  51182. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  51183. * @param scene Define the scene the lens flare system belongs to
  51184. */
  51185. constructor(
  51186. /**
  51187. * Define the name of the lens flare system
  51188. */
  51189. name: string, emitter: any, scene: Scene);
  51190. /**
  51191. * Define if the lens flare system is enabled.
  51192. */
  51193. isEnabled: boolean;
  51194. /**
  51195. * Get the scene the effects belongs to.
  51196. * @returns the scene holding the lens flare system
  51197. */
  51198. getScene(): Scene;
  51199. /**
  51200. * Get the emitter of the lens flare system.
  51201. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51202. * @returns the emitter of the lens flare system
  51203. */
  51204. getEmitter(): any;
  51205. /**
  51206. * Set the emitter of the lens flare system.
  51207. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51208. * @param newEmitter Define the new emitter of the system
  51209. */
  51210. setEmitter(newEmitter: any): void;
  51211. /**
  51212. * Get the lens flare system emitter position.
  51213. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  51214. * @returns the position
  51215. */
  51216. getEmitterPosition(): Vector3;
  51217. /**
  51218. * @hidden
  51219. */
  51220. computeEffectivePosition(globalViewport: Viewport): boolean;
  51221. /** @hidden */
  51222. _isVisible(): boolean;
  51223. /**
  51224. * @hidden
  51225. */
  51226. render(): boolean;
  51227. /**
  51228. * Dispose and release the lens flare with its associated resources.
  51229. */
  51230. dispose(): void;
  51231. /**
  51232. * Parse a lens flare system from a JSON repressentation
  51233. * @param parsedLensFlareSystem Define the JSON to parse
  51234. * @param scene Define the scene the parsed system should be instantiated in
  51235. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  51236. * @returns the parsed system
  51237. */
  51238. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  51239. /**
  51240. * Serialize the current Lens Flare System into a JSON representation.
  51241. * @returns the serialized JSON
  51242. */
  51243. serialize(): any;
  51244. }
  51245. }
  51246. declare module "babylonjs/LensFlares/lensFlare" {
  51247. import { Nullable } from "babylonjs/types";
  51248. import { Color3 } from "babylonjs/Maths/math.color";
  51249. import { Texture } from "babylonjs/Materials/Textures/texture";
  51250. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51251. /**
  51252. * This represents one of the lens effect in a `lensFlareSystem`.
  51253. * It controls one of the indiviual texture used in the effect.
  51254. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51255. */
  51256. export class LensFlare {
  51257. /**
  51258. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51259. */
  51260. size: number;
  51261. /**
  51262. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  51263. */
  51264. position: number;
  51265. /**
  51266. * Define the lens color.
  51267. */
  51268. color: Color3;
  51269. /**
  51270. * Define the lens texture.
  51271. */
  51272. texture: Nullable<Texture>;
  51273. /**
  51274. * Define the alpha mode to render this particular lens.
  51275. */
  51276. alphaMode: number;
  51277. private _system;
  51278. /**
  51279. * Creates a new Lens Flare.
  51280. * This represents one of the lens effect in a `lensFlareSystem`.
  51281. * It controls one of the indiviual texture used in the effect.
  51282. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51283. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  51284. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  51285. * @param color Define the lens color
  51286. * @param imgUrl Define the lens texture url
  51287. * @param system Define the `lensFlareSystem` this flare is part of
  51288. * @returns The newly created Lens Flare
  51289. */
  51290. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  51291. /**
  51292. * Instantiates a new Lens Flare.
  51293. * This represents one of the lens effect in a `lensFlareSystem`.
  51294. * It controls one of the indiviual texture used in the effect.
  51295. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51296. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  51297. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  51298. * @param color Define the lens color
  51299. * @param imgUrl Define the lens texture url
  51300. * @param system Define the `lensFlareSystem` this flare is part of
  51301. */
  51302. constructor(
  51303. /**
  51304. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51305. */
  51306. size: number,
  51307. /**
  51308. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  51309. */
  51310. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  51311. /**
  51312. * Dispose and release the lens flare with its associated resources.
  51313. */
  51314. dispose(): void;
  51315. }
  51316. }
  51317. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  51318. import { Nullable } from "babylonjs/types";
  51319. import { Scene } from "babylonjs/scene";
  51320. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51321. import { AbstractScene } from "babylonjs/abstractScene";
  51322. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51323. module "babylonjs/abstractScene" {
  51324. interface AbstractScene {
  51325. /**
  51326. * The list of lens flare system added to the scene
  51327. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51328. */
  51329. lensFlareSystems: Array<LensFlareSystem>;
  51330. /**
  51331. * Removes the given lens flare system from this scene.
  51332. * @param toRemove The lens flare system to remove
  51333. * @returns The index of the removed lens flare system
  51334. */
  51335. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  51336. /**
  51337. * Adds the given lens flare system to this scene
  51338. * @param newLensFlareSystem The lens flare system to add
  51339. */
  51340. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  51341. /**
  51342. * Gets a lens flare system using its name
  51343. * @param name defines the name to look for
  51344. * @returns the lens flare system or null if not found
  51345. */
  51346. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  51347. /**
  51348. * Gets a lens flare system using its id
  51349. * @param id defines the id to look for
  51350. * @returns the lens flare system or null if not found
  51351. */
  51352. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  51353. }
  51354. }
  51355. /**
  51356. * Defines the lens flare scene component responsible to manage any lens flares
  51357. * in a given scene.
  51358. */
  51359. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  51360. /**
  51361. * The component name helpfull to identify the component in the list of scene components.
  51362. */
  51363. readonly name: string;
  51364. /**
  51365. * The scene the component belongs to.
  51366. */
  51367. scene: Scene;
  51368. /**
  51369. * Creates a new instance of the component for the given scene
  51370. * @param scene Defines the scene to register the component in
  51371. */
  51372. constructor(scene: Scene);
  51373. /**
  51374. * Registers the component in a given scene
  51375. */
  51376. register(): void;
  51377. /**
  51378. * Rebuilds the elements related to this component in case of
  51379. * context lost for instance.
  51380. */
  51381. rebuild(): void;
  51382. /**
  51383. * Adds all the elements from the container to the scene
  51384. * @param container the container holding the elements
  51385. */
  51386. addFromContainer(container: AbstractScene): void;
  51387. /**
  51388. * Removes all the elements in the container from the scene
  51389. * @param container contains the elements to remove
  51390. * @param dispose if the removed element should be disposed (default: false)
  51391. */
  51392. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51393. /**
  51394. * Serializes the component data to the specified json object
  51395. * @param serializationObject The object to serialize to
  51396. */
  51397. serialize(serializationObject: any): void;
  51398. /**
  51399. * Disposes the component and the associated ressources.
  51400. */
  51401. dispose(): void;
  51402. private _draw;
  51403. }
  51404. }
  51405. declare module "babylonjs/LensFlares/index" {
  51406. export * from "babylonjs/LensFlares/lensFlare";
  51407. export * from "babylonjs/LensFlares/lensFlareSystem";
  51408. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  51409. }
  51410. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  51411. import { Scene } from "babylonjs/scene";
  51412. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51413. import { AbstractScene } from "babylonjs/abstractScene";
  51414. /**
  51415. * Defines the shadow generator component responsible to manage any shadow generators
  51416. * in a given scene.
  51417. */
  51418. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  51419. /**
  51420. * The component name helpfull to identify the component in the list of scene components.
  51421. */
  51422. readonly name: string;
  51423. /**
  51424. * The scene the component belongs to.
  51425. */
  51426. scene: Scene;
  51427. /**
  51428. * Creates a new instance of the component for the given scene
  51429. * @param scene Defines the scene to register the component in
  51430. */
  51431. constructor(scene: Scene);
  51432. /**
  51433. * Registers the component in a given scene
  51434. */
  51435. register(): void;
  51436. /**
  51437. * Rebuilds the elements related to this component in case of
  51438. * context lost for instance.
  51439. */
  51440. rebuild(): void;
  51441. /**
  51442. * Serializes the component data to the specified json object
  51443. * @param serializationObject The object to serialize to
  51444. */
  51445. serialize(serializationObject: any): void;
  51446. /**
  51447. * Adds all the elements from the container to the scene
  51448. * @param container the container holding the elements
  51449. */
  51450. addFromContainer(container: AbstractScene): void;
  51451. /**
  51452. * Removes all the elements in the container from the scene
  51453. * @param container contains the elements to remove
  51454. * @param dispose if the removed element should be disposed (default: false)
  51455. */
  51456. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51457. /**
  51458. * Rebuilds the elements related to this component in case of
  51459. * context lost for instance.
  51460. */
  51461. dispose(): void;
  51462. private _gatherRenderTargets;
  51463. }
  51464. }
  51465. declare module "babylonjs/Lights/Shadows/index" {
  51466. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  51467. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  51468. }
  51469. declare module "babylonjs/Lights/pointLight" {
  51470. import { Scene } from "babylonjs/scene";
  51471. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  51472. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51473. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  51474. import { Effect } from "babylonjs/Materials/effect";
  51475. /**
  51476. * A point light is a light defined by an unique point in world space.
  51477. * The light is emitted in every direction from this point.
  51478. * A good example of a point light is a standard light bulb.
  51479. * Documentation: https://doc.babylonjs.com/babylon101/lights
  51480. */
  51481. export class PointLight extends ShadowLight {
  51482. private _shadowAngle;
  51483. /**
  51484. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51485. * This specifies what angle the shadow will use to be created.
  51486. *
  51487. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51488. */
  51489. /**
  51490. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51491. * This specifies what angle the shadow will use to be created.
  51492. *
  51493. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51494. */
  51495. shadowAngle: number;
  51496. /**
  51497. * Gets the direction if it has been set.
  51498. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51499. */
  51500. /**
  51501. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51502. */
  51503. direction: Vector3;
  51504. /**
  51505. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  51506. * A PointLight emits the light in every direction.
  51507. * It can cast shadows.
  51508. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  51509. * ```javascript
  51510. * var pointLight = new PointLight("pl", camera.position, scene);
  51511. * ```
  51512. * Documentation : https://doc.babylonjs.com/babylon101/lights
  51513. * @param name The light friendly name
  51514. * @param position The position of the point light in the scene
  51515. * @param scene The scene the lights belongs to
  51516. */
  51517. constructor(name: string, position: Vector3, scene: Scene);
  51518. /**
  51519. * Returns the string "PointLight"
  51520. * @returns the class name
  51521. */
  51522. getClassName(): string;
  51523. /**
  51524. * Returns the integer 0.
  51525. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  51526. */
  51527. getTypeID(): number;
  51528. /**
  51529. * Specifies wether or not the shadowmap should be a cube texture.
  51530. * @returns true if the shadowmap needs to be a cube texture.
  51531. */
  51532. needCube(): boolean;
  51533. /**
  51534. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  51535. * @param faceIndex The index of the face we are computed the direction to generate shadow
  51536. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  51537. */
  51538. getShadowDirection(faceIndex?: number): Vector3;
  51539. /**
  51540. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  51541. * - fov = PI / 2
  51542. * - aspect ratio : 1.0
  51543. * - z-near and far equal to the active camera minZ and maxZ.
  51544. * Returns the PointLight.
  51545. */
  51546. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  51547. protected _buildUniformLayout(): void;
  51548. /**
  51549. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  51550. * @param effect The effect to update
  51551. * @param lightIndex The index of the light in the effect to update
  51552. * @returns The point light
  51553. */
  51554. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  51555. /**
  51556. * Prepares the list of defines specific to the light type.
  51557. * @param defines the list of defines
  51558. * @param lightIndex defines the index of the light for the effect
  51559. */
  51560. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  51561. }
  51562. }
  51563. declare module "babylonjs/Lights/index" {
  51564. export * from "babylonjs/Lights/light";
  51565. export * from "babylonjs/Lights/shadowLight";
  51566. export * from "babylonjs/Lights/Shadows/index";
  51567. export * from "babylonjs/Lights/directionalLight";
  51568. export * from "babylonjs/Lights/hemisphericLight";
  51569. export * from "babylonjs/Lights/pointLight";
  51570. export * from "babylonjs/Lights/spotLight";
  51571. }
  51572. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  51573. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  51574. /**
  51575. * Header information of HDR texture files.
  51576. */
  51577. export interface HDRInfo {
  51578. /**
  51579. * The height of the texture in pixels.
  51580. */
  51581. height: number;
  51582. /**
  51583. * The width of the texture in pixels.
  51584. */
  51585. width: number;
  51586. /**
  51587. * The index of the beginning of the data in the binary file.
  51588. */
  51589. dataPosition: number;
  51590. }
  51591. /**
  51592. * This groups tools to convert HDR texture to native colors array.
  51593. */
  51594. export class HDRTools {
  51595. private static Ldexp;
  51596. private static Rgbe2float;
  51597. private static readStringLine;
  51598. /**
  51599. * Reads header information from an RGBE texture stored in a native array.
  51600. * More information on this format are available here:
  51601. * https://en.wikipedia.org/wiki/RGBE_image_format
  51602. *
  51603. * @param uint8array The binary file stored in native array.
  51604. * @return The header information.
  51605. */
  51606. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  51607. /**
  51608. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  51609. * This RGBE texture needs to store the information as a panorama.
  51610. *
  51611. * More information on this format are available here:
  51612. * https://en.wikipedia.org/wiki/RGBE_image_format
  51613. *
  51614. * @param buffer The binary file stored in an array buffer.
  51615. * @param size The expected size of the extracted cubemap.
  51616. * @return The Cube Map information.
  51617. */
  51618. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  51619. /**
  51620. * Returns the pixels data extracted from an RGBE texture.
  51621. * This pixels will be stored left to right up to down in the R G B order in one array.
  51622. *
  51623. * More information on this format are available here:
  51624. * https://en.wikipedia.org/wiki/RGBE_image_format
  51625. *
  51626. * @param uint8array The binary file stored in an array buffer.
  51627. * @param hdrInfo The header information of the file.
  51628. * @return The pixels data in RGB right to left up to down order.
  51629. */
  51630. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  51631. private static RGBE_ReadPixels_RLE;
  51632. }
  51633. }
  51634. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  51635. import { Nullable } from "babylonjs/types";
  51636. import { Scene } from "babylonjs/scene";
  51637. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  51638. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51639. import "babylonjs/Engines/Extensions/engine.rawTexture";
  51640. /**
  51641. * This represents a texture coming from an HDR input.
  51642. *
  51643. * The only supported format is currently panorama picture stored in RGBE format.
  51644. * Example of such files can be found on HDRLib: http://hdrlib.com/
  51645. */
  51646. export class HDRCubeTexture extends BaseTexture {
  51647. private static _facesMapping;
  51648. private _generateHarmonics;
  51649. private _noMipmap;
  51650. private _textureMatrix;
  51651. private _size;
  51652. private _onLoad;
  51653. private _onError;
  51654. /**
  51655. * The texture URL.
  51656. */
  51657. url: string;
  51658. /**
  51659. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  51660. */
  51661. coordinatesMode: number;
  51662. protected _isBlocking: boolean;
  51663. /**
  51664. * Sets wether or not the texture is blocking during loading.
  51665. */
  51666. /**
  51667. * Gets wether or not the texture is blocking during loading.
  51668. */
  51669. isBlocking: boolean;
  51670. protected _rotationY: number;
  51671. /**
  51672. * Sets texture matrix rotation angle around Y axis in radians.
  51673. */
  51674. /**
  51675. * Gets texture matrix rotation angle around Y axis radians.
  51676. */
  51677. rotationY: number;
  51678. /**
  51679. * Gets or sets the center of the bounding box associated with the cube texture
  51680. * It must define where the camera used to render the texture was set
  51681. */
  51682. boundingBoxPosition: Vector3;
  51683. private _boundingBoxSize;
  51684. /**
  51685. * Gets or sets the size of the bounding box associated with the cube texture
  51686. * When defined, the cubemap will switch to local mode
  51687. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  51688. * @example https://www.babylonjs-playground.com/#RNASML
  51689. */
  51690. boundingBoxSize: Vector3;
  51691. /**
  51692. * Instantiates an HDRTexture from the following parameters.
  51693. *
  51694. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  51695. * @param scene The scene the texture will be used in
  51696. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  51697. * @param noMipmap Forces to not generate the mipmap if true
  51698. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  51699. * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  51700. * @param reserved Reserved flag for internal use.
  51701. */
  51702. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  51703. /**
  51704. * Get the current class name of the texture useful for serialization or dynamic coding.
  51705. * @returns "HDRCubeTexture"
  51706. */
  51707. getClassName(): string;
  51708. /**
  51709. * Occurs when the file is raw .hdr file.
  51710. */
  51711. private loadTexture;
  51712. clone(): HDRCubeTexture;
  51713. delayLoad(): void;
  51714. /**
  51715. * Get the texture reflection matrix used to rotate/transform the reflection.
  51716. * @returns the reflection matrix
  51717. */
  51718. getReflectionTextureMatrix(): Matrix;
  51719. /**
  51720. * Set the texture reflection matrix used to rotate/transform the reflection.
  51721. * @param value Define the reflection matrix to set
  51722. */
  51723. setReflectionTextureMatrix(value: Matrix): void;
  51724. /**
  51725. * Parses a JSON representation of an HDR Texture in order to create the texture
  51726. * @param parsedTexture Define the JSON representation
  51727. * @param scene Define the scene the texture should be created in
  51728. * @param rootUrl Define the root url in case we need to load relative dependencies
  51729. * @returns the newly created texture after parsing
  51730. */
  51731. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  51732. serialize(): any;
  51733. }
  51734. }
  51735. declare module "babylonjs/Physics/physicsEngine" {
  51736. import { Nullable } from "babylonjs/types";
  51737. import { Vector3 } from "babylonjs/Maths/math.vector";
  51738. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  51739. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  51740. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  51741. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  51742. /**
  51743. * Class used to control physics engine
  51744. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  51745. */
  51746. export class PhysicsEngine implements IPhysicsEngine {
  51747. private _physicsPlugin;
  51748. /**
  51749. * Global value used to control the smallest number supported by the simulation
  51750. */
  51751. static Epsilon: number;
  51752. private _impostors;
  51753. private _joints;
  51754. /**
  51755. * Gets the gravity vector used by the simulation
  51756. */
  51757. gravity: Vector3;
  51758. /**
  51759. * Factory used to create the default physics plugin.
  51760. * @returns The default physics plugin
  51761. */
  51762. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  51763. /**
  51764. * Creates a new Physics Engine
  51765. * @param gravity defines the gravity vector used by the simulation
  51766. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  51767. */
  51768. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  51769. /**
  51770. * Sets the gravity vector used by the simulation
  51771. * @param gravity defines the gravity vector to use
  51772. */
  51773. setGravity(gravity: Vector3): void;
  51774. /**
  51775. * Set the time step of the physics engine.
  51776. * Default is 1/60.
  51777. * To slow it down, enter 1/600 for example.
  51778. * To speed it up, 1/30
  51779. * @param newTimeStep defines the new timestep to apply to this world.
  51780. */
  51781. setTimeStep(newTimeStep?: number): void;
  51782. /**
  51783. * Get the time step of the physics engine.
  51784. * @returns the current time step
  51785. */
  51786. getTimeStep(): number;
  51787. /**
  51788. * Release all resources
  51789. */
  51790. dispose(): void;
  51791. /**
  51792. * Gets the name of the current physics plugin
  51793. * @returns the name of the plugin
  51794. */
  51795. getPhysicsPluginName(): string;
  51796. /**
  51797. * Adding a new impostor for the impostor tracking.
  51798. * This will be done by the impostor itself.
  51799. * @param impostor the impostor to add
  51800. */
  51801. addImpostor(impostor: PhysicsImpostor): void;
  51802. /**
  51803. * Remove an impostor from the engine.
  51804. * This impostor and its mesh will not longer be updated by the physics engine.
  51805. * @param impostor the impostor to remove
  51806. */
  51807. removeImpostor(impostor: PhysicsImpostor): void;
  51808. /**
  51809. * Add a joint to the physics engine
  51810. * @param mainImpostor defines the main impostor to which the joint is added.
  51811. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  51812. * @param joint defines the joint that will connect both impostors.
  51813. */
  51814. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  51815. /**
  51816. * Removes a joint from the simulation
  51817. * @param mainImpostor defines the impostor used with the joint
  51818. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  51819. * @param joint defines the joint to remove
  51820. */
  51821. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  51822. /**
  51823. * Called by the scene. No need to call it.
  51824. * @param delta defines the timespam between frames
  51825. */
  51826. _step(delta: number): void;
  51827. /**
  51828. * Gets the current plugin used to run the simulation
  51829. * @returns current plugin
  51830. */
  51831. getPhysicsPlugin(): IPhysicsEnginePlugin;
  51832. /**
  51833. * Gets the list of physic impostors
  51834. * @returns an array of PhysicsImpostor
  51835. */
  51836. getImpostors(): Array<PhysicsImpostor>;
  51837. /**
  51838. * Gets the impostor for a physics enabled object
  51839. * @param object defines the object impersonated by the impostor
  51840. * @returns the PhysicsImpostor or null if not found
  51841. */
  51842. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  51843. /**
  51844. * Gets the impostor for a physics body object
  51845. * @param body defines physics body used by the impostor
  51846. * @returns the PhysicsImpostor or null if not found
  51847. */
  51848. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  51849. /**
  51850. * Does a raycast in the physics world
  51851. * @param from when should the ray start?
  51852. * @param to when should the ray end?
  51853. * @returns PhysicsRaycastResult
  51854. */
  51855. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  51856. }
  51857. }
  51858. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  51859. import { Nullable } from "babylonjs/types";
  51860. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  51861. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51862. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  51863. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  51864. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  51865. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  51866. /** @hidden */
  51867. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  51868. private _useDeltaForWorldStep;
  51869. world: any;
  51870. name: string;
  51871. private _physicsMaterials;
  51872. private _fixedTimeStep;
  51873. private _cannonRaycastResult;
  51874. private _raycastResult;
  51875. private _physicsBodysToRemoveAfterStep;
  51876. BJSCANNON: any;
  51877. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  51878. setGravity(gravity: Vector3): void;
  51879. setTimeStep(timeStep: number): void;
  51880. getTimeStep(): number;
  51881. executeStep(delta: number): void;
  51882. private _removeMarkedPhysicsBodiesFromWorld;
  51883. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51884. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51885. generatePhysicsBody(impostor: PhysicsImpostor): void;
  51886. private _processChildMeshes;
  51887. removePhysicsBody(impostor: PhysicsImpostor): void;
  51888. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  51889. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  51890. private _addMaterial;
  51891. private _checkWithEpsilon;
  51892. private _createShape;
  51893. private _createHeightmap;
  51894. private _minus90X;
  51895. private _plus90X;
  51896. private _tmpPosition;
  51897. private _tmpDeltaPosition;
  51898. private _tmpUnityRotation;
  51899. private _updatePhysicsBodyTransformation;
  51900. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  51901. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  51902. isSupported(): boolean;
  51903. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51904. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51905. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51906. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51907. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  51908. getBodyMass(impostor: PhysicsImpostor): number;
  51909. getBodyFriction(impostor: PhysicsImpostor): number;
  51910. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  51911. getBodyRestitution(impostor: PhysicsImpostor): number;
  51912. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  51913. sleepBody(impostor: PhysicsImpostor): void;
  51914. wakeUpBody(impostor: PhysicsImpostor): void;
  51915. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  51916. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  51917. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  51918. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  51919. getRadius(impostor: PhysicsImpostor): number;
  51920. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  51921. dispose(): void;
  51922. private _extendNamespace;
  51923. /**
  51924. * Does a raycast in the physics world
  51925. * @param from when should the ray start?
  51926. * @param to when should the ray end?
  51927. * @returns PhysicsRaycastResult
  51928. */
  51929. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  51930. }
  51931. }
  51932. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  51933. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  51934. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  51935. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  51936. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51937. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  51938. import { Nullable } from "babylonjs/types";
  51939. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  51940. /** @hidden */
  51941. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  51942. world: any;
  51943. name: string;
  51944. BJSOIMO: any;
  51945. private _raycastResult;
  51946. constructor(iterations?: number, oimoInjection?: any);
  51947. setGravity(gravity: Vector3): void;
  51948. setTimeStep(timeStep: number): void;
  51949. getTimeStep(): number;
  51950. private _tmpImpostorsArray;
  51951. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  51952. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51953. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51954. generatePhysicsBody(impostor: PhysicsImpostor): void;
  51955. private _tmpPositionVector;
  51956. removePhysicsBody(impostor: PhysicsImpostor): void;
  51957. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  51958. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  51959. isSupported(): boolean;
  51960. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  51961. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  51962. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51963. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51964. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51965. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51966. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  51967. getBodyMass(impostor: PhysicsImpostor): number;
  51968. getBodyFriction(impostor: PhysicsImpostor): number;
  51969. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  51970. getBodyRestitution(impostor: PhysicsImpostor): number;
  51971. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  51972. sleepBody(impostor: PhysicsImpostor): void;
  51973. wakeUpBody(impostor: PhysicsImpostor): void;
  51974. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  51975. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  51976. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  51977. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  51978. getRadius(impostor: PhysicsImpostor): number;
  51979. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  51980. dispose(): void;
  51981. /**
  51982. * Does a raycast in the physics world
  51983. * @param from when should the ray start?
  51984. * @param to when should the ray end?
  51985. * @returns PhysicsRaycastResult
  51986. */
  51987. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  51988. }
  51989. }
  51990. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  51991. import { Nullable } from "babylonjs/types";
  51992. import { Scene } from "babylonjs/scene";
  51993. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  51994. import { Color4 } from "babylonjs/Maths/math.color";
  51995. import { Mesh } from "babylonjs/Meshes/mesh";
  51996. /**
  51997. * Class containing static functions to help procedurally build meshes
  51998. */
  51999. export class RibbonBuilder {
  52000. /**
  52001. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  52002. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  52003. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  52004. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  52005. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  52006. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  52007. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  52008. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52009. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  52010. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52011. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  52012. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  52013. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  52014. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  52015. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52016. * @param name defines the name of the mesh
  52017. * @param options defines the options used to create the mesh
  52018. * @param scene defines the hosting scene
  52019. * @returns the ribbon mesh
  52020. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  52021. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52022. */
  52023. static CreateRibbon(name: string, options: {
  52024. pathArray: Vector3[][];
  52025. closeArray?: boolean;
  52026. closePath?: boolean;
  52027. offset?: number;
  52028. updatable?: boolean;
  52029. sideOrientation?: number;
  52030. frontUVs?: Vector4;
  52031. backUVs?: Vector4;
  52032. instance?: Mesh;
  52033. invertUV?: boolean;
  52034. uvs?: Vector2[];
  52035. colors?: Color4[];
  52036. }, scene?: Nullable<Scene>): Mesh;
  52037. }
  52038. }
  52039. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  52040. import { Nullable } from "babylonjs/types";
  52041. import { Scene } from "babylonjs/scene";
  52042. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  52043. import { Mesh } from "babylonjs/Meshes/mesh";
  52044. /**
  52045. * Class containing static functions to help procedurally build meshes
  52046. */
  52047. export class ShapeBuilder {
  52048. /**
  52049. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  52050. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  52051. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52052. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  52053. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  52054. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  52055. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  52056. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  52057. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52058. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  52059. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  52060. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  52061. * @param name defines the name of the mesh
  52062. * @param options defines the options used to create the mesh
  52063. * @param scene defines the hosting scene
  52064. * @returns the extruded shape mesh
  52065. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52066. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52067. */
  52068. static ExtrudeShape(name: string, options: {
  52069. shape: Vector3[];
  52070. path: Vector3[];
  52071. scale?: number;
  52072. rotation?: number;
  52073. cap?: number;
  52074. updatable?: boolean;
  52075. sideOrientation?: number;
  52076. frontUVs?: Vector4;
  52077. backUVs?: Vector4;
  52078. instance?: Mesh;
  52079. invertUV?: boolean;
  52080. }, scene?: Nullable<Scene>): Mesh;
  52081. /**
  52082. * Creates an custom extruded shape mesh.
  52083. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  52084. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  52085. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52086. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  52087. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  52088. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  52089. * * It must returns a float value that will be the scale value applied to the shape on each path point
  52090. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  52091. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  52092. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  52093. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  52094. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  52095. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52096. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  52097. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52098. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52099. * @param name defines the name of the mesh
  52100. * @param options defines the options used to create the mesh
  52101. * @param scene defines the hosting scene
  52102. * @returns the custom extruded shape mesh
  52103. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  52104. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52105. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52106. */
  52107. static ExtrudeShapeCustom(name: string, options: {
  52108. shape: Vector3[];
  52109. path: Vector3[];
  52110. scaleFunction?: any;
  52111. rotationFunction?: any;
  52112. ribbonCloseArray?: boolean;
  52113. ribbonClosePath?: boolean;
  52114. cap?: number;
  52115. updatable?: boolean;
  52116. sideOrientation?: number;
  52117. frontUVs?: Vector4;
  52118. backUVs?: Vector4;
  52119. instance?: Mesh;
  52120. invertUV?: boolean;
  52121. }, scene?: Nullable<Scene>): Mesh;
  52122. private static _ExtrudeShapeGeneric;
  52123. }
  52124. }
  52125. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  52126. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  52127. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52128. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52129. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52130. import { Nullable } from "babylonjs/types";
  52131. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52132. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52133. /**
  52134. * AmmoJS Physics plugin
  52135. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  52136. * @see https://github.com/kripken/ammo.js/
  52137. */
  52138. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  52139. private _useDeltaForWorldStep;
  52140. /**
  52141. * Reference to the Ammo library
  52142. */
  52143. bjsAMMO: any;
  52144. /**
  52145. * Created ammoJS world which physics bodies are added to
  52146. */
  52147. world: any;
  52148. /**
  52149. * Name of the plugin
  52150. */
  52151. name: string;
  52152. private _timeStep;
  52153. private _fixedTimeStep;
  52154. private _maxSteps;
  52155. private _tmpQuaternion;
  52156. private _tmpAmmoTransform;
  52157. private _tmpAmmoQuaternion;
  52158. private _tmpAmmoConcreteContactResultCallback;
  52159. private _collisionConfiguration;
  52160. private _dispatcher;
  52161. private _overlappingPairCache;
  52162. private _solver;
  52163. private _softBodySolver;
  52164. private _tmpAmmoVectorA;
  52165. private _tmpAmmoVectorB;
  52166. private _tmpAmmoVectorC;
  52167. private _tmpAmmoVectorD;
  52168. private _tmpContactCallbackResult;
  52169. private _tmpAmmoVectorRCA;
  52170. private _tmpAmmoVectorRCB;
  52171. private _raycastResult;
  52172. private static readonly DISABLE_COLLISION_FLAG;
  52173. private static readonly KINEMATIC_FLAG;
  52174. private static readonly DISABLE_DEACTIVATION_FLAG;
  52175. /**
  52176. * Initializes the ammoJS plugin
  52177. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  52178. * @param ammoInjection can be used to inject your own ammo reference
  52179. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  52180. */
  52181. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  52182. /**
  52183. * Sets the gravity of the physics world (m/(s^2))
  52184. * @param gravity Gravity to set
  52185. */
  52186. setGravity(gravity: Vector3): void;
  52187. /**
  52188. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  52189. * @param timeStep timestep to use in seconds
  52190. */
  52191. setTimeStep(timeStep: number): void;
  52192. /**
  52193. * Increment to step forward in the physics engine (If timeStep is set to 1/60 and fixedTimeStep is set to 1/120 the physics engine should run 2 steps per frame) (Default: 1/60)
  52194. * @param fixedTimeStep fixedTimeStep to use in seconds
  52195. */
  52196. setFixedTimeStep(fixedTimeStep: number): void;
  52197. /**
  52198. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  52199. * @param maxSteps the maximum number of steps by the physics engine per frame
  52200. */
  52201. setMaxSteps(maxSteps: number): void;
  52202. /**
  52203. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  52204. * @returns the current timestep in seconds
  52205. */
  52206. getTimeStep(): number;
  52207. private _isImpostorInContact;
  52208. private _isImpostorPairInContact;
  52209. private _stepSimulation;
  52210. /**
  52211. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  52212. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  52213. * After the step the babylon meshes are set to the position of the physics imposters
  52214. * @param delta amount of time to step forward
  52215. * @param impostors array of imposters to update before/after the step
  52216. */
  52217. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52218. /**
  52219. * Update babylon mesh to match physics world object
  52220. * @param impostor imposter to match
  52221. */
  52222. private _afterSoftStep;
  52223. /**
  52224. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52225. * @param impostor imposter to match
  52226. */
  52227. private _ropeStep;
  52228. /**
  52229. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52230. * @param impostor imposter to match
  52231. */
  52232. private _softbodyOrClothStep;
  52233. private _tmpVector;
  52234. private _tmpMatrix;
  52235. /**
  52236. * Applies an impulse on the imposter
  52237. * @param impostor imposter to apply impulse to
  52238. * @param force amount of force to be applied to the imposter
  52239. * @param contactPoint the location to apply the impulse on the imposter
  52240. */
  52241. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52242. /**
  52243. * Applies a force on the imposter
  52244. * @param impostor imposter to apply force
  52245. * @param force amount of force to be applied to the imposter
  52246. * @param contactPoint the location to apply the force on the imposter
  52247. */
  52248. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52249. /**
  52250. * Creates a physics body using the plugin
  52251. * @param impostor the imposter to create the physics body on
  52252. */
  52253. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52254. /**
  52255. * Removes the physics body from the imposter and disposes of the body's memory
  52256. * @param impostor imposter to remove the physics body from
  52257. */
  52258. removePhysicsBody(impostor: PhysicsImpostor): void;
  52259. /**
  52260. * Generates a joint
  52261. * @param impostorJoint the imposter joint to create the joint with
  52262. */
  52263. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52264. /**
  52265. * Removes a joint
  52266. * @param impostorJoint the imposter joint to remove the joint from
  52267. */
  52268. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52269. private _addMeshVerts;
  52270. /**
  52271. * Initialise the soft body vertices to match its object's (mesh) vertices
  52272. * Softbody vertices (nodes) are in world space and to match this
  52273. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  52274. * @param impostor to create the softbody for
  52275. */
  52276. private _softVertexData;
  52277. /**
  52278. * Create an impostor's soft body
  52279. * @param impostor to create the softbody for
  52280. */
  52281. private _createSoftbody;
  52282. /**
  52283. * Create cloth for an impostor
  52284. * @param impostor to create the softbody for
  52285. */
  52286. private _createCloth;
  52287. /**
  52288. * Create rope for an impostor
  52289. * @param impostor to create the softbody for
  52290. */
  52291. private _createRope;
  52292. private _addHullVerts;
  52293. private _createShape;
  52294. /**
  52295. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  52296. * @param impostor imposter containing the physics body and babylon object
  52297. */
  52298. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52299. /**
  52300. * Sets the babylon object's position/rotation from the physics body's position/rotation
  52301. * @param impostor imposter containing the physics body and babylon object
  52302. * @param newPosition new position
  52303. * @param newRotation new rotation
  52304. */
  52305. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52306. /**
  52307. * If this plugin is supported
  52308. * @returns true if its supported
  52309. */
  52310. isSupported(): boolean;
  52311. /**
  52312. * Sets the linear velocity of the physics body
  52313. * @param impostor imposter to set the velocity on
  52314. * @param velocity velocity to set
  52315. */
  52316. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52317. /**
  52318. * Sets the angular velocity of the physics body
  52319. * @param impostor imposter to set the velocity on
  52320. * @param velocity velocity to set
  52321. */
  52322. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52323. /**
  52324. * gets the linear velocity
  52325. * @param impostor imposter to get linear velocity from
  52326. * @returns linear velocity
  52327. */
  52328. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52329. /**
  52330. * gets the angular velocity
  52331. * @param impostor imposter to get angular velocity from
  52332. * @returns angular velocity
  52333. */
  52334. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52335. /**
  52336. * Sets the mass of physics body
  52337. * @param impostor imposter to set the mass on
  52338. * @param mass mass to set
  52339. */
  52340. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52341. /**
  52342. * Gets the mass of the physics body
  52343. * @param impostor imposter to get the mass from
  52344. * @returns mass
  52345. */
  52346. getBodyMass(impostor: PhysicsImpostor): number;
  52347. /**
  52348. * Gets friction of the impostor
  52349. * @param impostor impostor to get friction from
  52350. * @returns friction value
  52351. */
  52352. getBodyFriction(impostor: PhysicsImpostor): number;
  52353. /**
  52354. * Sets friction of the impostor
  52355. * @param impostor impostor to set friction on
  52356. * @param friction friction value
  52357. */
  52358. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52359. /**
  52360. * Gets restitution of the impostor
  52361. * @param impostor impostor to get restitution from
  52362. * @returns restitution value
  52363. */
  52364. getBodyRestitution(impostor: PhysicsImpostor): number;
  52365. /**
  52366. * Sets resitution of the impostor
  52367. * @param impostor impostor to set resitution on
  52368. * @param restitution resitution value
  52369. */
  52370. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52371. /**
  52372. * Gets pressure inside the impostor
  52373. * @param impostor impostor to get pressure from
  52374. * @returns pressure value
  52375. */
  52376. getBodyPressure(impostor: PhysicsImpostor): number;
  52377. /**
  52378. * Sets pressure inside a soft body impostor
  52379. * Cloth and rope must remain 0 pressure
  52380. * @param impostor impostor to set pressure on
  52381. * @param pressure pressure value
  52382. */
  52383. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  52384. /**
  52385. * Gets stiffness of the impostor
  52386. * @param impostor impostor to get stiffness from
  52387. * @returns pressure value
  52388. */
  52389. getBodyStiffness(impostor: PhysicsImpostor): number;
  52390. /**
  52391. * Sets stiffness of the impostor
  52392. * @param impostor impostor to set stiffness on
  52393. * @param stiffness stiffness value from 0 to 1
  52394. */
  52395. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  52396. /**
  52397. * Gets velocityIterations of the impostor
  52398. * @param impostor impostor to get velocity iterations from
  52399. * @returns velocityIterations value
  52400. */
  52401. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  52402. /**
  52403. * Sets velocityIterations of the impostor
  52404. * @param impostor impostor to set velocity iterations on
  52405. * @param velocityIterations velocityIterations value
  52406. */
  52407. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  52408. /**
  52409. * Gets positionIterations of the impostor
  52410. * @param impostor impostor to get position iterations from
  52411. * @returns positionIterations value
  52412. */
  52413. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  52414. /**
  52415. * Sets positionIterations of the impostor
  52416. * @param impostor impostor to set position on
  52417. * @param positionIterations positionIterations value
  52418. */
  52419. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  52420. /**
  52421. * Append an anchor to a cloth object
  52422. * @param impostor is the cloth impostor to add anchor to
  52423. * @param otherImpostor is the rigid impostor to anchor to
  52424. * @param width ratio across width from 0 to 1
  52425. * @param height ratio up height from 0 to 1
  52426. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  52427. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52428. */
  52429. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52430. /**
  52431. * Append an hook to a rope object
  52432. * @param impostor is the rope impostor to add hook to
  52433. * @param otherImpostor is the rigid impostor to hook to
  52434. * @param length ratio along the rope from 0 to 1
  52435. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  52436. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52437. */
  52438. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52439. /**
  52440. * Sleeps the physics body and stops it from being active
  52441. * @param impostor impostor to sleep
  52442. */
  52443. sleepBody(impostor: PhysicsImpostor): void;
  52444. /**
  52445. * Activates the physics body
  52446. * @param impostor impostor to activate
  52447. */
  52448. wakeUpBody(impostor: PhysicsImpostor): void;
  52449. /**
  52450. * Updates the distance parameters of the joint
  52451. * @param joint joint to update
  52452. * @param maxDistance maximum distance of the joint
  52453. * @param minDistance minimum distance of the joint
  52454. */
  52455. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52456. /**
  52457. * Sets a motor on the joint
  52458. * @param joint joint to set motor on
  52459. * @param speed speed of the motor
  52460. * @param maxForce maximum force of the motor
  52461. * @param motorIndex index of the motor
  52462. */
  52463. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52464. /**
  52465. * Sets the motors limit
  52466. * @param joint joint to set limit on
  52467. * @param upperLimit upper limit
  52468. * @param lowerLimit lower limit
  52469. */
  52470. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52471. /**
  52472. * Syncs the position and rotation of a mesh with the impostor
  52473. * @param mesh mesh to sync
  52474. * @param impostor impostor to update the mesh with
  52475. */
  52476. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52477. /**
  52478. * Gets the radius of the impostor
  52479. * @param impostor impostor to get radius from
  52480. * @returns the radius
  52481. */
  52482. getRadius(impostor: PhysicsImpostor): number;
  52483. /**
  52484. * Gets the box size of the impostor
  52485. * @param impostor impostor to get box size from
  52486. * @param result the resulting box size
  52487. */
  52488. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52489. /**
  52490. * Disposes of the impostor
  52491. */
  52492. dispose(): void;
  52493. /**
  52494. * Does a raycast in the physics world
  52495. * @param from when should the ray start?
  52496. * @param to when should the ray end?
  52497. * @returns PhysicsRaycastResult
  52498. */
  52499. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52500. }
  52501. }
  52502. declare module "babylonjs/Probes/reflectionProbe" {
  52503. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52504. import { Vector3 } from "babylonjs/Maths/math.vector";
  52505. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52506. import { Nullable } from "babylonjs/types";
  52507. import { Scene } from "babylonjs/scene";
  52508. module "babylonjs/abstractScene" {
  52509. interface AbstractScene {
  52510. /**
  52511. * The list of reflection probes added to the scene
  52512. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52513. */
  52514. reflectionProbes: Array<ReflectionProbe>;
  52515. /**
  52516. * Removes the given reflection probe from this scene.
  52517. * @param toRemove The reflection probe to remove
  52518. * @returns The index of the removed reflection probe
  52519. */
  52520. removeReflectionProbe(toRemove: ReflectionProbe): number;
  52521. /**
  52522. * Adds the given reflection probe to this scene.
  52523. * @param newReflectionProbe The reflection probe to add
  52524. */
  52525. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  52526. }
  52527. }
  52528. /**
  52529. * Class used to generate realtime reflection / refraction cube textures
  52530. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52531. */
  52532. export class ReflectionProbe {
  52533. /** defines the name of the probe */
  52534. name: string;
  52535. private _scene;
  52536. private _renderTargetTexture;
  52537. private _projectionMatrix;
  52538. private _viewMatrix;
  52539. private _target;
  52540. private _add;
  52541. private _attachedMesh;
  52542. private _invertYAxis;
  52543. /** Gets or sets probe position (center of the cube map) */
  52544. position: Vector3;
  52545. /**
  52546. * Creates a new reflection probe
  52547. * @param name defines the name of the probe
  52548. * @param size defines the texture resolution (for each face)
  52549. * @param scene defines the hosting scene
  52550. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  52551. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  52552. */
  52553. constructor(
  52554. /** defines the name of the probe */
  52555. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  52556. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  52557. samples: number;
  52558. /** Gets or sets the refresh rate to use (on every frame by default) */
  52559. refreshRate: number;
  52560. /**
  52561. * Gets the hosting scene
  52562. * @returns a Scene
  52563. */
  52564. getScene(): Scene;
  52565. /** Gets the internal CubeTexture used to render to */
  52566. readonly cubeTexture: RenderTargetTexture;
  52567. /** Gets the list of meshes to render */
  52568. readonly renderList: Nullable<AbstractMesh[]>;
  52569. /**
  52570. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  52571. * @param mesh defines the mesh to attach to
  52572. */
  52573. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  52574. /**
  52575. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  52576. * @param renderingGroupId The rendering group id corresponding to its index
  52577. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  52578. */
  52579. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  52580. /**
  52581. * Clean all associated resources
  52582. */
  52583. dispose(): void;
  52584. /**
  52585. * Converts the reflection probe information to a readable string for debug purpose.
  52586. * @param fullDetails Supports for multiple levels of logging within scene loading
  52587. * @returns the human readable reflection probe info
  52588. */
  52589. toString(fullDetails?: boolean): string;
  52590. /**
  52591. * Get the class name of the relfection probe.
  52592. * @returns "ReflectionProbe"
  52593. */
  52594. getClassName(): string;
  52595. /**
  52596. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  52597. * @returns The JSON representation of the texture
  52598. */
  52599. serialize(): any;
  52600. /**
  52601. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  52602. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  52603. * @param scene Define the scene the parsed reflection probe should be instantiated in
  52604. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  52605. * @returns The parsed reflection probe if successful
  52606. */
  52607. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  52608. }
  52609. }
  52610. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  52611. /** @hidden */
  52612. export var _BabylonLoaderRegistered: boolean;
  52613. }
  52614. declare module "babylonjs/Loading/Plugins/index" {
  52615. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  52616. }
  52617. declare module "babylonjs/Loading/index" {
  52618. export * from "babylonjs/Loading/loadingScreen";
  52619. export * from "babylonjs/Loading/Plugins/index";
  52620. export * from "babylonjs/Loading/sceneLoader";
  52621. export * from "babylonjs/Loading/sceneLoaderFlags";
  52622. }
  52623. declare module "babylonjs/Materials/Background/index" {
  52624. export * from "babylonjs/Materials/Background/backgroundMaterial";
  52625. }
  52626. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  52627. import { Scene } from "babylonjs/scene";
  52628. import { Color3 } from "babylonjs/Maths/math.color";
  52629. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  52630. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52631. /**
  52632. * The Physically based simple base material of BJS.
  52633. *
  52634. * This enables better naming and convention enforcements on top of the pbrMaterial.
  52635. * It is used as the base class for both the specGloss and metalRough conventions.
  52636. */
  52637. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  52638. /**
  52639. * Number of Simultaneous lights allowed on the material.
  52640. */
  52641. maxSimultaneousLights: number;
  52642. /**
  52643. * If sets to true, disables all the lights affecting the material.
  52644. */
  52645. disableLighting: boolean;
  52646. /**
  52647. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  52648. */
  52649. environmentTexture: BaseTexture;
  52650. /**
  52651. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  52652. */
  52653. invertNormalMapX: boolean;
  52654. /**
  52655. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  52656. */
  52657. invertNormalMapY: boolean;
  52658. /**
  52659. * Normal map used in the model.
  52660. */
  52661. normalTexture: BaseTexture;
  52662. /**
  52663. * Emissivie color used to self-illuminate the model.
  52664. */
  52665. emissiveColor: Color3;
  52666. /**
  52667. * Emissivie texture used to self-illuminate the model.
  52668. */
  52669. emissiveTexture: BaseTexture;
  52670. /**
  52671. * Occlusion Channel Strenght.
  52672. */
  52673. occlusionStrength: number;
  52674. /**
  52675. * Occlusion Texture of the material (adding extra occlusion effects).
  52676. */
  52677. occlusionTexture: BaseTexture;
  52678. /**
  52679. * Defines the alpha limits in alpha test mode.
  52680. */
  52681. alphaCutOff: number;
  52682. /**
  52683. * Gets the current double sided mode.
  52684. */
  52685. /**
  52686. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  52687. */
  52688. doubleSided: boolean;
  52689. /**
  52690. * Stores the pre-calculated light information of a mesh in a texture.
  52691. */
  52692. lightmapTexture: BaseTexture;
  52693. /**
  52694. * If true, the light map contains occlusion information instead of lighting info.
  52695. */
  52696. useLightmapAsShadowmap: boolean;
  52697. /**
  52698. * Instantiates a new PBRMaterial instance.
  52699. *
  52700. * @param name The material name
  52701. * @param scene The scene the material will be use in.
  52702. */
  52703. constructor(name: string, scene: Scene);
  52704. getClassName(): string;
  52705. }
  52706. }
  52707. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  52708. import { Scene } from "babylonjs/scene";
  52709. import { Color3 } from "babylonjs/Maths/math.color";
  52710. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52711. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  52712. /**
  52713. * The PBR material of BJS following the metal roughness convention.
  52714. *
  52715. * This fits to the PBR convention in the GLTF definition:
  52716. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  52717. */
  52718. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  52719. /**
  52720. * The base color has two different interpretations depending on the value of metalness.
  52721. * When the material is a metal, the base color is the specific measured reflectance value
  52722. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  52723. * of the material.
  52724. */
  52725. baseColor: Color3;
  52726. /**
  52727. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  52728. * well as opacity information in the alpha channel.
  52729. */
  52730. baseTexture: BaseTexture;
  52731. /**
  52732. * Specifies the metallic scalar value of the material.
  52733. * Can also be used to scale the metalness values of the metallic texture.
  52734. */
  52735. metallic: number;
  52736. /**
  52737. * Specifies the roughness scalar value of the material.
  52738. * Can also be used to scale the roughness values of the metallic texture.
  52739. */
  52740. roughness: number;
  52741. /**
  52742. * Texture containing both the metallic value in the B channel and the
  52743. * roughness value in the G channel to keep better precision.
  52744. */
  52745. metallicRoughnessTexture: BaseTexture;
  52746. /**
  52747. * Instantiates a new PBRMetalRoughnessMaterial instance.
  52748. *
  52749. * @param name The material name
  52750. * @param scene The scene the material will be use in.
  52751. */
  52752. constructor(name: string, scene: Scene);
  52753. /**
  52754. * Return the currrent class name of the material.
  52755. */
  52756. getClassName(): string;
  52757. /**
  52758. * Makes a duplicate of the current material.
  52759. * @param name - name to use for the new material.
  52760. */
  52761. clone(name: string): PBRMetallicRoughnessMaterial;
  52762. /**
  52763. * Serialize the material to a parsable JSON object.
  52764. */
  52765. serialize(): any;
  52766. /**
  52767. * Parses a JSON object correponding to the serialize function.
  52768. */
  52769. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  52770. }
  52771. }
  52772. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  52773. import { Scene } from "babylonjs/scene";
  52774. import { Color3 } from "babylonjs/Maths/math.color";
  52775. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52776. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  52777. /**
  52778. * The PBR material of BJS following the specular glossiness convention.
  52779. *
  52780. * This fits to the PBR convention in the GLTF definition:
  52781. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  52782. */
  52783. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  52784. /**
  52785. * Specifies the diffuse color of the material.
  52786. */
  52787. diffuseColor: Color3;
  52788. /**
  52789. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  52790. * channel.
  52791. */
  52792. diffuseTexture: BaseTexture;
  52793. /**
  52794. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  52795. */
  52796. specularColor: Color3;
  52797. /**
  52798. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  52799. */
  52800. glossiness: number;
  52801. /**
  52802. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  52803. */
  52804. specularGlossinessTexture: BaseTexture;
  52805. /**
  52806. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  52807. *
  52808. * @param name The material name
  52809. * @param scene The scene the material will be use in.
  52810. */
  52811. constructor(name: string, scene: Scene);
  52812. /**
  52813. * Return the currrent class name of the material.
  52814. */
  52815. getClassName(): string;
  52816. /**
  52817. * Makes a duplicate of the current material.
  52818. * @param name - name to use for the new material.
  52819. */
  52820. clone(name: string): PBRSpecularGlossinessMaterial;
  52821. /**
  52822. * Serialize the material to a parsable JSON object.
  52823. */
  52824. serialize(): any;
  52825. /**
  52826. * Parses a JSON object correponding to the serialize function.
  52827. */
  52828. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  52829. }
  52830. }
  52831. declare module "babylonjs/Materials/PBR/index" {
  52832. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  52833. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  52834. export * from "babylonjs/Materials/PBR/pbrMaterial";
  52835. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  52836. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  52837. }
  52838. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  52839. import { Nullable } from "babylonjs/types";
  52840. import { Scene } from "babylonjs/scene";
  52841. import { Matrix } from "babylonjs/Maths/math.vector";
  52842. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52843. /**
  52844. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  52845. * It can help converting any input color in a desired output one. This can then be used to create effects
  52846. * from sepia, black and white to sixties or futuristic rendering...
  52847. *
  52848. * The only supported format is currently 3dl.
  52849. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  52850. */
  52851. export class ColorGradingTexture extends BaseTexture {
  52852. /**
  52853. * The current texture matrix. (will always be identity in color grading texture)
  52854. */
  52855. private _textureMatrix;
  52856. /**
  52857. * The texture URL.
  52858. */
  52859. url: string;
  52860. /**
  52861. * Empty line regex stored for GC.
  52862. */
  52863. private static _noneEmptyLineRegex;
  52864. private _engine;
  52865. /**
  52866. * Instantiates a ColorGradingTexture from the following parameters.
  52867. *
  52868. * @param url The location of the color gradind data (currently only supporting 3dl)
  52869. * @param scene The scene the texture will be used in
  52870. */
  52871. constructor(url: string, scene: Scene);
  52872. /**
  52873. * Returns the texture matrix used in most of the material.
  52874. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  52875. */
  52876. getTextureMatrix(): Matrix;
  52877. /**
  52878. * Occurs when the file being loaded is a .3dl LUT file.
  52879. */
  52880. private load3dlTexture;
  52881. /**
  52882. * Starts the loading process of the texture.
  52883. */
  52884. private loadTexture;
  52885. /**
  52886. * Clones the color gradind texture.
  52887. */
  52888. clone(): ColorGradingTexture;
  52889. /**
  52890. * Called during delayed load for textures.
  52891. */
  52892. delayLoad(): void;
  52893. /**
  52894. * Parses a color grading texture serialized by Babylon.
  52895. * @param parsedTexture The texture information being parsedTexture
  52896. * @param scene The scene to load the texture in
  52897. * @param rootUrl The root url of the data assets to load
  52898. * @return A color gradind texture
  52899. */
  52900. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  52901. /**
  52902. * Serializes the LUT texture to json format.
  52903. */
  52904. serialize(): any;
  52905. }
  52906. }
  52907. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  52908. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52909. import { Scene } from "babylonjs/scene";
  52910. import { Nullable } from "babylonjs/types";
  52911. import "babylonjs/Engines/Extensions/engine.rawTexture";
  52912. /**
  52913. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  52914. */
  52915. export class EquiRectangularCubeTexture extends BaseTexture {
  52916. /** The six faces of the cube. */
  52917. private static _FacesMapping;
  52918. private _noMipmap;
  52919. private _onLoad;
  52920. private _onError;
  52921. /** The size of the cubemap. */
  52922. private _size;
  52923. /** The buffer of the image. */
  52924. private _buffer;
  52925. /** The width of the input image. */
  52926. private _width;
  52927. /** The height of the input image. */
  52928. private _height;
  52929. /** The URL to the image. */
  52930. url: string;
  52931. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  52932. coordinatesMode: number;
  52933. /**
  52934. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  52935. * @param url The location of the image
  52936. * @param scene The scene the texture will be used in
  52937. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  52938. * @param noMipmap Forces to not generate the mipmap if true
  52939. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  52940. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  52941. * @param onLoad — defines a callback called when texture is loaded
  52942. * @param onError — defines a callback called if there is an error
  52943. */
  52944. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  52945. /**
  52946. * Load the image data, by putting the image on a canvas and extracting its buffer.
  52947. */
  52948. private loadImage;
  52949. /**
  52950. * Convert the image buffer into a cubemap and create a CubeTexture.
  52951. */
  52952. private loadTexture;
  52953. /**
  52954. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  52955. * @param buffer The ArrayBuffer that should be converted.
  52956. * @returns The buffer as Float32Array.
  52957. */
  52958. private getFloat32ArrayFromArrayBuffer;
  52959. /**
  52960. * Get the current class name of the texture useful for serialization or dynamic coding.
  52961. * @returns "EquiRectangularCubeTexture"
  52962. */
  52963. getClassName(): string;
  52964. /**
  52965. * Create a clone of the current EquiRectangularCubeTexture and return it.
  52966. * @returns A clone of the current EquiRectangularCubeTexture.
  52967. */
  52968. clone(): EquiRectangularCubeTexture;
  52969. }
  52970. }
  52971. declare module "babylonjs/Misc/tga" {
  52972. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  52973. /**
  52974. * Based on jsTGALoader - Javascript loader for TGA file
  52975. * By Vincent Thibault
  52976. * @see http://blog.robrowser.com/javascript-tga-loader.html
  52977. */
  52978. export class TGATools {
  52979. private static _TYPE_INDEXED;
  52980. private static _TYPE_RGB;
  52981. private static _TYPE_GREY;
  52982. private static _TYPE_RLE_INDEXED;
  52983. private static _TYPE_RLE_RGB;
  52984. private static _TYPE_RLE_GREY;
  52985. private static _ORIGIN_MASK;
  52986. private static _ORIGIN_SHIFT;
  52987. private static _ORIGIN_BL;
  52988. private static _ORIGIN_BR;
  52989. private static _ORIGIN_UL;
  52990. private static _ORIGIN_UR;
  52991. /**
  52992. * Gets the header of a TGA file
  52993. * @param data defines the TGA data
  52994. * @returns the header
  52995. */
  52996. static GetTGAHeader(data: Uint8Array): any;
  52997. /**
  52998. * Uploads TGA content to a Babylon Texture
  52999. * @hidden
  53000. */
  53001. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  53002. /** @hidden */
  53003. 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;
  53004. /** @hidden */
  53005. 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;
  53006. /** @hidden */
  53007. 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;
  53008. /** @hidden */
  53009. 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;
  53010. /** @hidden */
  53011. 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;
  53012. /** @hidden */
  53013. 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;
  53014. }
  53015. }
  53016. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  53017. import { Nullable } from "babylonjs/types";
  53018. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53019. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53020. /**
  53021. * Implementation of the TGA Texture Loader.
  53022. * @hidden
  53023. */
  53024. export class _TGATextureLoader implements IInternalTextureLoader {
  53025. /**
  53026. * Defines wether the loader supports cascade loading the different faces.
  53027. */
  53028. readonly supportCascades: boolean;
  53029. /**
  53030. * This returns if the loader support the current file information.
  53031. * @param extension defines the file extension of the file being loaded
  53032. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53033. * @param fallback defines the fallback internal texture if any
  53034. * @param isBase64 defines whether the texture is encoded as a base64
  53035. * @param isBuffer defines whether the texture data are stored as a buffer
  53036. * @returns true if the loader can load the specified file
  53037. */
  53038. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53039. /**
  53040. * Transform the url before loading if required.
  53041. * @param rootUrl the url of the texture
  53042. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53043. * @returns the transformed texture
  53044. */
  53045. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53046. /**
  53047. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53048. * @param rootUrl the url of the texture
  53049. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53050. * @returns the fallback texture
  53051. */
  53052. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53053. /**
  53054. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  53055. * @param data contains the texture data
  53056. * @param texture defines the BabylonJS internal texture
  53057. * @param createPolynomials will be true if polynomials have been requested
  53058. * @param onLoad defines the callback to trigger once the texture is ready
  53059. * @param onError defines the callback to trigger in case of error
  53060. */
  53061. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53062. /**
  53063. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53064. * @param data contains the texture data
  53065. * @param texture defines the BabylonJS internal texture
  53066. * @param callback defines the method to call once ready to upload
  53067. */
  53068. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53069. }
  53070. }
  53071. declare module "babylonjs/Misc/basis" {
  53072. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53073. /**
  53074. * Info about the .basis files
  53075. */
  53076. class BasisFileInfo {
  53077. /**
  53078. * If the file has alpha
  53079. */
  53080. hasAlpha: boolean;
  53081. /**
  53082. * Info about each image of the basis file
  53083. */
  53084. images: Array<{
  53085. levels: Array<{
  53086. width: number;
  53087. height: number;
  53088. transcodedPixels: ArrayBufferView;
  53089. }>;
  53090. }>;
  53091. }
  53092. /**
  53093. * Result of transcoding a basis file
  53094. */
  53095. class TranscodeResult {
  53096. /**
  53097. * Info about the .basis file
  53098. */
  53099. fileInfo: BasisFileInfo;
  53100. /**
  53101. * Format to use when loading the file
  53102. */
  53103. format: number;
  53104. }
  53105. /**
  53106. * Configuration options for the Basis transcoder
  53107. */
  53108. export class BasisTranscodeConfiguration {
  53109. /**
  53110. * Supported compression formats used to determine the supported output format of the transcoder
  53111. */
  53112. supportedCompressionFormats?: {
  53113. /**
  53114. * etc1 compression format
  53115. */
  53116. etc1?: boolean;
  53117. /**
  53118. * s3tc compression format
  53119. */
  53120. s3tc?: boolean;
  53121. /**
  53122. * pvrtc compression format
  53123. */
  53124. pvrtc?: boolean;
  53125. /**
  53126. * etc2 compression format
  53127. */
  53128. etc2?: boolean;
  53129. };
  53130. /**
  53131. * If mipmap levels should be loaded for transcoded images (Default: true)
  53132. */
  53133. loadMipmapLevels?: boolean;
  53134. /**
  53135. * Index of a single image to load (Default: all images)
  53136. */
  53137. loadSingleImage?: number;
  53138. }
  53139. /**
  53140. * Used to load .Basis files
  53141. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  53142. */
  53143. export class BasisTools {
  53144. private static _IgnoreSupportedFormats;
  53145. /**
  53146. * URL to use when loading the basis transcoder
  53147. */
  53148. static JSModuleURL: string;
  53149. /**
  53150. * URL to use when loading the wasm module for the transcoder
  53151. */
  53152. static WasmModuleURL: string;
  53153. /**
  53154. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  53155. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  53156. * @returns internal format corresponding to the Basis format
  53157. */
  53158. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  53159. private static _WorkerPromise;
  53160. private static _Worker;
  53161. private static _actionId;
  53162. private static _CreateWorkerAsync;
  53163. /**
  53164. * Transcodes a loaded image file to compressed pixel data
  53165. * @param imageData image data to transcode
  53166. * @param config configuration options for the transcoding
  53167. * @returns a promise resulting in the transcoded image
  53168. */
  53169. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  53170. /**
  53171. * Loads a texture from the transcode result
  53172. * @param texture texture load to
  53173. * @param transcodeResult the result of transcoding the basis file to load from
  53174. */
  53175. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  53176. }
  53177. }
  53178. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  53179. import { Nullable } from "babylonjs/types";
  53180. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53181. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53182. /**
  53183. * Loader for .basis file format
  53184. */
  53185. export class _BasisTextureLoader implements IInternalTextureLoader {
  53186. /**
  53187. * Defines whether the loader supports cascade loading the different faces.
  53188. */
  53189. readonly supportCascades: boolean;
  53190. /**
  53191. * This returns if the loader support the current file information.
  53192. * @param extension defines the file extension of the file being loaded
  53193. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53194. * @param fallback defines the fallback internal texture if any
  53195. * @param isBase64 defines whether the texture is encoded as a base64
  53196. * @param isBuffer defines whether the texture data are stored as a buffer
  53197. * @returns true if the loader can load the specified file
  53198. */
  53199. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53200. /**
  53201. * Transform the url before loading if required.
  53202. * @param rootUrl the url of the texture
  53203. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53204. * @returns the transformed texture
  53205. */
  53206. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53207. /**
  53208. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53209. * @param rootUrl the url of the texture
  53210. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53211. * @returns the fallback texture
  53212. */
  53213. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53214. /**
  53215. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  53216. * @param data contains the texture data
  53217. * @param texture defines the BabylonJS internal texture
  53218. * @param createPolynomials will be true if polynomials have been requested
  53219. * @param onLoad defines the callback to trigger once the texture is ready
  53220. * @param onError defines the callback to trigger in case of error
  53221. */
  53222. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53223. /**
  53224. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53225. * @param data contains the texture data
  53226. * @param texture defines the BabylonJS internal texture
  53227. * @param callback defines the method to call once ready to upload
  53228. */
  53229. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53230. }
  53231. }
  53232. declare module "babylonjs/Materials/Textures/Loaders/index" {
  53233. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  53234. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  53235. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  53236. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  53237. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  53238. }
  53239. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  53240. import { Scene } from "babylonjs/scene";
  53241. import { Texture } from "babylonjs/Materials/Textures/texture";
  53242. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53243. /**
  53244. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  53245. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53246. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53247. */
  53248. export class CustomProceduralTexture extends ProceduralTexture {
  53249. private _animate;
  53250. private _time;
  53251. private _config;
  53252. private _texturePath;
  53253. /**
  53254. * Instantiates a new Custom Procedural Texture.
  53255. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  53256. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53257. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53258. * @param name Define the name of the texture
  53259. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  53260. * @param size Define the size of the texture to create
  53261. * @param scene Define the scene the texture belongs to
  53262. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  53263. * @param generateMipMaps Define if the texture should creates mip maps or not
  53264. */
  53265. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53266. private _loadJson;
  53267. /**
  53268. * Is the texture ready to be used ? (rendered at least once)
  53269. * @returns true if ready, otherwise, false.
  53270. */
  53271. isReady(): boolean;
  53272. /**
  53273. * Render the texture to its associated render target.
  53274. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  53275. */
  53276. render(useCameraPostProcess?: boolean): void;
  53277. /**
  53278. * Update the list of dependant textures samplers in the shader.
  53279. */
  53280. updateTextures(): void;
  53281. /**
  53282. * Update the uniform values of the procedural texture in the shader.
  53283. */
  53284. updateShaderUniforms(): void;
  53285. /**
  53286. * Define if the texture animates or not.
  53287. */
  53288. animate: boolean;
  53289. }
  53290. }
  53291. declare module "babylonjs/Shaders/noise.fragment" {
  53292. /** @hidden */
  53293. export var noisePixelShader: {
  53294. name: string;
  53295. shader: string;
  53296. };
  53297. }
  53298. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  53299. import { Nullable } from "babylonjs/types";
  53300. import { Scene } from "babylonjs/scene";
  53301. import { Texture } from "babylonjs/Materials/Textures/texture";
  53302. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53303. import "babylonjs/Shaders/noise.fragment";
  53304. /**
  53305. * Class used to generate noise procedural textures
  53306. */
  53307. export class NoiseProceduralTexture extends ProceduralTexture {
  53308. private _time;
  53309. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  53310. brightness: number;
  53311. /** Defines the number of octaves to process */
  53312. octaves: number;
  53313. /** Defines the level of persistence (0.8 by default) */
  53314. persistence: number;
  53315. /** Gets or sets animation speed factor (default is 1) */
  53316. animationSpeedFactor: number;
  53317. /**
  53318. * Creates a new NoiseProceduralTexture
  53319. * @param name defines the name fo the texture
  53320. * @param size defines the size of the texture (default is 256)
  53321. * @param scene defines the hosting scene
  53322. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  53323. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  53324. */
  53325. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53326. private _updateShaderUniforms;
  53327. protected _getDefines(): string;
  53328. /** Generate the current state of the procedural texture */
  53329. render(useCameraPostProcess?: boolean): void;
  53330. /**
  53331. * Serializes this noise procedural texture
  53332. * @returns a serialized noise procedural texture object
  53333. */
  53334. serialize(): any;
  53335. /**
  53336. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  53337. * @param parsedTexture defines parsed texture data
  53338. * @param scene defines the current scene
  53339. * @param rootUrl defines the root URL containing noise procedural texture information
  53340. * @returns a parsed NoiseProceduralTexture
  53341. */
  53342. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  53343. }
  53344. }
  53345. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  53346. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  53347. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  53348. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53349. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  53350. }
  53351. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  53352. import { Nullable } from "babylonjs/types";
  53353. import { Scene } from "babylonjs/scene";
  53354. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  53355. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53356. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  53357. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53358. /**
  53359. * Raw cube texture where the raw buffers are passed in
  53360. */
  53361. export class RawCubeTexture extends CubeTexture {
  53362. /**
  53363. * Creates a cube texture where the raw buffers are passed in.
  53364. * @param scene defines the scene the texture is attached to
  53365. * @param data defines the array of data to use to create each face
  53366. * @param size defines the size of the textures
  53367. * @param format defines the format of the data
  53368. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  53369. * @param generateMipMaps defines if the engine should generate the mip levels
  53370. * @param invertY defines if data must be stored with Y axis inverted
  53371. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  53372. * @param compression defines the compression used (null by default)
  53373. */
  53374. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  53375. /**
  53376. * Updates the raw cube texture.
  53377. * @param data defines the data to store
  53378. * @param format defines the data format
  53379. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  53380. * @param invertY defines if data must be stored with Y axis inverted
  53381. * @param compression defines the compression used (null by default)
  53382. * @param level defines which level of the texture to update
  53383. */
  53384. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  53385. /**
  53386. * Updates a raw cube texture with RGBD encoded data.
  53387. * @param data defines the array of data [mipmap][face] to use to create each face
  53388. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  53389. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  53390. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  53391. * @returns a promsie that resolves when the operation is complete
  53392. */
  53393. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  53394. /**
  53395. * Clones the raw cube texture.
  53396. * @return a new cube texture
  53397. */
  53398. clone(): CubeTexture;
  53399. /** @hidden */
  53400. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  53401. }
  53402. }
  53403. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  53404. import { Scene } from "babylonjs/scene";
  53405. import { Texture } from "babylonjs/Materials/Textures/texture";
  53406. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53407. /**
  53408. * Class used to store 3D textures containing user data
  53409. */
  53410. export class RawTexture3D extends Texture {
  53411. /** Gets or sets the texture format to use */
  53412. format: number;
  53413. private _engine;
  53414. /**
  53415. * Create a new RawTexture3D
  53416. * @param data defines the data of the texture
  53417. * @param width defines the width of the texture
  53418. * @param height defines the height of the texture
  53419. * @param depth defines the depth of the texture
  53420. * @param format defines the texture format to use
  53421. * @param scene defines the hosting scene
  53422. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  53423. * @param invertY defines if texture must be stored with Y axis inverted
  53424. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  53425. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  53426. */
  53427. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  53428. /** Gets or sets the texture format to use */
  53429. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  53430. /**
  53431. * Update the texture with new data
  53432. * @param data defines the data to store in the texture
  53433. */
  53434. update(data: ArrayBufferView): void;
  53435. }
  53436. }
  53437. declare module "babylonjs/Materials/Textures/refractionTexture" {
  53438. import { Scene } from "babylonjs/scene";
  53439. import { Plane } from "babylonjs/Maths/math.plane";
  53440. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53441. /**
  53442. * Creates a refraction texture used by refraction channel of the standard material.
  53443. * It is like a mirror but to see through a material.
  53444. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53445. */
  53446. export class RefractionTexture extends RenderTargetTexture {
  53447. /**
  53448. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  53449. * It is possible to directly set the refractionPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.
  53450. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53451. */
  53452. refractionPlane: Plane;
  53453. /**
  53454. * Define how deep under the surface we should see.
  53455. */
  53456. depth: number;
  53457. /**
  53458. * Creates a refraction texture used by refraction channel of the standard material.
  53459. * It is like a mirror but to see through a material.
  53460. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53461. * @param name Define the texture name
  53462. * @param size Define the size of the underlying texture
  53463. * @param scene Define the scene the refraction belongs to
  53464. * @param generateMipMaps Define if we need to generate mips level for the refraction
  53465. */
  53466. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  53467. /**
  53468. * Clone the refraction texture.
  53469. * @returns the cloned texture
  53470. */
  53471. clone(): RefractionTexture;
  53472. /**
  53473. * Serialize the texture to a JSON representation you could use in Parse later on
  53474. * @returns the serialized JSON representation
  53475. */
  53476. serialize(): any;
  53477. }
  53478. }
  53479. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  53480. import { Nullable } from "babylonjs/types";
  53481. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53482. import { Matrix } from "babylonjs/Maths/math.vector";
  53483. import { Engine } from "babylonjs/Engines/engine";
  53484. import { Scene } from "babylonjs/scene";
  53485. /**
  53486. * Defines the options related to the creation of an HtmlElementTexture
  53487. */
  53488. export interface IHtmlElementTextureOptions {
  53489. /**
  53490. * Defines wether mip maps should be created or not.
  53491. */
  53492. generateMipMaps?: boolean;
  53493. /**
  53494. * Defines the sampling mode of the texture.
  53495. */
  53496. samplingMode?: number;
  53497. /**
  53498. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  53499. */
  53500. engine: Nullable<Engine>;
  53501. /**
  53502. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  53503. */
  53504. scene: Nullable<Scene>;
  53505. }
  53506. /**
  53507. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  53508. * To be as efficient as possible depending on your constraints nothing aside the first upload
  53509. * is automatically managed.
  53510. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  53511. * in your application.
  53512. *
  53513. * As the update is not automatic, you need to call them manually.
  53514. */
  53515. export class HtmlElementTexture extends BaseTexture {
  53516. /**
  53517. * The texture URL.
  53518. */
  53519. element: HTMLVideoElement | HTMLCanvasElement;
  53520. private static readonly DefaultOptions;
  53521. private _textureMatrix;
  53522. private _engine;
  53523. private _isVideo;
  53524. private _generateMipMaps;
  53525. private _samplingMode;
  53526. /**
  53527. * Instantiates a HtmlElementTexture from the following parameters.
  53528. *
  53529. * @param name Defines the name of the texture
  53530. * @param element Defines the video or canvas the texture is filled with
  53531. * @param options Defines the other none mandatory texture creation options
  53532. */
  53533. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  53534. private _createInternalTexture;
  53535. /**
  53536. * Returns the texture matrix used in most of the material.
  53537. */
  53538. getTextureMatrix(): Matrix;
  53539. /**
  53540. * Updates the content of the texture.
  53541. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  53542. */
  53543. update(invertY?: Nullable<boolean>): void;
  53544. }
  53545. }
  53546. declare module "babylonjs/Materials/Textures/index" {
  53547. export * from "babylonjs/Materials/Textures/baseTexture";
  53548. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  53549. export * from "babylonjs/Materials/Textures/cubeTexture";
  53550. export * from "babylonjs/Materials/Textures/dynamicTexture";
  53551. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  53552. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  53553. export * from "babylonjs/Materials/Textures/internalTexture";
  53554. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  53555. export * from "babylonjs/Materials/Textures/Loaders/index";
  53556. export * from "babylonjs/Materials/Textures/mirrorTexture";
  53557. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  53558. export * from "babylonjs/Materials/Textures/Procedurals/index";
  53559. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  53560. export * from "babylonjs/Materials/Textures/rawTexture";
  53561. export * from "babylonjs/Materials/Textures/rawTexture3D";
  53562. export * from "babylonjs/Materials/Textures/refractionTexture";
  53563. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  53564. export * from "babylonjs/Materials/Textures/texture";
  53565. export * from "babylonjs/Materials/Textures/videoTexture";
  53566. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  53567. }
  53568. declare module "babylonjs/Materials/Node/nodeMaterialBlockTargets" {
  53569. /**
  53570. * Enum used to define the target of a block
  53571. */
  53572. export enum NodeMaterialBlockTargets {
  53573. /** Vertex shader */
  53574. Vertex = 1,
  53575. /** Fragment shader */
  53576. Fragment = 2,
  53577. /** Neutral */
  53578. Neutral = 4,
  53579. /** Vertex and Fragment */
  53580. VertexAndFragment = 3
  53581. }
  53582. }
  53583. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes" {
  53584. /**
  53585. * Defines the kind of connection point for node based material
  53586. */
  53587. export enum NodeMaterialBlockConnectionPointTypes {
  53588. /** Float */
  53589. Float = 1,
  53590. /** Int */
  53591. Int = 2,
  53592. /** Vector2 */
  53593. Vector2 = 4,
  53594. /** Vector3 */
  53595. Vector3 = 8,
  53596. /** Vector4 */
  53597. Vector4 = 16,
  53598. /** Color3 */
  53599. Color3 = 32,
  53600. /** Color4 */
  53601. Color4 = 64,
  53602. /** Matrix */
  53603. Matrix = 128,
  53604. /** Detect type based on connection */
  53605. AutoDetect = 1024,
  53606. /** Output type that will be defined by input type */
  53607. BasedOnInput = 2048
  53608. }
  53609. }
  53610. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  53611. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53612. /**
  53613. * Root class for all node material optimizers
  53614. */
  53615. export class NodeMaterialOptimizer {
  53616. /**
  53617. * Function used to optimize a NodeMaterial graph
  53618. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  53619. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  53620. */
  53621. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  53622. }
  53623. }
  53624. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  53625. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53626. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53627. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53628. import { Scene } from "babylonjs/scene";
  53629. /**
  53630. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  53631. */
  53632. export class TransformBlock extends NodeMaterialBlock {
  53633. /**
  53634. * Defines the value to use to complement W value to transform it to a Vector4
  53635. */
  53636. complementW: number;
  53637. /**
  53638. * Defines the value to use to complement z value to transform it to a Vector4
  53639. */
  53640. complementZ: number;
  53641. /**
  53642. * Creates a new TransformBlock
  53643. * @param name defines the block name
  53644. */
  53645. constructor(name: string);
  53646. /**
  53647. * Gets the current class name
  53648. * @returns the class name
  53649. */
  53650. getClassName(): string;
  53651. /**
  53652. * Gets the vector input
  53653. */
  53654. readonly vector: NodeMaterialConnectionPoint;
  53655. /**
  53656. * Gets the output component
  53657. */
  53658. readonly output: NodeMaterialConnectionPoint;
  53659. /**
  53660. * Gets the matrix transform input
  53661. */
  53662. readonly transform: NodeMaterialConnectionPoint;
  53663. protected _buildBlock(state: NodeMaterialBuildState): this;
  53664. serialize(): any;
  53665. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  53666. }
  53667. }
  53668. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  53669. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53670. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53671. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53672. /**
  53673. * Block used to output the vertex position
  53674. */
  53675. export class VertexOutputBlock extends NodeMaterialBlock {
  53676. /**
  53677. * Creates a new VertexOutputBlock
  53678. * @param name defines the block name
  53679. */
  53680. constructor(name: string);
  53681. /**
  53682. * Gets the current class name
  53683. * @returns the class name
  53684. */
  53685. getClassName(): string;
  53686. /**
  53687. * Gets the vector input component
  53688. */
  53689. readonly vector: NodeMaterialConnectionPoint;
  53690. protected _buildBlock(state: NodeMaterialBuildState): this;
  53691. }
  53692. }
  53693. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  53694. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53695. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53696. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53697. /**
  53698. * Block used to output the final color
  53699. */
  53700. export class FragmentOutputBlock extends NodeMaterialBlock {
  53701. /**
  53702. * Create a new FragmentOutputBlock
  53703. * @param name defines the block name
  53704. */
  53705. constructor(name: string);
  53706. /**
  53707. * Gets the current class name
  53708. * @returns the class name
  53709. */
  53710. getClassName(): string;
  53711. /**
  53712. * Gets the rgba input component
  53713. */
  53714. readonly rgba: NodeMaterialConnectionPoint;
  53715. /**
  53716. * Gets the rgb input component
  53717. */
  53718. readonly rgb: NodeMaterialConnectionPoint;
  53719. /**
  53720. * Gets the a input component
  53721. */
  53722. readonly a: NodeMaterialConnectionPoint;
  53723. protected _buildBlock(state: NodeMaterialBuildState): this;
  53724. }
  53725. }
  53726. declare module "babylonjs/Materials/Node/nodeMaterial" {
  53727. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53728. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  53729. import { Scene } from "babylonjs/scene";
  53730. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53731. import { Matrix } from "babylonjs/Maths/math.vector";
  53732. import { Mesh } from "babylonjs/Meshes/mesh";
  53733. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53734. import { Observable } from "babylonjs/Misc/observable";
  53735. import { SubMesh } from "babylonjs/Meshes/subMesh";
  53736. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  53737. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  53738. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  53739. import { Nullable } from "babylonjs/types";
  53740. /**
  53741. * Interface used to configure the node material editor
  53742. */
  53743. export interface INodeMaterialEditorOptions {
  53744. /** Define the URl to load node editor script */
  53745. editorURL?: string;
  53746. }
  53747. /** @hidden */
  53748. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  53749. /** BONES */
  53750. NUM_BONE_INFLUENCERS: number;
  53751. BonesPerMesh: number;
  53752. BONETEXTURE: boolean;
  53753. /** MORPH TARGETS */
  53754. MORPHTARGETS: boolean;
  53755. MORPHTARGETS_NORMAL: boolean;
  53756. MORPHTARGETS_TANGENT: boolean;
  53757. MORPHTARGETS_UV: boolean;
  53758. NUM_MORPH_INFLUENCERS: number;
  53759. /** IMAGE PROCESSING */
  53760. IMAGEPROCESSING: boolean;
  53761. VIGNETTE: boolean;
  53762. VIGNETTEBLENDMODEMULTIPLY: boolean;
  53763. VIGNETTEBLENDMODEOPAQUE: boolean;
  53764. TONEMAPPING: boolean;
  53765. TONEMAPPING_ACES: boolean;
  53766. CONTRAST: boolean;
  53767. EXPOSURE: boolean;
  53768. COLORCURVES: boolean;
  53769. COLORGRADING: boolean;
  53770. COLORGRADING3D: boolean;
  53771. SAMPLER3DGREENDEPTH: boolean;
  53772. SAMPLER3DBGRMAP: boolean;
  53773. IMAGEPROCESSINGPOSTPROCESS: boolean;
  53774. constructor();
  53775. setValue(name: string, value: boolean): void;
  53776. }
  53777. /**
  53778. * Class used to configure NodeMaterial
  53779. */
  53780. export interface INodeMaterialOptions {
  53781. /**
  53782. * Defines if blocks should emit comments
  53783. */
  53784. emitComments: boolean;
  53785. }
  53786. /**
  53787. * Class used to create a node based material built by assembling shader blocks
  53788. */
  53789. export class NodeMaterial extends PushMaterial {
  53790. private static _BuildIdGenerator;
  53791. private _options;
  53792. private _vertexCompilationState;
  53793. private _fragmentCompilationState;
  53794. private _sharedData;
  53795. private _buildId;
  53796. private _buildWasSuccessful;
  53797. private _cachedWorldViewMatrix;
  53798. private _cachedWorldViewProjectionMatrix;
  53799. private _optimizers;
  53800. /** Define the URl to load node editor script */
  53801. static EditorURL: string;
  53802. private BJSNODEMATERIALEDITOR;
  53803. /** Get the inspector from bundle or global */
  53804. private _getGlobalNodeMaterialEditor;
  53805. /**
  53806. * Gets or sets a boolean indicating that alpha value must be ignored (This will turn alpha blending off even if an alpha value is produced by the material)
  53807. */
  53808. ignoreAlpha: boolean;
  53809. /**
  53810. * Defines the maximum number of lights that can be used in the material
  53811. */
  53812. maxSimultaneousLights: number;
  53813. /**
  53814. * Observable raised when the material is built
  53815. */
  53816. onBuildObservable: Observable<NodeMaterial>;
  53817. /**
  53818. * Gets or sets the root nodes of the material vertex shader
  53819. */
  53820. _vertexOutputNodes: NodeMaterialBlock[];
  53821. /**
  53822. * Gets or sets the root nodes of the material fragment (pixel) shader
  53823. */
  53824. _fragmentOutputNodes: NodeMaterialBlock[];
  53825. /** Gets or sets options to control the node material overall behavior */
  53826. options: INodeMaterialOptions;
  53827. /**
  53828. * Default configuration related to image processing available in the standard Material.
  53829. */
  53830. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  53831. /**
  53832. * Gets the image processing configuration used either in this material.
  53833. */
  53834. /**
  53835. * Sets the Default image processing configuration used either in the this material.
  53836. *
  53837. * If sets to null, the scene one is in use.
  53838. */
  53839. imageProcessingConfiguration: ImageProcessingConfiguration;
  53840. /**
  53841. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  53842. */
  53843. attachedBlocks: NodeMaterialBlock[];
  53844. /**
  53845. * Create a new node based material
  53846. * @param name defines the material name
  53847. * @param scene defines the hosting scene
  53848. * @param options defines creation option
  53849. */
  53850. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  53851. /**
  53852. * Gets the current class name of the material e.g. "NodeMaterial"
  53853. * @returns the class name
  53854. */
  53855. getClassName(): string;
  53856. /**
  53857. * Keep track of the image processing observer to allow dispose and replace.
  53858. */
  53859. private _imageProcessingObserver;
  53860. /**
  53861. * Attaches a new image processing configuration to the Standard Material.
  53862. * @param configuration
  53863. */
  53864. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  53865. /**
  53866. * Adds a new optimizer to the list of optimizers
  53867. * @param optimizer defines the optimizers to add
  53868. * @returns the current material
  53869. */
  53870. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  53871. /**
  53872. * Remove an optimizer from the list of optimizers
  53873. * @param optimizer defines the optimizers to remove
  53874. * @returns the current material
  53875. */
  53876. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  53877. /**
  53878. * Add a new block to the list of output nodes
  53879. * @param node defines the node to add
  53880. * @returns the current material
  53881. */
  53882. addOutputNode(node: NodeMaterialBlock): this;
  53883. /**
  53884. * Remove a block from the list of root nodes
  53885. * @param node defines the node to remove
  53886. * @returns the current material
  53887. */
  53888. removeOutputNode(node: NodeMaterialBlock): this;
  53889. private _addVertexOutputNode;
  53890. private _removeVertexOutputNode;
  53891. private _addFragmentOutputNode;
  53892. private _removeFragmentOutputNode;
  53893. /**
  53894. * Specifies if the material will require alpha blending
  53895. * @returns a boolean specifying if alpha blending is needed
  53896. */
  53897. needAlphaBlending(): boolean;
  53898. /**
  53899. * Specifies if this material should be rendered in alpha test mode
  53900. * @returns a boolean specifying if an alpha test is needed.
  53901. */
  53902. needAlphaTesting(): boolean;
  53903. private _initializeBlock;
  53904. private _resetDualBlocks;
  53905. /**
  53906. * Build the material and generates the inner effect
  53907. * @param verbose defines if the build should log activity
  53908. */
  53909. build(verbose?: boolean): void;
  53910. /**
  53911. * Runs an otpimization phase to try to improve the shader code
  53912. */
  53913. optimize(): void;
  53914. private _prepareDefinesForAttributes;
  53915. /**
  53916. * Get if the submesh is ready to be used and all its information available.
  53917. * Child classes can use it to update shaders
  53918. * @param mesh defines the mesh to check
  53919. * @param subMesh defines which submesh to check
  53920. * @param useInstances specifies that instances should be used
  53921. * @returns a boolean indicating that the submesh is ready or not
  53922. */
  53923. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  53924. /**
  53925. * Get a string representing the shaders built by the current node graph
  53926. */
  53927. readonly compiledShaders: string;
  53928. /**
  53929. * Binds the world matrix to the material
  53930. * @param world defines the world transformation matrix
  53931. */
  53932. bindOnlyWorldMatrix(world: Matrix): void;
  53933. /**
  53934. * Binds the submesh to this material by preparing the effect and shader to draw
  53935. * @param world defines the world transformation matrix
  53936. * @param mesh defines the mesh containing the submesh
  53937. * @param subMesh defines the submesh to bind the material to
  53938. */
  53939. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  53940. /**
  53941. * Gets the active textures from the material
  53942. * @returns an array of textures
  53943. */
  53944. getActiveTextures(): BaseTexture[];
  53945. /**
  53946. * Specifies if the material uses a texture
  53947. * @param texture defines the texture to check against the material
  53948. * @returns a boolean specifying if the material uses the texture
  53949. */
  53950. hasTexture(texture: BaseTexture): boolean;
  53951. /**
  53952. * Disposes the material
  53953. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  53954. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  53955. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  53956. */
  53957. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  53958. /** Creates the node editor window. */
  53959. private _createNodeEditor;
  53960. /**
  53961. * Launch the node material editor
  53962. * @param config Define the configuration of the editor
  53963. * @return a promise fulfilled when the node editor is visible
  53964. */
  53965. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  53966. /**
  53967. * Clear the current material
  53968. */
  53969. clear(): void;
  53970. /**
  53971. * Clear the current material and set it to a default state
  53972. */
  53973. setToDefault(): void;
  53974. private _gatherBlocks;
  53975. /**
  53976. * Serializes this material in a JSON representation
  53977. * @returns the serialized material object
  53978. */
  53979. serialize(): any;
  53980. /**
  53981. * Clear the current graph and load a new one from a serialization object
  53982. * @param source defines the JSON representation of the material
  53983. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  53984. */
  53985. loadFromSerialization(source: any, rootUrl?: string): void;
  53986. /**
  53987. * Creates a node material from parsed material data
  53988. * @param source defines the JSON representation of the material
  53989. * @param scene defines the hosting scene
  53990. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  53991. * @returns a new node material
  53992. */
  53993. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  53994. }
  53995. }
  53996. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  53997. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53998. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53999. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54000. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54001. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54002. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54003. import { Effect } from "babylonjs/Materials/effect";
  54004. import { Mesh } from "babylonjs/Meshes/mesh";
  54005. import { Nullable } from "babylonjs/types";
  54006. import { Scene } from "babylonjs/scene";
  54007. /**
  54008. * Block used to read a texture from a sampler
  54009. */
  54010. export class TextureBlock extends NodeMaterialBlock {
  54011. private _defineName;
  54012. private _samplerName;
  54013. private _transformedUVName;
  54014. private _textureTransformName;
  54015. private _textureInfoName;
  54016. private _mainUVName;
  54017. private _mainUVDefineName;
  54018. /**
  54019. * Gets or sets the texture associated with the node
  54020. */
  54021. texture: Nullable<BaseTexture>;
  54022. /**
  54023. * Create a new TextureBlock
  54024. * @param name defines the block name
  54025. */
  54026. constructor(name: string);
  54027. /**
  54028. * Gets the current class name
  54029. * @returns the class name
  54030. */
  54031. getClassName(): string;
  54032. /**
  54033. * Gets the uv input component
  54034. */
  54035. readonly uv: NodeMaterialConnectionPoint;
  54036. /**
  54037. * Gets the output component
  54038. */
  54039. readonly output: NodeMaterialConnectionPoint;
  54040. autoConfigure(): void;
  54041. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54042. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54043. isReady(): boolean;
  54044. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54045. private _injectVertexCode;
  54046. private _writeOutput;
  54047. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  54048. serialize(): any;
  54049. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54050. }
  54051. }
  54052. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  54053. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54054. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54055. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54056. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  54057. /**
  54058. * Class used to store shared data between 2 NodeMaterialBuildState
  54059. */
  54060. export class NodeMaterialBuildStateSharedData {
  54061. /**
  54062. * Gets the list of emitted varyings
  54063. */
  54064. varyings: string[];
  54065. /**
  54066. * Gets the varying declaration string
  54067. */
  54068. varyingDeclaration: string;
  54069. /**
  54070. * Input blocks
  54071. */
  54072. inputBlocks: InputBlock[];
  54073. /**
  54074. * Input blocks
  54075. */
  54076. textureBlocks: TextureBlock[];
  54077. /**
  54078. * Bindable blocks (Blocks that need to set data to the effect)
  54079. */
  54080. bindableBlocks: NodeMaterialBlock[];
  54081. /**
  54082. * List of blocks that can provide a compilation fallback
  54083. */
  54084. blocksWithFallbacks: NodeMaterialBlock[];
  54085. /**
  54086. * List of blocks that can provide a define update
  54087. */
  54088. blocksWithDefines: NodeMaterialBlock[];
  54089. /**
  54090. * List of blocks that can provide a repeatable content
  54091. */
  54092. repeatableContentBlocks: NodeMaterialBlock[];
  54093. /**
  54094. * List of blocks that can provide a dynamic list of uniforms
  54095. */
  54096. dynamicUniformBlocks: NodeMaterialBlock[];
  54097. /**
  54098. * List of blocks that can block the isReady function for the material
  54099. */
  54100. blockingBlocks: NodeMaterialBlock[];
  54101. /**
  54102. * Build Id used to avoid multiple recompilations
  54103. */
  54104. buildId: number;
  54105. /** List of emitted variables */
  54106. variableNames: {
  54107. [key: string]: number;
  54108. };
  54109. /** List of emitted defines */
  54110. defineNames: {
  54111. [key: string]: number;
  54112. };
  54113. /** Should emit comments? */
  54114. emitComments: boolean;
  54115. /** Emit build activity */
  54116. verbose: boolean;
  54117. /**
  54118. * Gets the compilation hints emitted at compilation time
  54119. */
  54120. hints: {
  54121. needWorldViewMatrix: boolean;
  54122. needWorldViewProjectionMatrix: boolean;
  54123. needAlphaBlending: boolean;
  54124. needAlphaTesting: boolean;
  54125. };
  54126. /**
  54127. * List of compilation checks
  54128. */
  54129. checks: {
  54130. emitVertex: boolean;
  54131. emitFragment: boolean;
  54132. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  54133. };
  54134. /** Creates a new shared data */
  54135. constructor();
  54136. /**
  54137. * Emits console errors and exceptions if there is a failing check
  54138. */
  54139. emitErrors(): void;
  54140. }
  54141. }
  54142. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  54143. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54144. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54145. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  54146. /**
  54147. * Class used to store node based material build state
  54148. */
  54149. export class NodeMaterialBuildState {
  54150. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  54151. supportUniformBuffers: boolean;
  54152. /**
  54153. * Gets the list of emitted attributes
  54154. */
  54155. attributes: string[];
  54156. /**
  54157. * Gets the list of emitted uniforms
  54158. */
  54159. uniforms: string[];
  54160. /**
  54161. * Gets the list of emitted uniform buffers
  54162. */
  54163. uniformBuffers: string[];
  54164. /**
  54165. * Gets the list of emitted samplers
  54166. */
  54167. samplers: string[];
  54168. /**
  54169. * Gets the list of emitted functions
  54170. */
  54171. functions: {
  54172. [key: string]: string;
  54173. };
  54174. /**
  54175. * Gets the target of the compilation state
  54176. */
  54177. target: NodeMaterialBlockTargets;
  54178. /**
  54179. * Gets the list of emitted counters
  54180. */
  54181. counters: {
  54182. [key: string]: number;
  54183. };
  54184. /**
  54185. * Shared data between multiple NodeMaterialBuildState instances
  54186. */
  54187. sharedData: NodeMaterialBuildStateSharedData;
  54188. /** @hidden */
  54189. _vertexState: NodeMaterialBuildState;
  54190. /** @hidden */
  54191. _attributeDeclaration: string;
  54192. /** @hidden */
  54193. _uniformDeclaration: string;
  54194. /** @hidden */
  54195. _samplerDeclaration: string;
  54196. /** @hidden */
  54197. _varyingTransfer: string;
  54198. private _repeatableContentAnchorIndex;
  54199. /** @hidden */
  54200. _builtCompilationString: string;
  54201. /**
  54202. * Gets the emitted compilation strings
  54203. */
  54204. compilationString: string;
  54205. /**
  54206. * Finalize the compilation strings
  54207. * @param state defines the current compilation state
  54208. */
  54209. finalize(state: NodeMaterialBuildState): void;
  54210. /** @hidden */
  54211. readonly _repeatableContentAnchor: string;
  54212. /** @hidden */
  54213. _getFreeVariableName(prefix: string): string;
  54214. /** @hidden */
  54215. _getFreeDefineName(prefix: string): string;
  54216. /** @hidden */
  54217. _excludeVariableName(name: string): void;
  54218. /** @hidden */
  54219. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  54220. /** @hidden */
  54221. _emitFunction(name: string, code: string, comments: string): void;
  54222. /** @hidden */
  54223. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  54224. replaceStrings?: {
  54225. search: RegExp;
  54226. replace: string;
  54227. }[];
  54228. repeatKey?: string;
  54229. }): string;
  54230. /** @hidden */
  54231. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  54232. repeatKey?: string;
  54233. removeAttributes?: boolean;
  54234. removeUniforms?: boolean;
  54235. removeVaryings?: boolean;
  54236. removeIfDef?: boolean;
  54237. replaceStrings?: {
  54238. search: RegExp;
  54239. replace: string;
  54240. }[];
  54241. }, storeKey?: string): void;
  54242. /** @hidden */
  54243. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  54244. /** @hidden */
  54245. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  54246. }
  54247. }
  54248. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  54249. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54250. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54251. import { Nullable } from "babylonjs/types";
  54252. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54253. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54254. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  54255. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54256. import { Mesh } from "babylonjs/Meshes/mesh";
  54257. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54258. import { Scene } from "babylonjs/scene";
  54259. /**
  54260. * Defines a block that can be used inside a node based material
  54261. */
  54262. export class NodeMaterialBlock {
  54263. private _buildId;
  54264. private _buildTarget;
  54265. private _target;
  54266. private _isFinalMerger;
  54267. private _isInput;
  54268. /** @hidden */
  54269. _inputs: NodeMaterialConnectionPoint[];
  54270. /** @hidden */
  54271. _outputs: NodeMaterialConnectionPoint[];
  54272. /**
  54273. * Gets or sets the name of the block
  54274. */
  54275. name: string;
  54276. /**
  54277. * Gets or sets the unique id of the node
  54278. */
  54279. uniqueId: number;
  54280. /**
  54281. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  54282. */
  54283. readonly isFinalMerger: boolean;
  54284. /**
  54285. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  54286. */
  54287. readonly isInput: boolean;
  54288. /**
  54289. * Gets or sets the build Id
  54290. */
  54291. buildId: number;
  54292. /**
  54293. * Gets or sets the target of the block
  54294. */
  54295. target: NodeMaterialBlockTargets;
  54296. /**
  54297. * Gets the list of input points
  54298. */
  54299. readonly inputs: NodeMaterialConnectionPoint[];
  54300. /** Gets the list of output points */
  54301. readonly outputs: NodeMaterialConnectionPoint[];
  54302. /**
  54303. * Find an input by its name
  54304. * @param name defines the name of the input to look for
  54305. * @returns the input or null if not found
  54306. */
  54307. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54308. /**
  54309. * Find an output by its name
  54310. * @param name defines the name of the outputto look for
  54311. * @returns the output or null if not found
  54312. */
  54313. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54314. /**
  54315. * Creates a new NodeMaterialBlock
  54316. * @param name defines the block name
  54317. * @param target defines the target of that block (Vertex by default)
  54318. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  54319. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  54320. */
  54321. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  54322. /**
  54323. * Initialize the block and prepare the context for build
  54324. * @param state defines the state that will be used for the build
  54325. */
  54326. initialize(state: NodeMaterialBuildState): void;
  54327. /**
  54328. * Bind data to effect. Will only be called for blocks with isBindable === true
  54329. * @param effect defines the effect to bind data to
  54330. * @param nodeMaterial defines the hosting NodeMaterial
  54331. * @param mesh defines the mesh that will be rendered
  54332. */
  54333. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54334. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  54335. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  54336. protected _writeFloat(value: number): string;
  54337. /**
  54338. * Gets the current class name e.g. "NodeMaterialBlock"
  54339. * @returns the class name
  54340. */
  54341. getClassName(): string;
  54342. /**
  54343. * Register a new input. Must be called inside a block constructor
  54344. * @param name defines the connection point name
  54345. * @param type defines the connection point type
  54346. * @param isOptional defines a boolean indicating that this input can be omitted
  54347. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  54348. * @returns the current block
  54349. */
  54350. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  54351. /**
  54352. * Register a new output. Must be called inside a block constructor
  54353. * @param name defines the connection point name
  54354. * @param type defines the connection point type
  54355. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  54356. * @returns the current block
  54357. */
  54358. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  54359. /**
  54360. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  54361. * @param forOutput defines an optional connection point to check compatibility with
  54362. * @returns the first available input or null
  54363. */
  54364. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  54365. /**
  54366. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  54367. * @param forBlock defines an optional block to check compatibility with
  54368. * @returns the first available input or null
  54369. */
  54370. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  54371. /**
  54372. * Connect current block with another block
  54373. * @param other defines the block to connect with
  54374. * @param options define the various options to help pick the right connections
  54375. * @returns the current block
  54376. */
  54377. connectTo(other: NodeMaterialBlock, options?: {
  54378. input?: string;
  54379. output?: string;
  54380. outputSwizzle?: string;
  54381. }): this | undefined;
  54382. protected _buildBlock(state: NodeMaterialBuildState): void;
  54383. /**
  54384. * Add uniforms, samplers and uniform buffers at compilation time
  54385. * @param state defines the state to update
  54386. * @param nodeMaterial defines the node material requesting the update
  54387. * @param defines defines the material defines to update
  54388. */
  54389. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54390. /**
  54391. * Add potential fallbacks if shader compilation fails
  54392. * @param mesh defines the mesh to be rendered
  54393. * @param fallbacks defines the current prioritized list of fallbacks
  54394. */
  54395. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  54396. /**
  54397. * Update defines for shader compilation
  54398. * @param mesh defines the mesh to be rendered
  54399. * @param nodeMaterial defines the node material requesting the update
  54400. * @param defines defines the material defines to update
  54401. * @param useInstances specifies that instances should be used
  54402. */
  54403. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54404. /**
  54405. * Initialize defines for shader compilation
  54406. * @param mesh defines the mesh to be rendered
  54407. * @param nodeMaterial defines the node material requesting the update
  54408. * @param defines defines the material defines to be prepared
  54409. * @param useInstances specifies that instances should be used
  54410. */
  54411. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54412. /**
  54413. * Lets the block try to connect some inputs automatically
  54414. */
  54415. autoConfigure(): void;
  54416. /**
  54417. * Function called when a block is declared as repeatable content generator
  54418. * @param vertexShaderState defines the current compilation state for the vertex shader
  54419. * @param fragmentShaderState defines the current compilation state for the fragment shader
  54420. * @param mesh defines the mesh to be rendered
  54421. * @param defines defines the material defines to update
  54422. */
  54423. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  54424. /**
  54425. * Checks if the block is ready
  54426. * @param mesh defines the mesh to be rendered
  54427. * @param nodeMaterial defines the node material requesting the update
  54428. * @param defines defines the material defines to update
  54429. * @param useInstances specifies that instances should be used
  54430. * @returns true if the block is ready
  54431. */
  54432. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  54433. private _processBuild;
  54434. /**
  54435. * Compile the current node and generate the shader code
  54436. * @param state defines the current compilation state (uniforms, samplers, current string)
  54437. * @param contextSwitched indicates that the previous block was built for a different context (vertex vs. fragment)
  54438. * @returns true if already built
  54439. */
  54440. build(state: NodeMaterialBuildState, contextSwitched?: boolean): boolean;
  54441. /**
  54442. * Serializes this block in a JSON representation
  54443. * @returns the serialized block object
  54444. */
  54445. serialize(): any;
  54446. /** @hidden */
  54447. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54448. }
  54449. }
  54450. declare module "babylonjs/Materials/Node/NodeMaterialBlockConnectionPointMode" {
  54451. /**
  54452. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  54453. */
  54454. export enum NodeMaterialBlockConnectionPointMode {
  54455. /** Value is an uniform */
  54456. Uniform = 0,
  54457. /** Value is a mesh attribute */
  54458. Attribute = 1,
  54459. /** Value is a varying between vertex and fragment shaders */
  54460. Varying = 2,
  54461. /** Mode is undefined */
  54462. Undefined = 3
  54463. }
  54464. }
  54465. declare module "babylonjs/Materials/Node/nodeMaterialWellKnownValues" {
  54466. /**
  54467. * Enum used to define well known values e.g. values automatically provided by the system
  54468. */
  54469. export enum NodeMaterialWellKnownValues {
  54470. /** World */
  54471. World = 1,
  54472. /** View */
  54473. View = 2,
  54474. /** Projection */
  54475. Projection = 3,
  54476. /** ViewProjection */
  54477. ViewProjection = 4,
  54478. /** WorldView */
  54479. WorldView = 5,
  54480. /** WorldViewProjection */
  54481. WorldViewProjection = 6,
  54482. /** CameraPosition */
  54483. CameraPosition = 7,
  54484. /** Fog Color */
  54485. FogColor = 8
  54486. }
  54487. }
  54488. declare module "babylonjs/Maths/math.vertexFormat" {
  54489. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  54490. /**
  54491. * Contains position and normal vectors for a vertex
  54492. */
  54493. export class PositionNormalVertex {
  54494. /** the position of the vertex (defaut: 0,0,0) */
  54495. position: Vector3;
  54496. /** the normal of the vertex (defaut: 0,1,0) */
  54497. normal: Vector3;
  54498. /**
  54499. * Creates a PositionNormalVertex
  54500. * @param position the position of the vertex (defaut: 0,0,0)
  54501. * @param normal the normal of the vertex (defaut: 0,1,0)
  54502. */
  54503. constructor(
  54504. /** the position of the vertex (defaut: 0,0,0) */
  54505. position?: Vector3,
  54506. /** the normal of the vertex (defaut: 0,1,0) */
  54507. normal?: Vector3);
  54508. /**
  54509. * Clones the PositionNormalVertex
  54510. * @returns the cloned PositionNormalVertex
  54511. */
  54512. clone(): PositionNormalVertex;
  54513. }
  54514. /**
  54515. * Contains position, normal and uv vectors for a vertex
  54516. */
  54517. export class PositionNormalTextureVertex {
  54518. /** the position of the vertex (defaut: 0,0,0) */
  54519. position: Vector3;
  54520. /** the normal of the vertex (defaut: 0,1,0) */
  54521. normal: Vector3;
  54522. /** the uv of the vertex (default: 0,0) */
  54523. uv: Vector2;
  54524. /**
  54525. * Creates a PositionNormalTextureVertex
  54526. * @param position the position of the vertex (defaut: 0,0,0)
  54527. * @param normal the normal of the vertex (defaut: 0,1,0)
  54528. * @param uv the uv of the vertex (default: 0,0)
  54529. */
  54530. constructor(
  54531. /** the position of the vertex (defaut: 0,0,0) */
  54532. position?: Vector3,
  54533. /** the normal of the vertex (defaut: 0,1,0) */
  54534. normal?: Vector3,
  54535. /** the uv of the vertex (default: 0,0) */
  54536. uv?: Vector2);
  54537. /**
  54538. * Clones the PositionNormalTextureVertex
  54539. * @returns the cloned PositionNormalTextureVertex
  54540. */
  54541. clone(): PositionNormalTextureVertex;
  54542. }
  54543. }
  54544. declare module "babylonjs/Maths/math" {
  54545. export * from "babylonjs/Maths/math.axis";
  54546. export * from "babylonjs/Maths/math.color";
  54547. export * from "babylonjs/Maths/math.constants";
  54548. export * from "babylonjs/Maths/math.frustum";
  54549. export * from "babylonjs/Maths/math.path";
  54550. export * from "babylonjs/Maths/math.plane";
  54551. export * from "babylonjs/Maths/math.size";
  54552. export * from "babylonjs/Maths/math.vector";
  54553. export * from "babylonjs/Maths/math.vertexFormat";
  54554. export * from "babylonjs/Maths/math.viewport";
  54555. }
  54556. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  54557. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54558. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54559. import { NodeMaterialWellKnownValues } from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  54560. import { Nullable } from "babylonjs/types";
  54561. import { Effect } from "babylonjs/Materials/effect";
  54562. import { Matrix } from "babylonjs/Maths/math.vector";
  54563. import { Scene } from "babylonjs/scene";
  54564. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54565. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54566. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54567. /**
  54568. * Block used to expose an input value
  54569. */
  54570. export class InputBlock extends NodeMaterialBlock {
  54571. private _mode;
  54572. private _associatedVariableName;
  54573. private _storedValue;
  54574. private _valueCallback;
  54575. private _type;
  54576. /** @hidden */
  54577. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  54578. /**
  54579. * Gets or sets the connection point type (default is float)
  54580. */
  54581. readonly type: NodeMaterialBlockConnectionPointTypes;
  54582. /**
  54583. * Creates a new InputBlock
  54584. * @param name defines the block name
  54585. * @param target defines the target of that block (Vertex by default)
  54586. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  54587. */
  54588. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  54589. /**
  54590. * Gets the output component
  54591. */
  54592. readonly output: NodeMaterialConnectionPoint;
  54593. /**
  54594. * Set the source of this connection point to a vertex attribute
  54595. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  54596. * @returns the current connection point
  54597. */
  54598. setAsAttribute(attributeName?: string): InputBlock;
  54599. /**
  54600. * Set the source of this connection point to a well known value
  54601. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  54602. * @returns the current connection point
  54603. */
  54604. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  54605. /**
  54606. * Gets or sets the value of that point.
  54607. * Please note that this value will be ignored if valueCallback is defined
  54608. */
  54609. value: any;
  54610. /**
  54611. * Gets or sets a callback used to get the value of that point.
  54612. * Please note that setting this value will force the connection point to ignore the value property
  54613. */
  54614. valueCallback: () => any;
  54615. /**
  54616. * Gets or sets the associated variable name in the shader
  54617. */
  54618. associatedVariableName: string;
  54619. /**
  54620. * Gets a boolean indicating that this connection point not defined yet
  54621. */
  54622. readonly isUndefined: boolean;
  54623. /**
  54624. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  54625. * In this case the connection point name must be the name of the uniform to use.
  54626. * Can only be set on inputs
  54627. */
  54628. isUniform: boolean;
  54629. /**
  54630. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  54631. * In this case the connection point name must be the name of the attribute to use
  54632. * Can only be set on inputs
  54633. */
  54634. isAttribute: boolean;
  54635. /**
  54636. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  54637. * Can only be set on exit points
  54638. */
  54639. isVarying: boolean;
  54640. /**
  54641. * Gets a boolean indicating that the current connection point is a well known value
  54642. */
  54643. readonly isWellKnownValue: boolean;
  54644. /**
  54645. * Gets or sets the current well known value or null if not defined as well know value
  54646. */
  54647. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  54648. /**
  54649. * Gets the current class name
  54650. * @returns the class name
  54651. */
  54652. getClassName(): string;
  54653. private _emitDefine;
  54654. /**
  54655. * Set the input block to its default value (based on its type)
  54656. */
  54657. setDefaultValue(): void;
  54658. private _emit;
  54659. /** @hidden */
  54660. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  54661. /** @hidden */
  54662. _transmit(effect: Effect, scene: Scene): void;
  54663. protected _buildBlock(state: NodeMaterialBuildState): void;
  54664. serialize(): any;
  54665. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54666. }
  54667. }
  54668. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  54669. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54670. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54671. import { Nullable } from "babylonjs/types";
  54672. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54673. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54674. /**
  54675. * Defines a connection point for a block
  54676. */
  54677. export class NodeMaterialConnectionPoint {
  54678. /** @hidden */
  54679. _ownerBlock: NodeMaterialBlock;
  54680. /** @hidden */
  54681. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  54682. private _endpoints;
  54683. private _associatedVariableName;
  54684. /** @hidden */
  54685. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  54686. private _type;
  54687. /** @hidden */
  54688. _enforceAssociatedVariableName: boolean;
  54689. /**
  54690. * Gets or sets the additional types supported byt this connection point
  54691. */
  54692. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  54693. /**
  54694. * Gets or sets the associated variable name in the shader
  54695. */
  54696. associatedVariableName: string;
  54697. /**
  54698. * Gets or sets the connection point type (default is float)
  54699. */
  54700. type: NodeMaterialBlockConnectionPointTypes;
  54701. /**
  54702. * Gets or sets the connection point name
  54703. */
  54704. name: string;
  54705. /**
  54706. * Gets or sets a boolean indicating that this connection point can be omitted
  54707. */
  54708. isOptional: boolean;
  54709. /**
  54710. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  54711. */
  54712. define: string;
  54713. /** Gets or sets the target of that connection point */
  54714. target: NodeMaterialBlockTargets;
  54715. /**
  54716. * Gets a boolean indicating that the current point is connected
  54717. */
  54718. readonly isConnected: boolean;
  54719. /**
  54720. * Gets a boolean indicating that the current point is connected to an input block
  54721. */
  54722. readonly isConnectedToInput: boolean;
  54723. /**
  54724. * Gets a the connected input block (if any)
  54725. */
  54726. readonly connectInputBlock: Nullable<InputBlock>;
  54727. /** Get the other side of the connection (if any) */
  54728. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  54729. /** Get the block that owns this connection point */
  54730. readonly ownerBlock: NodeMaterialBlock;
  54731. /** Get the block connected on the other side of this connection (if any) */
  54732. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  54733. /** Get the block connected on the endpoints of this connection (if any) */
  54734. readonly connectedBlocks: Array<NodeMaterialBlock>;
  54735. /** Gets the list of connected endpoints */
  54736. readonly endpoints: NodeMaterialConnectionPoint[];
  54737. /**
  54738. * Creates a new connection point
  54739. * @param name defines the connection point name
  54740. * @param ownerBlock defines the block hosting this connection point
  54741. */
  54742. constructor(name: string, ownerBlock: NodeMaterialBlock);
  54743. /**
  54744. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  54745. * @returns the class name
  54746. */
  54747. getClassName(): string;
  54748. /**
  54749. * Gets an boolean indicating if the current point can be connected to another point
  54750. * @param connectionPoint defines the other connection point
  54751. * @returns true if the connection is possible
  54752. */
  54753. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  54754. /**
  54755. * Connect this point to another connection point
  54756. * @param connectionPoint defines the other connection point
  54757. * @returns the current connection point
  54758. */
  54759. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  54760. /**
  54761. * Disconnect this point from one of his endpoint
  54762. * @param endpoint defines the other connection point
  54763. * @returns the current connection point
  54764. */
  54765. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  54766. /**
  54767. * Serializes this point in a JSON representation
  54768. * @returns the serialized point object
  54769. */
  54770. serialize(): any;
  54771. }
  54772. }
  54773. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  54774. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54775. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54776. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54777. import { Mesh } from "babylonjs/Meshes/mesh";
  54778. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  54779. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54780. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54781. /**
  54782. * Block used to add support for vertex skinning (bones)
  54783. */
  54784. export class BonesBlock extends NodeMaterialBlock {
  54785. /**
  54786. * Creates a new BonesBlock
  54787. * @param name defines the block name
  54788. */
  54789. constructor(name: string);
  54790. /**
  54791. * Initialize the block and prepare the context for build
  54792. * @param state defines the state that will be used for the build
  54793. */
  54794. initialize(state: NodeMaterialBuildState): void;
  54795. /**
  54796. * Gets the current class name
  54797. * @returns the class name
  54798. */
  54799. getClassName(): string;
  54800. /**
  54801. * Gets the matrix indices input component
  54802. */
  54803. readonly matricesIndices: NodeMaterialConnectionPoint;
  54804. /**
  54805. * Gets the matrix weights input component
  54806. */
  54807. readonly matricesWeights: NodeMaterialConnectionPoint;
  54808. /**
  54809. * Gets the extra matrix indices input component
  54810. */
  54811. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  54812. /**
  54813. * Gets the extra matrix weights input component
  54814. */
  54815. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  54816. /**
  54817. * Gets the world input component
  54818. */
  54819. readonly world: NodeMaterialConnectionPoint;
  54820. /**
  54821. * Gets the output component
  54822. */
  54823. readonly output: NodeMaterialConnectionPoint;
  54824. autoConfigure(): void;
  54825. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  54826. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54827. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54828. protected _buildBlock(state: NodeMaterialBuildState): this;
  54829. }
  54830. }
  54831. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  54832. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54833. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54834. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54835. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54836. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54837. /**
  54838. * Block used to add support for instances
  54839. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  54840. */
  54841. export class InstancesBlock extends NodeMaterialBlock {
  54842. /**
  54843. * Creates a new InstancesBlock
  54844. * @param name defines the block name
  54845. */
  54846. constructor(name: string);
  54847. /**
  54848. * Gets the current class name
  54849. * @returns the class name
  54850. */
  54851. getClassName(): string;
  54852. /**
  54853. * Gets the first world row input component
  54854. */
  54855. readonly world0: NodeMaterialConnectionPoint;
  54856. /**
  54857. * Gets the second world row input component
  54858. */
  54859. readonly world1: NodeMaterialConnectionPoint;
  54860. /**
  54861. * Gets the third world row input component
  54862. */
  54863. readonly world2: NodeMaterialConnectionPoint;
  54864. /**
  54865. * Gets the forth world row input component
  54866. */
  54867. readonly world3: NodeMaterialConnectionPoint;
  54868. /**
  54869. * Gets the world input component
  54870. */
  54871. readonly world: NodeMaterialConnectionPoint;
  54872. /**
  54873. * Gets the output component
  54874. */
  54875. readonly output: NodeMaterialConnectionPoint;
  54876. autoConfigure(): void;
  54877. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54878. protected _buildBlock(state: NodeMaterialBuildState): this;
  54879. }
  54880. }
  54881. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  54882. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54883. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54884. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54885. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54886. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54887. import { Effect } from "babylonjs/Materials/effect";
  54888. import { Mesh } from "babylonjs/Meshes/mesh";
  54889. /**
  54890. * Block used to add morph targets support to vertex shader
  54891. */
  54892. export class MorphTargetsBlock extends NodeMaterialBlock {
  54893. private _repeatableContentAnchor;
  54894. private _repeatebleContentGenerated;
  54895. /**
  54896. * Create a new MorphTargetsBlock
  54897. * @param name defines the block name
  54898. */
  54899. constructor(name: string);
  54900. /**
  54901. * Gets the current class name
  54902. * @returns the class name
  54903. */
  54904. getClassName(): string;
  54905. /**
  54906. * Gets the position input component
  54907. */
  54908. readonly position: NodeMaterialConnectionPoint;
  54909. /**
  54910. * Gets the normal input component
  54911. */
  54912. readonly normal: NodeMaterialConnectionPoint;
  54913. /**
  54914. * Gets the tangent input component
  54915. */
  54916. readonly tangent: NodeMaterialConnectionPoint;
  54917. /**
  54918. * Gets the tangent input component
  54919. */
  54920. readonly uv: NodeMaterialConnectionPoint;
  54921. /**
  54922. * Gets the position output component
  54923. */
  54924. readonly positionOutput: NodeMaterialConnectionPoint;
  54925. /**
  54926. * Gets the normal output component
  54927. */
  54928. readonly normalOutput: NodeMaterialConnectionPoint;
  54929. /**
  54930. * Gets the tangent output component
  54931. */
  54932. readonly tangentOutput: NodeMaterialConnectionPoint;
  54933. /**
  54934. * Gets the tangent output component
  54935. */
  54936. readonly uvOutput: NodeMaterialConnectionPoint;
  54937. initialize(state: NodeMaterialBuildState): void;
  54938. autoConfigure(): void;
  54939. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54940. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54941. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  54942. protected _buildBlock(state: NodeMaterialBuildState): this;
  54943. }
  54944. }
  54945. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  54946. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  54947. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  54948. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  54949. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  54950. }
  54951. declare module "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock" {
  54952. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54953. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54954. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54955. /**
  54956. * Block used to add an alpha test in the fragment shader
  54957. */
  54958. export class AlphaTestBlock extends NodeMaterialBlock {
  54959. /**
  54960. * Gets or sets the alpha value where alpha testing happens
  54961. */
  54962. alphaCutOff: number;
  54963. /**
  54964. * Create a new AlphaTestBlock
  54965. * @param name defines the block name
  54966. */
  54967. constructor(name: string);
  54968. /**
  54969. * Gets the current class name
  54970. * @returns the class name
  54971. */
  54972. getClassName(): string;
  54973. /**
  54974. * Gets the color input component
  54975. */
  54976. readonly color: NodeMaterialConnectionPoint;
  54977. /**
  54978. * Gets the alpha input component
  54979. */
  54980. readonly alpha: NodeMaterialConnectionPoint;
  54981. protected _buildBlock(state: NodeMaterialBuildState): this;
  54982. }
  54983. }
  54984. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  54985. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54986. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54987. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54988. /**
  54989. * Block used to create a Color3/4 out of individual inputs (one for each component)
  54990. */
  54991. export class ColorMergerBlock extends NodeMaterialBlock {
  54992. /**
  54993. * Create a new ColorMergerBlock
  54994. * @param name defines the block name
  54995. */
  54996. constructor(name: string);
  54997. /**
  54998. * Gets the current class name
  54999. * @returns the class name
  55000. */
  55001. getClassName(): string;
  55002. /**
  55003. * Gets the r component (input)
  55004. */
  55005. readonly r: NodeMaterialConnectionPoint;
  55006. /**
  55007. * Gets the g component (input)
  55008. */
  55009. readonly g: NodeMaterialConnectionPoint;
  55010. /**
  55011. * Gets the b component (input)
  55012. */
  55013. readonly b: NodeMaterialConnectionPoint;
  55014. /**
  55015. * Gets the a component (input)
  55016. */
  55017. readonly a: NodeMaterialConnectionPoint;
  55018. /**
  55019. * Gets the rgba component (output)
  55020. */
  55021. readonly rgba: NodeMaterialConnectionPoint;
  55022. /**
  55023. * Gets the rgb component (output)
  55024. */
  55025. readonly rgb: NodeMaterialConnectionPoint;
  55026. protected _buildBlock(state: NodeMaterialBuildState): this;
  55027. }
  55028. }
  55029. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  55030. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55031. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55032. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55033. /**
  55034. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  55035. */
  55036. export class VectorMergerBlock extends NodeMaterialBlock {
  55037. /**
  55038. * Create a new VectorMergerBlock
  55039. * @param name defines the block name
  55040. */
  55041. constructor(name: string);
  55042. /**
  55043. * Gets the current class name
  55044. * @returns the class name
  55045. */
  55046. getClassName(): string;
  55047. /**
  55048. * Gets the x component (input)
  55049. */
  55050. readonly x: NodeMaterialConnectionPoint;
  55051. /**
  55052. * Gets the y component (input)
  55053. */
  55054. readonly y: NodeMaterialConnectionPoint;
  55055. /**
  55056. * Gets the z component (input)
  55057. */
  55058. readonly z: NodeMaterialConnectionPoint;
  55059. /**
  55060. * Gets the w component (input)
  55061. */
  55062. readonly w: NodeMaterialConnectionPoint;
  55063. /**
  55064. * Gets the xyzw component (output)
  55065. */
  55066. readonly xyzw: NodeMaterialConnectionPoint;
  55067. /**
  55068. * Gets the xyz component (output)
  55069. */
  55070. readonly xyz: NodeMaterialConnectionPoint;
  55071. /**
  55072. * Gets the xy component (output)
  55073. */
  55074. readonly xy: NodeMaterialConnectionPoint;
  55075. protected _buildBlock(state: NodeMaterialBuildState): this;
  55076. }
  55077. }
  55078. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  55079. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55080. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55081. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55082. /**
  55083. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  55084. */
  55085. export class ColorSplitterBlock extends NodeMaterialBlock {
  55086. /**
  55087. * Create a new ColorSplitterBlock
  55088. * @param name defines the block name
  55089. */
  55090. constructor(name: string);
  55091. /**
  55092. * Gets the current class name
  55093. * @returns the class name
  55094. */
  55095. getClassName(): string;
  55096. /**
  55097. * Gets the rgba component (input)
  55098. */
  55099. readonly rgba: NodeMaterialConnectionPoint;
  55100. /**
  55101. * Gets the rgb component (input)
  55102. */
  55103. readonly rgbIn: NodeMaterialConnectionPoint;
  55104. /**
  55105. * Gets the rgb component (output)
  55106. */
  55107. readonly rgbOut: NodeMaterialConnectionPoint;
  55108. /**
  55109. * Gets the r component (output)
  55110. */
  55111. readonly r: NodeMaterialConnectionPoint;
  55112. /**
  55113. * Gets the g component (output)
  55114. */
  55115. readonly g: NodeMaterialConnectionPoint;
  55116. /**
  55117. * Gets the b component (output)
  55118. */
  55119. readonly b: NodeMaterialConnectionPoint;
  55120. /**
  55121. * Gets the a component (output)
  55122. */
  55123. readonly a: NodeMaterialConnectionPoint;
  55124. protected _buildBlock(state: NodeMaterialBuildState): this;
  55125. }
  55126. }
  55127. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  55128. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55129. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55130. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55131. /**
  55132. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  55133. */
  55134. export class VectorSplitterBlock extends NodeMaterialBlock {
  55135. /**
  55136. * Create a new VectorSplitterBlock
  55137. * @param name defines the block name
  55138. */
  55139. constructor(name: string);
  55140. /**
  55141. * Gets the current class name
  55142. * @returns the class name
  55143. */
  55144. getClassName(): string;
  55145. /**
  55146. * Gets the xyzw component (input)
  55147. */
  55148. readonly xyzw: NodeMaterialConnectionPoint;
  55149. /**
  55150. * Gets the xyz component (input)
  55151. */
  55152. readonly xyzIn: NodeMaterialConnectionPoint;
  55153. /**
  55154. * Gets the xyz component (output)
  55155. */
  55156. readonly xyzOut: NodeMaterialConnectionPoint;
  55157. /**
  55158. * Gets the xy component (output)
  55159. */
  55160. readonly xy: NodeMaterialConnectionPoint;
  55161. /**
  55162. * Gets the x component (output)
  55163. */
  55164. readonly x: NodeMaterialConnectionPoint;
  55165. /**
  55166. * Gets the y component (output)
  55167. */
  55168. readonly y: NodeMaterialConnectionPoint;
  55169. /**
  55170. * Gets the z component (output)
  55171. */
  55172. readonly z: NodeMaterialConnectionPoint;
  55173. /**
  55174. * Gets the w component (output)
  55175. */
  55176. readonly w: NodeMaterialConnectionPoint;
  55177. protected _buildBlock(state: NodeMaterialBuildState): this;
  55178. }
  55179. }
  55180. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  55181. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55182. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55183. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55184. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55185. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55186. import { Effect } from "babylonjs/Materials/effect";
  55187. import { Mesh } from "babylonjs/Meshes/mesh";
  55188. /**
  55189. * Block used to add image processing support to fragment shader
  55190. */
  55191. export class ImageProcessingBlock extends NodeMaterialBlock {
  55192. /**
  55193. * Create a new ImageProcessingBlock
  55194. * @param name defines the block name
  55195. */
  55196. constructor(name: string);
  55197. /**
  55198. * Gets the current class name
  55199. * @returns the class name
  55200. */
  55201. getClassName(): string;
  55202. /**
  55203. * Gets the color input component
  55204. */
  55205. readonly color: NodeMaterialConnectionPoint;
  55206. /**
  55207. * Gets the output component
  55208. */
  55209. readonly output: NodeMaterialConnectionPoint;
  55210. /**
  55211. * Initialize the block and prepare the context for build
  55212. * @param state defines the state that will be used for the build
  55213. */
  55214. initialize(state: NodeMaterialBuildState): void;
  55215. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  55216. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55217. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55218. protected _buildBlock(state: NodeMaterialBuildState): this;
  55219. }
  55220. }
  55221. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  55222. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  55223. export * from "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock";
  55224. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  55225. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  55226. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  55227. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  55228. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  55229. }
  55230. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  55231. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55232. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55233. import { Mesh } from "babylonjs/Meshes/mesh";
  55234. import { Effect } from "babylonjs/Materials/effect";
  55235. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55236. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55237. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55238. /**
  55239. * Block used to add support for scene fog
  55240. */
  55241. export class FogBlock extends NodeMaterialBlock {
  55242. private _fogDistanceName;
  55243. private _fogParameters;
  55244. /**
  55245. * Create a new FogBlock
  55246. * @param name defines the block name
  55247. */
  55248. constructor(name: string);
  55249. /**
  55250. * Gets the current class name
  55251. * @returns the class name
  55252. */
  55253. getClassName(): string;
  55254. /**
  55255. * Gets the world position input component
  55256. */
  55257. readonly worldPosition: NodeMaterialConnectionPoint;
  55258. /**
  55259. * Gets the view input component
  55260. */
  55261. readonly view: NodeMaterialConnectionPoint;
  55262. /**
  55263. * Gets the color input component
  55264. */
  55265. readonly color: NodeMaterialConnectionPoint;
  55266. /**
  55267. * Gets the fog color input component
  55268. */
  55269. readonly fogColor: NodeMaterialConnectionPoint;
  55270. /**
  55271. * Gets the output component
  55272. */
  55273. readonly output: NodeMaterialConnectionPoint;
  55274. autoConfigure(): void;
  55275. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55276. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55277. protected _buildBlock(state: NodeMaterialBuildState): this;
  55278. }
  55279. }
  55280. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  55281. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55282. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55283. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55284. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55285. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55286. import { Effect } from "babylonjs/Materials/effect";
  55287. import { Mesh } from "babylonjs/Meshes/mesh";
  55288. import { Light } from "babylonjs/Lights/light";
  55289. import { Nullable } from "babylonjs/types";
  55290. import { Scene } from "babylonjs/scene";
  55291. /**
  55292. * Block used to add light in the fragment shader
  55293. */
  55294. export class LightBlock extends NodeMaterialBlock {
  55295. private _lightId;
  55296. /**
  55297. * Gets or sets the light associated with this block
  55298. */
  55299. light: Nullable<Light>;
  55300. /**
  55301. * Create a new LightBlock
  55302. * @param name defines the block name
  55303. */
  55304. constructor(name: string);
  55305. /**
  55306. * Gets the current class name
  55307. * @returns the class name
  55308. */
  55309. getClassName(): string;
  55310. /**
  55311. * Gets the world position input component
  55312. */
  55313. readonly worldPosition: NodeMaterialConnectionPoint;
  55314. /**
  55315. * Gets the world normal input component
  55316. */
  55317. readonly worldNormal: NodeMaterialConnectionPoint;
  55318. /**
  55319. * Gets the camera (or eye) position component
  55320. */
  55321. readonly cameraPosition: NodeMaterialConnectionPoint;
  55322. /**
  55323. * Gets the diffuse output component
  55324. */
  55325. readonly diffuseOutput: NodeMaterialConnectionPoint;
  55326. /**
  55327. * Gets the specular output component
  55328. */
  55329. readonly specularOutput: NodeMaterialConnectionPoint;
  55330. autoConfigure(): void;
  55331. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55332. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55333. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55334. private _injectVertexCode;
  55335. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55336. serialize(): any;
  55337. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55338. }
  55339. }
  55340. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  55341. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  55342. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  55343. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55344. }
  55345. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  55346. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55347. }
  55348. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  55349. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55350. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55351. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55352. /**
  55353. * Block used to multiply 2 values
  55354. */
  55355. export class MultiplyBlock extends NodeMaterialBlock {
  55356. /**
  55357. * Creates a new MultiplyBlock
  55358. * @param name defines the block name
  55359. */
  55360. constructor(name: string);
  55361. /**
  55362. * Gets the current class name
  55363. * @returns the class name
  55364. */
  55365. getClassName(): string;
  55366. /**
  55367. * Gets the left operand input component
  55368. */
  55369. readonly left: NodeMaterialConnectionPoint;
  55370. /**
  55371. * Gets the right operand input component
  55372. */
  55373. readonly right: NodeMaterialConnectionPoint;
  55374. /**
  55375. * Gets the output component
  55376. */
  55377. readonly output: NodeMaterialConnectionPoint;
  55378. protected _buildBlock(state: NodeMaterialBuildState): this;
  55379. }
  55380. }
  55381. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  55382. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55383. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55384. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55385. /**
  55386. * Block used to add 2 vectors
  55387. */
  55388. export class AddBlock extends NodeMaterialBlock {
  55389. /**
  55390. * Creates a new AddBlock
  55391. * @param name defines the block name
  55392. */
  55393. constructor(name: string);
  55394. /**
  55395. * Gets the current class name
  55396. * @returns the class name
  55397. */
  55398. getClassName(): string;
  55399. /**
  55400. * Gets the left operand input component
  55401. */
  55402. readonly left: NodeMaterialConnectionPoint;
  55403. /**
  55404. * Gets the right operand input component
  55405. */
  55406. readonly right: NodeMaterialConnectionPoint;
  55407. /**
  55408. * Gets the output component
  55409. */
  55410. readonly output: NodeMaterialConnectionPoint;
  55411. protected _buildBlock(state: NodeMaterialBuildState): this;
  55412. }
  55413. }
  55414. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  55415. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55416. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55417. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55418. /**
  55419. * Block used to clamp a float
  55420. */
  55421. export class ClampBlock extends NodeMaterialBlock {
  55422. /** Gets or sets the minimum range */
  55423. minimum: number;
  55424. /** Gets or sets the maximum range */
  55425. maximum: number;
  55426. /**
  55427. * Creates a new ClampBlock
  55428. * @param name defines the block name
  55429. */
  55430. constructor(name: string);
  55431. /**
  55432. * Gets the current class name
  55433. * @returns the class name
  55434. */
  55435. getClassName(): string;
  55436. /**
  55437. * Gets the value input component
  55438. */
  55439. readonly value: NodeMaterialConnectionPoint;
  55440. /**
  55441. * Gets the output component
  55442. */
  55443. readonly output: NodeMaterialConnectionPoint;
  55444. protected _buildBlock(state: NodeMaterialBuildState): this;
  55445. }
  55446. }
  55447. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  55448. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55449. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55450. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55451. /**
  55452. * Block used to apply a cross product between 2 vectors
  55453. */
  55454. export class CrossBlock extends NodeMaterialBlock {
  55455. /**
  55456. * Creates a new CrossBlock
  55457. * @param name defines the block name
  55458. */
  55459. constructor(name: string);
  55460. /**
  55461. * Gets the current class name
  55462. * @returns the class name
  55463. */
  55464. getClassName(): string;
  55465. /**
  55466. * Gets the left operand input component
  55467. */
  55468. readonly left: NodeMaterialConnectionPoint;
  55469. /**
  55470. * Gets the right operand input component
  55471. */
  55472. readonly right: NodeMaterialConnectionPoint;
  55473. /**
  55474. * Gets the output component
  55475. */
  55476. readonly output: NodeMaterialConnectionPoint;
  55477. protected _buildBlock(state: NodeMaterialBuildState): this;
  55478. }
  55479. }
  55480. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  55481. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55482. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55483. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55484. /**
  55485. * Block used to apply a dot product between 2 vectors
  55486. */
  55487. export class DotBlock extends NodeMaterialBlock {
  55488. /**
  55489. * Creates a new DotBlock
  55490. * @param name defines the block name
  55491. */
  55492. constructor(name: string);
  55493. /**
  55494. * Gets the current class name
  55495. * @returns the class name
  55496. */
  55497. getClassName(): string;
  55498. /**
  55499. * Gets the left operand input component
  55500. */
  55501. readonly left: NodeMaterialConnectionPoint;
  55502. /**
  55503. * Gets the right operand input component
  55504. */
  55505. readonly right: NodeMaterialConnectionPoint;
  55506. /**
  55507. * Gets the output component
  55508. */
  55509. readonly output: NodeMaterialConnectionPoint;
  55510. protected _buildBlock(state: NodeMaterialBuildState): this;
  55511. }
  55512. }
  55513. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  55514. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55515. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55516. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55517. import { Vector2 } from "babylonjs/Maths/math.vector";
  55518. /**
  55519. * Block used to remap a float from a range to a new one
  55520. */
  55521. export class RemapBlock extends NodeMaterialBlock {
  55522. /**
  55523. * Gets or sets the source range
  55524. */
  55525. sourceRange: Vector2;
  55526. /**
  55527. * Gets or sets the target range
  55528. */
  55529. targetRange: Vector2;
  55530. /**
  55531. * Creates a new RemapBlock
  55532. * @param name defines the block name
  55533. */
  55534. constructor(name: string);
  55535. /**
  55536. * Gets the current class name
  55537. * @returns the class name
  55538. */
  55539. getClassName(): string;
  55540. /**
  55541. * Gets the input component
  55542. */
  55543. readonly input: NodeMaterialConnectionPoint;
  55544. /**
  55545. * Gets the output component
  55546. */
  55547. readonly output: NodeMaterialConnectionPoint;
  55548. protected _buildBlock(state: NodeMaterialBuildState): this;
  55549. }
  55550. }
  55551. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  55552. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55553. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55554. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55555. /**
  55556. * Block used to normalize a vector
  55557. */
  55558. export class NormalizeBlock extends NodeMaterialBlock {
  55559. /**
  55560. * Creates a new NormalizeBlock
  55561. * @param name defines the block name
  55562. */
  55563. constructor(name: string);
  55564. /**
  55565. * Gets the current class name
  55566. * @returns the class name
  55567. */
  55568. getClassName(): string;
  55569. /**
  55570. * Gets the input component
  55571. */
  55572. readonly input: NodeMaterialConnectionPoint;
  55573. /**
  55574. * Gets the output component
  55575. */
  55576. readonly output: NodeMaterialConnectionPoint;
  55577. protected _buildBlock(state: NodeMaterialBuildState): this;
  55578. }
  55579. }
  55580. declare module "babylonjs/Materials/Node/Blocks/index" {
  55581. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  55582. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  55583. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  55584. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  55585. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  55586. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  55587. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  55588. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  55589. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  55590. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  55591. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  55592. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  55593. }
  55594. declare module "babylonjs/Materials/Node/Optimizers/index" {
  55595. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  55596. }
  55597. declare module "babylonjs/Materials/Node/index" {
  55598. export * from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55599. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55600. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55601. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  55602. export * from "babylonjs/Materials/Node/nodeMaterial";
  55603. export * from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  55604. export * from "babylonjs/Materials/Node/Blocks/index";
  55605. export * from "babylonjs/Materials/Node/Optimizers/index";
  55606. }
  55607. declare module "babylonjs/Materials/effectRenderer" {
  55608. import { Nullable } from "babylonjs/types";
  55609. import { Texture } from "babylonjs/Materials/Textures/texture";
  55610. import { Engine } from "babylonjs/Engines/engine";
  55611. import { Viewport } from "babylonjs/Maths/math.viewport";
  55612. import { Observable } from "babylonjs/Misc/observable";
  55613. import { Effect } from "babylonjs/Materials/effect";
  55614. import "babylonjs/Shaders/postprocess.vertex";
  55615. /**
  55616. * Effect Render Options
  55617. */
  55618. export interface IEffectRendererOptions {
  55619. /**
  55620. * Defines the vertices positions.
  55621. */
  55622. positions?: number[];
  55623. /**
  55624. * Defines the indices.
  55625. */
  55626. indices?: number[];
  55627. }
  55628. /**
  55629. * Helper class to render one or more effects
  55630. */
  55631. export class EffectRenderer {
  55632. private engine;
  55633. private static _DefaultOptions;
  55634. private _vertexBuffers;
  55635. private _indexBuffer;
  55636. private _ringBufferIndex;
  55637. private _ringScreenBuffer;
  55638. private _fullscreenViewport;
  55639. private _getNextFrameBuffer;
  55640. /**
  55641. * Creates an effect renderer
  55642. * @param engine the engine to use for rendering
  55643. * @param options defines the options of the effect renderer
  55644. */
  55645. constructor(engine: Engine, options?: IEffectRendererOptions);
  55646. /**
  55647. * Sets the current viewport in normalized coordinates 0-1
  55648. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  55649. */
  55650. setViewport(viewport?: Viewport): void;
  55651. /**
  55652. * Sets the current effect wrapper to use during draw.
  55653. * The effect needs to be ready before calling this api.
  55654. * This also sets the default full screen position attribute.
  55655. * @param effectWrapper Defines the effect to draw with
  55656. */
  55657. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  55658. /**
  55659. * Draws a full screen quad.
  55660. */
  55661. draw(): void;
  55662. /**
  55663. * renders one or more effects to a specified texture
  55664. * @param effectWrappers list of effects to renderer
  55665. * @param outputTexture texture to draw to, if null it will render to the screen
  55666. */
  55667. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  55668. /**
  55669. * Disposes of the effect renderer
  55670. */
  55671. dispose(): void;
  55672. }
  55673. /**
  55674. * Options to create an EffectWrapper
  55675. */
  55676. interface EffectWrapperCreationOptions {
  55677. /**
  55678. * Engine to use to create the effect
  55679. */
  55680. engine: Engine;
  55681. /**
  55682. * Fragment shader for the effect
  55683. */
  55684. fragmentShader: string;
  55685. /**
  55686. * Vertex shader for the effect
  55687. */
  55688. vertexShader: string;
  55689. /**
  55690. * Attributes to use in the shader
  55691. */
  55692. attributeNames?: Array<string>;
  55693. /**
  55694. * Uniforms to use in the shader
  55695. */
  55696. uniformNames?: Array<string>;
  55697. /**
  55698. * Texture sampler names to use in the shader
  55699. */
  55700. samplerNames?: Array<string>;
  55701. /**
  55702. * The friendly name of the effect displayed in Spector.
  55703. */
  55704. name?: string;
  55705. }
  55706. /**
  55707. * Wraps an effect to be used for rendering
  55708. */
  55709. export class EffectWrapper {
  55710. /**
  55711. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  55712. */
  55713. onApplyObservable: Observable<{}>;
  55714. /**
  55715. * The underlying effect
  55716. */
  55717. effect: Effect;
  55718. /**
  55719. * Creates an effect to be renderer
  55720. * @param creationOptions options to create the effect
  55721. */
  55722. constructor(creationOptions: EffectWrapperCreationOptions);
  55723. /**
  55724. * Disposes of the effect wrapper
  55725. */
  55726. dispose(): void;
  55727. }
  55728. }
  55729. declare module "babylonjs/Materials/index" {
  55730. export * from "babylonjs/Materials/Background/index";
  55731. export * from "babylonjs/Materials/colorCurves";
  55732. export * from "babylonjs/Materials/effect";
  55733. export * from "babylonjs/Materials/fresnelParameters";
  55734. export * from "babylonjs/Materials/imageProcessingConfiguration";
  55735. export * from "babylonjs/Materials/material";
  55736. export * from "babylonjs/Materials/materialDefines";
  55737. export * from "babylonjs/Materials/materialHelper";
  55738. export * from "babylonjs/Materials/multiMaterial";
  55739. export * from "babylonjs/Materials/PBR/index";
  55740. export * from "babylonjs/Materials/pushMaterial";
  55741. export * from "babylonjs/Materials/shaderMaterial";
  55742. export * from "babylonjs/Materials/standardMaterial";
  55743. export * from "babylonjs/Materials/Textures/index";
  55744. export * from "babylonjs/Materials/uniformBuffer";
  55745. export * from "babylonjs/Materials/materialFlags";
  55746. export * from "babylonjs/Materials/Node/index";
  55747. export * from "babylonjs/Materials/effectRenderer";
  55748. }
  55749. declare module "babylonjs/Maths/index" {
  55750. export * from "babylonjs/Maths/math.scalar";
  55751. export * from "babylonjs/Maths/math";
  55752. export * from "babylonjs/Maths/sphericalPolynomial";
  55753. }
  55754. declare module "babylonjs/Misc/workerPool" {
  55755. import { IDisposable } from "babylonjs/scene";
  55756. /**
  55757. * Helper class to push actions to a pool of workers.
  55758. */
  55759. export class WorkerPool implements IDisposable {
  55760. private _workerInfos;
  55761. private _pendingActions;
  55762. /**
  55763. * Constructor
  55764. * @param workers Array of workers to use for actions
  55765. */
  55766. constructor(workers: Array<Worker>);
  55767. /**
  55768. * Terminates all workers and clears any pending actions.
  55769. */
  55770. dispose(): void;
  55771. /**
  55772. * Pushes an action to the worker pool. If all the workers are active, the action will be
  55773. * pended until a worker has completed its action.
  55774. * @param action The action to perform. Call onComplete when the action is complete.
  55775. */
  55776. push(action: (worker: Worker, onComplete: () => void) => void): void;
  55777. private _execute;
  55778. }
  55779. }
  55780. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  55781. import { IDisposable } from "babylonjs/scene";
  55782. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  55783. /**
  55784. * Configuration for Draco compression
  55785. */
  55786. export interface IDracoCompressionConfiguration {
  55787. /**
  55788. * Configuration for the decoder.
  55789. */
  55790. decoder: {
  55791. /**
  55792. * The url to the WebAssembly module.
  55793. */
  55794. wasmUrl?: string;
  55795. /**
  55796. * The url to the WebAssembly binary.
  55797. */
  55798. wasmBinaryUrl?: string;
  55799. /**
  55800. * The url to the fallback JavaScript module.
  55801. */
  55802. fallbackUrl?: string;
  55803. };
  55804. }
  55805. /**
  55806. * Draco compression (https://google.github.io/draco/)
  55807. *
  55808. * This class wraps the Draco module.
  55809. *
  55810. * **Encoder**
  55811. *
  55812. * The encoder is not currently implemented.
  55813. *
  55814. * **Decoder**
  55815. *
  55816. * By default, the configuration points to a copy of the Draco decoder files for glTF from the babylon.js preview cdn https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js.
  55817. *
  55818. * To update the configuration, use the following code:
  55819. * ```javascript
  55820. * DracoCompression.Configuration = {
  55821. * decoder: {
  55822. * wasmUrl: "<url to the WebAssembly library>",
  55823. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  55824. * fallbackUrl: "<url to the fallback JavaScript library>",
  55825. * }
  55826. * };
  55827. * ```
  55828. *
  55829. * Draco has two versions, one for WebAssembly and one for JavaScript. The decoder configuration can be set to only support Webssembly or only support the JavaScript version.
  55830. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  55831. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  55832. *
  55833. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  55834. * ```javascript
  55835. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  55836. * ```
  55837. *
  55838. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  55839. */
  55840. export class DracoCompression implements IDisposable {
  55841. private _workerPoolPromise?;
  55842. private _decoderModulePromise?;
  55843. /**
  55844. * The configuration. Defaults to the following urls:
  55845. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  55846. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  55847. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  55848. */
  55849. static Configuration: IDracoCompressionConfiguration;
  55850. /**
  55851. * Returns true if the decoder configuration is available.
  55852. */
  55853. static readonly DecoderAvailable: boolean;
  55854. /**
  55855. * Default number of workers to create when creating the draco compression object.
  55856. */
  55857. static DefaultNumWorkers: number;
  55858. private static GetDefaultNumWorkers;
  55859. private static _Default;
  55860. /**
  55861. * Default instance for the draco compression object.
  55862. */
  55863. static readonly Default: DracoCompression;
  55864. /**
  55865. * Constructor
  55866. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  55867. */
  55868. constructor(numWorkers?: number);
  55869. /**
  55870. * Stop all async operations and release resources.
  55871. */
  55872. dispose(): void;
  55873. /**
  55874. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  55875. * @returns a promise that resolves when ready
  55876. */
  55877. whenReadyAsync(): Promise<void>;
  55878. /**
  55879. * Decode Draco compressed mesh data to vertex data.
  55880. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  55881. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  55882. * @returns A promise that resolves with the decoded vertex data
  55883. */
  55884. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  55885. [kind: string]: number;
  55886. }): Promise<VertexData>;
  55887. }
  55888. }
  55889. declare module "babylonjs/Meshes/Compression/index" {
  55890. export * from "babylonjs/Meshes/Compression/dracoCompression";
  55891. }
  55892. declare module "babylonjs/Meshes/csg" {
  55893. import { Nullable } from "babylonjs/types";
  55894. import { Scene } from "babylonjs/scene";
  55895. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  55896. import { Mesh } from "babylonjs/Meshes/mesh";
  55897. import { Material } from "babylonjs/Materials/material";
  55898. /**
  55899. * Class for building Constructive Solid Geometry
  55900. */
  55901. export class CSG {
  55902. private polygons;
  55903. /**
  55904. * The world matrix
  55905. */
  55906. matrix: Matrix;
  55907. /**
  55908. * Stores the position
  55909. */
  55910. position: Vector3;
  55911. /**
  55912. * Stores the rotation
  55913. */
  55914. rotation: Vector3;
  55915. /**
  55916. * Stores the rotation quaternion
  55917. */
  55918. rotationQuaternion: Nullable<Quaternion>;
  55919. /**
  55920. * Stores the scaling vector
  55921. */
  55922. scaling: Vector3;
  55923. /**
  55924. * Convert the Mesh to CSG
  55925. * @param mesh The Mesh to convert to CSG
  55926. * @returns A new CSG from the Mesh
  55927. */
  55928. static FromMesh(mesh: Mesh): CSG;
  55929. /**
  55930. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  55931. * @param polygons Polygons used to construct a CSG solid
  55932. */
  55933. private static FromPolygons;
  55934. /**
  55935. * Clones, or makes a deep copy, of the CSG
  55936. * @returns A new CSG
  55937. */
  55938. clone(): CSG;
  55939. /**
  55940. * Unions this CSG with another CSG
  55941. * @param csg The CSG to union against this CSG
  55942. * @returns The unioned CSG
  55943. */
  55944. union(csg: CSG): CSG;
  55945. /**
  55946. * Unions this CSG with another CSG in place
  55947. * @param csg The CSG to union against this CSG
  55948. */
  55949. unionInPlace(csg: CSG): void;
  55950. /**
  55951. * Subtracts this CSG with another CSG
  55952. * @param csg The CSG to subtract against this CSG
  55953. * @returns A new CSG
  55954. */
  55955. subtract(csg: CSG): CSG;
  55956. /**
  55957. * Subtracts this CSG with another CSG in place
  55958. * @param csg The CSG to subtact against this CSG
  55959. */
  55960. subtractInPlace(csg: CSG): void;
  55961. /**
  55962. * Intersect this CSG with another CSG
  55963. * @param csg The CSG to intersect against this CSG
  55964. * @returns A new CSG
  55965. */
  55966. intersect(csg: CSG): CSG;
  55967. /**
  55968. * Intersects this CSG with another CSG in place
  55969. * @param csg The CSG to intersect against this CSG
  55970. */
  55971. intersectInPlace(csg: CSG): void;
  55972. /**
  55973. * Return a new CSG solid with solid and empty space switched. This solid is
  55974. * not modified.
  55975. * @returns A new CSG solid with solid and empty space switched
  55976. */
  55977. inverse(): CSG;
  55978. /**
  55979. * Inverses the CSG in place
  55980. */
  55981. inverseInPlace(): void;
  55982. /**
  55983. * This is used to keep meshes transformations so they can be restored
  55984. * when we build back a Babylon Mesh
  55985. * NB : All CSG operations are performed in world coordinates
  55986. * @param csg The CSG to copy the transform attributes from
  55987. * @returns This CSG
  55988. */
  55989. copyTransformAttributes(csg: CSG): CSG;
  55990. /**
  55991. * Build Raw mesh from CSG
  55992. * Coordinates here are in world space
  55993. * @param name The name of the mesh geometry
  55994. * @param scene The Scene
  55995. * @param keepSubMeshes Specifies if the submeshes should be kept
  55996. * @returns A new Mesh
  55997. */
  55998. buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  55999. /**
  56000. * Build Mesh from CSG taking material and transforms into account
  56001. * @param name The name of the Mesh
  56002. * @param material The material of the Mesh
  56003. * @param scene The Scene
  56004. * @param keepSubMeshes Specifies if submeshes should be kept
  56005. * @returns The new Mesh
  56006. */
  56007. toMesh(name: string, material: Nullable<Material>, scene: Scene, keepSubMeshes: boolean): Mesh;
  56008. }
  56009. }
  56010. declare module "babylonjs/Meshes/trailMesh" {
  56011. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56012. import { Mesh } from "babylonjs/Meshes/mesh";
  56013. import { Scene } from "babylonjs/scene";
  56014. /**
  56015. * Class used to create a trail following a mesh
  56016. */
  56017. export class TrailMesh extends Mesh {
  56018. private _generator;
  56019. private _autoStart;
  56020. private _running;
  56021. private _diameter;
  56022. private _length;
  56023. private _sectionPolygonPointsCount;
  56024. private _sectionVectors;
  56025. private _sectionNormalVectors;
  56026. private _beforeRenderObserver;
  56027. /**
  56028. * @constructor
  56029. * @param name The value used by scene.getMeshByName() to do a lookup.
  56030. * @param generator The mesh to generate a trail.
  56031. * @param scene The scene to add this mesh to.
  56032. * @param diameter Diameter of trailing mesh. Default is 1.
  56033. * @param length Length of trailing mesh. Default is 60.
  56034. * @param autoStart Automatically start trailing mesh. Default true.
  56035. */
  56036. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  56037. /**
  56038. * "TrailMesh"
  56039. * @returns "TrailMesh"
  56040. */
  56041. getClassName(): string;
  56042. private _createMesh;
  56043. /**
  56044. * Start trailing mesh.
  56045. */
  56046. start(): void;
  56047. /**
  56048. * Stop trailing mesh.
  56049. */
  56050. stop(): void;
  56051. /**
  56052. * Update trailing mesh geometry.
  56053. */
  56054. update(): void;
  56055. /**
  56056. * Returns a new TrailMesh object.
  56057. * @param name is a string, the name given to the new mesh
  56058. * @param newGenerator use new generator object for cloned trail mesh
  56059. * @returns a new mesh
  56060. */
  56061. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  56062. /**
  56063. * Serializes this trail mesh
  56064. * @param serializationObject object to write serialization to
  56065. */
  56066. serialize(serializationObject: any): void;
  56067. /**
  56068. * Parses a serialized trail mesh
  56069. * @param parsedMesh the serialized mesh
  56070. * @param scene the scene to create the trail mesh in
  56071. * @returns the created trail mesh
  56072. */
  56073. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  56074. }
  56075. }
  56076. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  56077. import { Nullable } from "babylonjs/types";
  56078. import { Scene } from "babylonjs/scene";
  56079. import { Vector4 } from "babylonjs/Maths/math.vector";
  56080. import { Color4 } from "babylonjs/Maths/math.color";
  56081. import { Mesh } from "babylonjs/Meshes/mesh";
  56082. /**
  56083. * Class containing static functions to help procedurally build meshes
  56084. */
  56085. export class TiledBoxBuilder {
  56086. /**
  56087. * Creates a box mesh
  56088. * faceTiles sets the pattern, tile size and number of tiles for a face * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  56089. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56090. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56091. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56092. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56093. * @param name defines the name of the mesh
  56094. * @param options defines the options used to create the mesh
  56095. * @param scene defines the hosting scene
  56096. * @returns the box mesh
  56097. */
  56098. static CreateTiledBox(name: string, options: {
  56099. pattern?: number;
  56100. width?: number;
  56101. height?: number;
  56102. depth?: number;
  56103. tileSize?: number;
  56104. tileWidth?: number;
  56105. tileHeight?: number;
  56106. alignHorizontal?: number;
  56107. alignVertical?: number;
  56108. faceUV?: Vector4[];
  56109. faceColors?: Color4[];
  56110. sideOrientation?: number;
  56111. updatable?: boolean;
  56112. }, scene?: Nullable<Scene>): Mesh;
  56113. }
  56114. }
  56115. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  56116. import { Vector4 } from "babylonjs/Maths/math.vector";
  56117. import { Mesh } from "babylonjs/Meshes/mesh";
  56118. /**
  56119. * Class containing static functions to help procedurally build meshes
  56120. */
  56121. export class TorusKnotBuilder {
  56122. /**
  56123. * Creates a torus knot mesh
  56124. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  56125. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  56126. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  56127. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  56128. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56129. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56130. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56131. * @param name defines the name of the mesh
  56132. * @param options defines the options used to create the mesh
  56133. * @param scene defines the hosting scene
  56134. * @returns the torus knot mesh
  56135. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  56136. */
  56137. static CreateTorusKnot(name: string, options: {
  56138. radius?: number;
  56139. tube?: number;
  56140. radialSegments?: number;
  56141. tubularSegments?: number;
  56142. p?: number;
  56143. q?: number;
  56144. updatable?: boolean;
  56145. sideOrientation?: number;
  56146. frontUVs?: Vector4;
  56147. backUVs?: Vector4;
  56148. }, scene: any): Mesh;
  56149. }
  56150. }
  56151. declare module "babylonjs/Meshes/polygonMesh" {
  56152. import { Scene } from "babylonjs/scene";
  56153. import { Vector2 } from "babylonjs/Maths/math.vector";
  56154. import { Mesh } from "babylonjs/Meshes/mesh";
  56155. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  56156. import { Path2 } from "babylonjs/Maths/math.path";
  56157. /**
  56158. * Polygon
  56159. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  56160. */
  56161. export class Polygon {
  56162. /**
  56163. * Creates a rectangle
  56164. * @param xmin bottom X coord
  56165. * @param ymin bottom Y coord
  56166. * @param xmax top X coord
  56167. * @param ymax top Y coord
  56168. * @returns points that make the resulting rectation
  56169. */
  56170. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  56171. /**
  56172. * Creates a circle
  56173. * @param radius radius of circle
  56174. * @param cx scale in x
  56175. * @param cy scale in y
  56176. * @param numberOfSides number of sides that make up the circle
  56177. * @returns points that make the resulting circle
  56178. */
  56179. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  56180. /**
  56181. * Creates a polygon from input string
  56182. * @param input Input polygon data
  56183. * @returns the parsed points
  56184. */
  56185. static Parse(input: string): Vector2[];
  56186. /**
  56187. * Starts building a polygon from x and y coordinates
  56188. * @param x x coordinate
  56189. * @param y y coordinate
  56190. * @returns the started path2
  56191. */
  56192. static StartingAt(x: number, y: number): Path2;
  56193. }
  56194. /**
  56195. * Builds a polygon
  56196. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  56197. */
  56198. export class PolygonMeshBuilder {
  56199. private _points;
  56200. private _outlinepoints;
  56201. private _holes;
  56202. private _name;
  56203. private _scene;
  56204. private _epoints;
  56205. private _eholes;
  56206. private _addToepoint;
  56207. /**
  56208. * Babylon reference to the earcut plugin.
  56209. */
  56210. bjsEarcut: any;
  56211. /**
  56212. * Creates a PolygonMeshBuilder
  56213. * @param name name of the builder
  56214. * @param contours Path of the polygon
  56215. * @param scene scene to add to when creating the mesh
  56216. * @param earcutInjection can be used to inject your own earcut reference
  56217. */
  56218. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  56219. /**
  56220. * Adds a whole within the polygon
  56221. * @param hole Array of points defining the hole
  56222. * @returns this
  56223. */
  56224. addHole(hole: Vector2[]): PolygonMeshBuilder;
  56225. /**
  56226. * Creates the polygon
  56227. * @param updatable If the mesh should be updatable
  56228. * @param depth The depth of the mesh created
  56229. * @returns the created mesh
  56230. */
  56231. build(updatable?: boolean, depth?: number): Mesh;
  56232. /**
  56233. * Creates the polygon
  56234. * @param depth The depth of the mesh created
  56235. * @returns the created VertexData
  56236. */
  56237. buildVertexData(depth?: number): VertexData;
  56238. /**
  56239. * Adds a side to the polygon
  56240. * @param positions points that make the polygon
  56241. * @param normals normals of the polygon
  56242. * @param uvs uvs of the polygon
  56243. * @param indices indices of the polygon
  56244. * @param bounds bounds of the polygon
  56245. * @param points points of the polygon
  56246. * @param depth depth of the polygon
  56247. * @param flip flip of the polygon
  56248. */
  56249. private addSide;
  56250. }
  56251. }
  56252. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  56253. import { Scene } from "babylonjs/scene";
  56254. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56255. import { Color4 } from "babylonjs/Maths/math.color";
  56256. import { Mesh } from "babylonjs/Meshes/mesh";
  56257. import { Nullable } from "babylonjs/types";
  56258. /**
  56259. * Class containing static functions to help procedurally build meshes
  56260. */
  56261. export class PolygonBuilder {
  56262. /**
  56263. * Creates a polygon mesh
  56264. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  56265. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  56266. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56267. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56268. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  56269. * * Remember you can only change the shape positions, not their number when updating a polygon
  56270. * @param name defines the name of the mesh
  56271. * @param options defines the options used to create the mesh
  56272. * @param scene defines the hosting scene
  56273. * @param earcutInjection can be used to inject your own earcut reference
  56274. * @returns the polygon mesh
  56275. */
  56276. static CreatePolygon(name: string, options: {
  56277. shape: Vector3[];
  56278. holes?: Vector3[][];
  56279. depth?: number;
  56280. faceUV?: Vector4[];
  56281. faceColors?: Color4[];
  56282. updatable?: boolean;
  56283. sideOrientation?: number;
  56284. frontUVs?: Vector4;
  56285. backUVs?: Vector4;
  56286. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56287. /**
  56288. * Creates an extruded polygon mesh, with depth in the Y direction.
  56289. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  56290. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56291. * @param name defines the name of the mesh
  56292. * @param options defines the options used to create the mesh
  56293. * @param scene defines the hosting scene
  56294. * @param earcutInjection can be used to inject your own earcut reference
  56295. * @returns the polygon mesh
  56296. */
  56297. static ExtrudePolygon(name: string, options: {
  56298. shape: Vector3[];
  56299. holes?: Vector3[][];
  56300. depth?: number;
  56301. faceUV?: Vector4[];
  56302. faceColors?: Color4[];
  56303. updatable?: boolean;
  56304. sideOrientation?: number;
  56305. frontUVs?: Vector4;
  56306. backUVs?: Vector4;
  56307. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56308. }
  56309. }
  56310. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  56311. import { Scene } from "babylonjs/scene";
  56312. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56313. import { Mesh } from "babylonjs/Meshes/mesh";
  56314. import { Nullable } from "babylonjs/types";
  56315. /**
  56316. * Class containing static functions to help procedurally build meshes
  56317. */
  56318. export class LatheBuilder {
  56319. /**
  56320. * Creates lathe mesh.
  56321. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  56322. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  56323. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  56324. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  56325. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  56326. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  56327. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  56328. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  56329. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56330. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56331. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56332. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56333. * @param name defines the name of the mesh
  56334. * @param options defines the options used to create the mesh
  56335. * @param scene defines the hosting scene
  56336. * @returns the lathe mesh
  56337. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  56338. */
  56339. static CreateLathe(name: string, options: {
  56340. shape: Vector3[];
  56341. radius?: number;
  56342. tessellation?: number;
  56343. clip?: number;
  56344. arc?: number;
  56345. closed?: boolean;
  56346. updatable?: boolean;
  56347. sideOrientation?: number;
  56348. frontUVs?: Vector4;
  56349. backUVs?: Vector4;
  56350. cap?: number;
  56351. invertUV?: boolean;
  56352. }, scene?: Nullable<Scene>): Mesh;
  56353. }
  56354. }
  56355. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  56356. import { Nullable } from "babylonjs/types";
  56357. import { Scene } from "babylonjs/scene";
  56358. import { Vector4 } from "babylonjs/Maths/math.vector";
  56359. import { Mesh } from "babylonjs/Meshes/mesh";
  56360. /**
  56361. * Class containing static functions to help procedurally build meshes
  56362. */
  56363. export class TiledPlaneBuilder {
  56364. /**
  56365. * Creates a tiled plane mesh
  56366. * * The parameter `pattern` will, depending on value, do nothing or
  56367. * * * flip (reflect about central vertical) alternate tiles across and up
  56368. * * * flip every tile on alternate rows
  56369. * * * rotate (180 degs) alternate tiles across and up
  56370. * * * rotate every tile on alternate rows
  56371. * * * flip and rotate alternate tiles across and up
  56372. * * * flip and rotate every tile on alternate rows
  56373. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  56374. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  56375. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56376. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56377. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  56378. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  56379. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  56380. * @param name defines the name of the mesh
  56381. * @param options defines the options used to create the mesh
  56382. * @param scene defines the hosting scene
  56383. * @returns the box mesh
  56384. */
  56385. static CreateTiledPlane(name: string, options: {
  56386. pattern?: number;
  56387. tileSize?: number;
  56388. tileWidth?: number;
  56389. tileHeight?: number;
  56390. size?: number;
  56391. width?: number;
  56392. height?: number;
  56393. alignHorizontal?: number;
  56394. alignVertical?: number;
  56395. sideOrientation?: number;
  56396. frontUVs?: Vector4;
  56397. backUVs?: Vector4;
  56398. updatable?: boolean;
  56399. }, scene?: Nullable<Scene>): Mesh;
  56400. }
  56401. }
  56402. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  56403. import { Nullable } from "babylonjs/types";
  56404. import { Scene } from "babylonjs/scene";
  56405. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56406. import { Mesh } from "babylonjs/Meshes/mesh";
  56407. /**
  56408. * Class containing static functions to help procedurally build meshes
  56409. */
  56410. export class TubeBuilder {
  56411. /**
  56412. * Creates a tube mesh.
  56413. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  56414. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  56415. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  56416. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  56417. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  56418. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  56419. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  56420. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  56421. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  56422. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56423. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56424. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56425. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56426. * @param name defines the name of the mesh
  56427. * @param options defines the options used to create the mesh
  56428. * @param scene defines the hosting scene
  56429. * @returns the tube mesh
  56430. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56431. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  56432. */
  56433. static CreateTube(name: string, options: {
  56434. path: Vector3[];
  56435. radius?: number;
  56436. tessellation?: number;
  56437. radiusFunction?: {
  56438. (i: number, distance: number): number;
  56439. };
  56440. cap?: number;
  56441. arc?: number;
  56442. updatable?: boolean;
  56443. sideOrientation?: number;
  56444. frontUVs?: Vector4;
  56445. backUVs?: Vector4;
  56446. instance?: Mesh;
  56447. invertUV?: boolean;
  56448. }, scene?: Nullable<Scene>): Mesh;
  56449. }
  56450. }
  56451. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  56452. import { Scene } from "babylonjs/scene";
  56453. import { Vector4 } from "babylonjs/Maths/math.vector";
  56454. import { Mesh } from "babylonjs/Meshes/mesh";
  56455. import { Nullable } from "babylonjs/types";
  56456. /**
  56457. * Class containing static functions to help procedurally build meshes
  56458. */
  56459. export class IcoSphereBuilder {
  56460. /**
  56461. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  56462. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  56463. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  56464. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  56465. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  56466. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56467. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56468. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56469. * @param name defines the name of the mesh
  56470. * @param options defines the options used to create the mesh
  56471. * @param scene defines the hosting scene
  56472. * @returns the icosahedron mesh
  56473. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  56474. */
  56475. static CreateIcoSphere(name: string, options: {
  56476. radius?: number;
  56477. radiusX?: number;
  56478. radiusY?: number;
  56479. radiusZ?: number;
  56480. flat?: boolean;
  56481. subdivisions?: number;
  56482. sideOrientation?: number;
  56483. frontUVs?: Vector4;
  56484. backUVs?: Vector4;
  56485. updatable?: boolean;
  56486. }, scene?: Nullable<Scene>): Mesh;
  56487. }
  56488. }
  56489. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  56490. import { Vector3 } from "babylonjs/Maths/math.vector";
  56491. import { Mesh } from "babylonjs/Meshes/mesh";
  56492. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56493. /**
  56494. * Class containing static functions to help procedurally build meshes
  56495. */
  56496. export class DecalBuilder {
  56497. /**
  56498. * Creates a decal mesh.
  56499. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  56500. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  56501. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  56502. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  56503. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  56504. * @param name defines the name of the mesh
  56505. * @param sourceMesh defines the mesh where the decal must be applied
  56506. * @param options defines the options used to create the mesh
  56507. * @param scene defines the hosting scene
  56508. * @returns the decal mesh
  56509. * @see https://doc.babylonjs.com/how_to/decals
  56510. */
  56511. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  56512. position?: Vector3;
  56513. normal?: Vector3;
  56514. size?: Vector3;
  56515. angle?: number;
  56516. }): Mesh;
  56517. }
  56518. }
  56519. declare module "babylonjs/Meshes/meshBuilder" {
  56520. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  56521. import { Nullable } from "babylonjs/types";
  56522. import { Scene } from "babylonjs/scene";
  56523. import { Mesh } from "babylonjs/Meshes/mesh";
  56524. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  56525. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  56526. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56527. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  56528. import { Plane } from "babylonjs/Maths/math.plane";
  56529. /**
  56530. * Class containing static functions to help procedurally build meshes
  56531. */
  56532. export class MeshBuilder {
  56533. /**
  56534. * Creates a box mesh
  56535. * * The parameter `size` sets the size (float) of each box side (default 1)
  56536. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  56537. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  56538. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56539. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56540. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56541. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56542. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  56543. * @param name defines the name of the mesh
  56544. * @param options defines the options used to create the mesh
  56545. * @param scene defines the hosting scene
  56546. * @returns the box mesh
  56547. */
  56548. static CreateBox(name: string, options: {
  56549. size?: number;
  56550. width?: number;
  56551. height?: number;
  56552. depth?: number;
  56553. faceUV?: Vector4[];
  56554. faceColors?: Color4[];
  56555. sideOrientation?: number;
  56556. frontUVs?: Vector4;
  56557. backUVs?: Vector4;
  56558. updatable?: boolean;
  56559. }, scene?: Nullable<Scene>): Mesh;
  56560. /**
  56561. * Creates a tiled box mesh
  56562. * * faceTiles sets the pattern, tile size and number of tiles for a face
  56563. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56564. * @param name defines the name of the mesh
  56565. * @param options defines the options used to create the mesh
  56566. * @param scene defines the hosting scene
  56567. * @returns the tiled box mesh
  56568. */
  56569. static CreateTiledBox(name: string, options: {
  56570. pattern?: number;
  56571. size?: number;
  56572. width?: number;
  56573. height?: number;
  56574. depth: number;
  56575. tileSize?: number;
  56576. tileWidth?: number;
  56577. tileHeight?: number;
  56578. faceUV?: Vector4[];
  56579. faceColors?: Color4[];
  56580. alignHorizontal?: number;
  56581. alignVertical?: number;
  56582. sideOrientation?: number;
  56583. updatable?: boolean;
  56584. }, scene?: Nullable<Scene>): Mesh;
  56585. /**
  56586. * Creates a sphere mesh
  56587. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  56588. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  56589. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  56590. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  56591. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  56592. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56593. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56594. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56595. * @param name defines the name of the mesh
  56596. * @param options defines the options used to create the mesh
  56597. * @param scene defines the hosting scene
  56598. * @returns the sphere mesh
  56599. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  56600. */
  56601. static CreateSphere(name: string, options: {
  56602. segments?: number;
  56603. diameter?: number;
  56604. diameterX?: number;
  56605. diameterY?: number;
  56606. diameterZ?: number;
  56607. arc?: number;
  56608. slice?: number;
  56609. sideOrientation?: number;
  56610. frontUVs?: Vector4;
  56611. backUVs?: Vector4;
  56612. updatable?: boolean;
  56613. }, scene?: Nullable<Scene>): Mesh;
  56614. /**
  56615. * Creates a plane polygonal mesh. By default, this is a disc
  56616. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  56617. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  56618. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  56619. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56620. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56621. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56622. * @param name defines the name of the mesh
  56623. * @param options defines the options used to create the mesh
  56624. * @param scene defines the hosting scene
  56625. * @returns the plane polygonal mesh
  56626. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  56627. */
  56628. static CreateDisc(name: string, options: {
  56629. radius?: number;
  56630. tessellation?: number;
  56631. arc?: number;
  56632. updatable?: boolean;
  56633. sideOrientation?: number;
  56634. frontUVs?: Vector4;
  56635. backUVs?: Vector4;
  56636. }, scene?: Nullable<Scene>): Mesh;
  56637. /**
  56638. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  56639. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  56640. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  56641. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  56642. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  56643. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56644. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56645. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56646. * @param name defines the name of the mesh
  56647. * @param options defines the options used to create the mesh
  56648. * @param scene defines the hosting scene
  56649. * @returns the icosahedron mesh
  56650. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  56651. */
  56652. static CreateIcoSphere(name: string, options: {
  56653. radius?: number;
  56654. radiusX?: number;
  56655. radiusY?: number;
  56656. radiusZ?: number;
  56657. flat?: boolean;
  56658. subdivisions?: number;
  56659. sideOrientation?: number;
  56660. frontUVs?: Vector4;
  56661. backUVs?: Vector4;
  56662. updatable?: boolean;
  56663. }, scene?: Nullable<Scene>): Mesh;
  56664. /**
  56665. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  56666. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  56667. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  56668. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  56669. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  56670. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  56671. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  56672. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56673. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56674. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56675. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  56676. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  56677. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  56678. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  56679. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56680. * @param name defines the name of the mesh
  56681. * @param options defines the options used to create the mesh
  56682. * @param scene defines the hosting scene
  56683. * @returns the ribbon mesh
  56684. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  56685. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56686. */
  56687. static CreateRibbon(name: string, options: {
  56688. pathArray: Vector3[][];
  56689. closeArray?: boolean;
  56690. closePath?: boolean;
  56691. offset?: number;
  56692. updatable?: boolean;
  56693. sideOrientation?: number;
  56694. frontUVs?: Vector4;
  56695. backUVs?: Vector4;
  56696. instance?: Mesh;
  56697. invertUV?: boolean;
  56698. uvs?: Vector2[];
  56699. colors?: Color4[];
  56700. }, scene?: Nullable<Scene>): Mesh;
  56701. /**
  56702. * Creates a cylinder or a cone mesh
  56703. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  56704. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  56705. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  56706. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  56707. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  56708. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  56709. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  56710. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  56711. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  56712. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  56713. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  56714. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  56715. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  56716. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  56717. * * If `enclose` is false, a ring surface is one element.
  56718. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  56719. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  56720. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56721. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56722. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56723. * @param name defines the name of the mesh
  56724. * @param options defines the options used to create the mesh
  56725. * @param scene defines the hosting scene
  56726. * @returns the cylinder mesh
  56727. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  56728. */
  56729. static CreateCylinder(name: string, options: {
  56730. height?: number;
  56731. diameterTop?: number;
  56732. diameterBottom?: number;
  56733. diameter?: number;
  56734. tessellation?: number;
  56735. subdivisions?: number;
  56736. arc?: number;
  56737. faceColors?: Color4[];
  56738. faceUV?: Vector4[];
  56739. updatable?: boolean;
  56740. hasRings?: boolean;
  56741. enclose?: boolean;
  56742. cap?: number;
  56743. sideOrientation?: number;
  56744. frontUVs?: Vector4;
  56745. backUVs?: Vector4;
  56746. }, scene?: Nullable<Scene>): Mesh;
  56747. /**
  56748. * Creates a torus mesh
  56749. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  56750. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  56751. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  56752. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56753. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56754. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56755. * @param name defines the name of the mesh
  56756. * @param options defines the options used to create the mesh
  56757. * @param scene defines the hosting scene
  56758. * @returns the torus mesh
  56759. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  56760. */
  56761. static CreateTorus(name: string, options: {
  56762. diameter?: number;
  56763. thickness?: number;
  56764. tessellation?: number;
  56765. updatable?: boolean;
  56766. sideOrientation?: number;
  56767. frontUVs?: Vector4;
  56768. backUVs?: Vector4;
  56769. }, scene?: Nullable<Scene>): Mesh;
  56770. /**
  56771. * Creates a torus knot mesh
  56772. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  56773. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  56774. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  56775. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  56776. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56777. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56778. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56779. * @param name defines the name of the mesh
  56780. * @param options defines the options used to create the mesh
  56781. * @param scene defines the hosting scene
  56782. * @returns the torus knot mesh
  56783. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  56784. */
  56785. static CreateTorusKnot(name: string, options: {
  56786. radius?: number;
  56787. tube?: number;
  56788. radialSegments?: number;
  56789. tubularSegments?: number;
  56790. p?: number;
  56791. q?: number;
  56792. updatable?: boolean;
  56793. sideOrientation?: number;
  56794. frontUVs?: Vector4;
  56795. backUVs?: Vector4;
  56796. }, scene?: Nullable<Scene>): Mesh;
  56797. /**
  56798. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  56799. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  56800. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  56801. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  56802. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  56803. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  56804. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  56805. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  56806. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  56807. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56808. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  56809. * @param name defines the name of the new line system
  56810. * @param options defines the options used to create the line system
  56811. * @param scene defines the hosting scene
  56812. * @returns a new line system mesh
  56813. */
  56814. static CreateLineSystem(name: string, options: {
  56815. lines: Vector3[][];
  56816. updatable?: boolean;
  56817. instance?: Nullable<LinesMesh>;
  56818. colors?: Nullable<Color4[][]>;
  56819. useVertexAlpha?: boolean;
  56820. }, scene: Nullable<Scene>): LinesMesh;
  56821. /**
  56822. * Creates a line mesh
  56823. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  56824. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  56825. * * The parameter `points` is an array successive Vector3
  56826. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  56827. * * The optional parameter `colors` is an array of successive Color4, one per line point
  56828. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  56829. * * When updating an instance, remember that only point positions can change, not the number of points
  56830. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56831. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  56832. * @param name defines the name of the new line system
  56833. * @param options defines the options used to create the line system
  56834. * @param scene defines the hosting scene
  56835. * @returns a new line mesh
  56836. */
  56837. static CreateLines(name: string, options: {
  56838. points: Vector3[];
  56839. updatable?: boolean;
  56840. instance?: Nullable<LinesMesh>;
  56841. colors?: Color4[];
  56842. useVertexAlpha?: boolean;
  56843. }, scene?: Nullable<Scene>): LinesMesh;
  56844. /**
  56845. * Creates a dashed line mesh
  56846. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  56847. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  56848. * * The parameter `points` is an array successive Vector3
  56849. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  56850. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  56851. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  56852. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  56853. * * When updating an instance, remember that only point positions can change, not the number of points
  56854. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56855. * @param name defines the name of the mesh
  56856. * @param options defines the options used to create the mesh
  56857. * @param scene defines the hosting scene
  56858. * @returns the dashed line mesh
  56859. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  56860. */
  56861. static CreateDashedLines(name: string, options: {
  56862. points: Vector3[];
  56863. dashSize?: number;
  56864. gapSize?: number;
  56865. dashNb?: number;
  56866. updatable?: boolean;
  56867. instance?: LinesMesh;
  56868. }, scene?: Nullable<Scene>): LinesMesh;
  56869. /**
  56870. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  56871. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  56872. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  56873. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  56874. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  56875. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  56876. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  56877. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  56878. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56879. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56880. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  56881. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56882. * @param name defines the name of the mesh
  56883. * @param options defines the options used to create the mesh
  56884. * @param scene defines the hosting scene
  56885. * @returns the extruded shape mesh
  56886. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56887. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  56888. */
  56889. static ExtrudeShape(name: string, options: {
  56890. shape: Vector3[];
  56891. path: Vector3[];
  56892. scale?: number;
  56893. rotation?: number;
  56894. cap?: number;
  56895. updatable?: boolean;
  56896. sideOrientation?: number;
  56897. frontUVs?: Vector4;
  56898. backUVs?: Vector4;
  56899. instance?: Mesh;
  56900. invertUV?: boolean;
  56901. }, scene?: Nullable<Scene>): Mesh;
  56902. /**
  56903. * Creates an custom extruded shape mesh.
  56904. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  56905. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  56906. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  56907. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  56908. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  56909. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  56910. * * It must returns a float value that will be the scale value applied to the shape on each path point
  56911. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  56912. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  56913. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  56914. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  56915. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  56916. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56917. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56918. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56919. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56920. * @param name defines the name of the mesh
  56921. * @param options defines the options used to create the mesh
  56922. * @param scene defines the hosting scene
  56923. * @returns the custom extruded shape mesh
  56924. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  56925. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56926. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  56927. */
  56928. static ExtrudeShapeCustom(name: string, options: {
  56929. shape: Vector3[];
  56930. path: Vector3[];
  56931. scaleFunction?: any;
  56932. rotationFunction?: any;
  56933. ribbonCloseArray?: boolean;
  56934. ribbonClosePath?: boolean;
  56935. cap?: number;
  56936. updatable?: boolean;
  56937. sideOrientation?: number;
  56938. frontUVs?: Vector4;
  56939. backUVs?: Vector4;
  56940. instance?: Mesh;
  56941. invertUV?: boolean;
  56942. }, scene?: Nullable<Scene>): Mesh;
  56943. /**
  56944. * Creates lathe mesh.
  56945. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  56946. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  56947. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  56948. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  56949. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  56950. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  56951. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  56952. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  56953. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56954. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56955. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56956. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56957. * @param name defines the name of the mesh
  56958. * @param options defines the options used to create the mesh
  56959. * @param scene defines the hosting scene
  56960. * @returns the lathe mesh
  56961. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  56962. */
  56963. static CreateLathe(name: string, options: {
  56964. shape: Vector3[];
  56965. radius?: number;
  56966. tessellation?: number;
  56967. clip?: number;
  56968. arc?: number;
  56969. closed?: boolean;
  56970. updatable?: boolean;
  56971. sideOrientation?: number;
  56972. frontUVs?: Vector4;
  56973. backUVs?: Vector4;
  56974. cap?: number;
  56975. invertUV?: boolean;
  56976. }, scene?: Nullable<Scene>): Mesh;
  56977. /**
  56978. * Creates a tiled plane mesh
  56979. * * You can set a limited pattern arrangement with the tiles
  56980. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56981. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56982. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56983. * @param name defines the name of the mesh
  56984. * @param options defines the options used to create the mesh
  56985. * @param scene defines the hosting scene
  56986. * @returns the plane mesh
  56987. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  56988. */
  56989. static CreateTiledPlane(name: string, options: {
  56990. pattern?: number;
  56991. tileSize?: number;
  56992. tileWidth?: number;
  56993. tileHeight?: number;
  56994. size?: number;
  56995. width?: number;
  56996. height?: number;
  56997. alignHorizontal?: number;
  56998. alignVertical?: number;
  56999. sideOrientation?: number;
  57000. frontUVs?: Vector4;
  57001. backUVs?: Vector4;
  57002. updatable?: boolean;
  57003. }, scene?: Nullable<Scene>): Mesh;
  57004. /**
  57005. * Creates a plane mesh
  57006. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  57007. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  57008. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  57009. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57010. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57011. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57012. * @param name defines the name of the mesh
  57013. * @param options defines the options used to create the mesh
  57014. * @param scene defines the hosting scene
  57015. * @returns the plane mesh
  57016. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  57017. */
  57018. static CreatePlane(name: string, options: {
  57019. size?: number;
  57020. width?: number;
  57021. height?: number;
  57022. sideOrientation?: number;
  57023. frontUVs?: Vector4;
  57024. backUVs?: Vector4;
  57025. updatable?: boolean;
  57026. sourcePlane?: Plane;
  57027. }, scene?: Nullable<Scene>): Mesh;
  57028. /**
  57029. * Creates a ground mesh
  57030. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  57031. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  57032. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57033. * @param name defines the name of the mesh
  57034. * @param options defines the options used to create the mesh
  57035. * @param scene defines the hosting scene
  57036. * @returns the ground mesh
  57037. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  57038. */
  57039. static CreateGround(name: string, options: {
  57040. width?: number;
  57041. height?: number;
  57042. subdivisions?: number;
  57043. subdivisionsX?: number;
  57044. subdivisionsY?: number;
  57045. updatable?: boolean;
  57046. }, scene?: Nullable<Scene>): Mesh;
  57047. /**
  57048. * Creates a tiled ground mesh
  57049. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  57050. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  57051. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  57052. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  57053. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57054. * @param name defines the name of the mesh
  57055. * @param options defines the options used to create the mesh
  57056. * @param scene defines the hosting scene
  57057. * @returns the tiled ground mesh
  57058. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  57059. */
  57060. static CreateTiledGround(name: string, options: {
  57061. xmin: number;
  57062. zmin: number;
  57063. xmax: number;
  57064. zmax: number;
  57065. subdivisions?: {
  57066. w: number;
  57067. h: number;
  57068. };
  57069. precision?: {
  57070. w: number;
  57071. h: number;
  57072. };
  57073. updatable?: boolean;
  57074. }, scene?: Nullable<Scene>): Mesh;
  57075. /**
  57076. * Creates a ground mesh from a height map
  57077. * * The parameter `url` sets the URL of the height map image resource.
  57078. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  57079. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  57080. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  57081. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  57082. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  57083. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  57084. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  57085. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57086. * @param name defines the name of the mesh
  57087. * @param url defines the url to the height map
  57088. * @param options defines the options used to create the mesh
  57089. * @param scene defines the hosting scene
  57090. * @returns the ground mesh
  57091. * @see https://doc.babylonjs.com/babylon101/height_map
  57092. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  57093. */
  57094. static CreateGroundFromHeightMap(name: string, url: string, options: {
  57095. width?: number;
  57096. height?: number;
  57097. subdivisions?: number;
  57098. minHeight?: number;
  57099. maxHeight?: number;
  57100. colorFilter?: Color3;
  57101. alphaFilter?: number;
  57102. updatable?: boolean;
  57103. onReady?: (mesh: GroundMesh) => void;
  57104. }, scene?: Nullable<Scene>): GroundMesh;
  57105. /**
  57106. * Creates a polygon mesh
  57107. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  57108. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  57109. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  57110. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57111. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  57112. * * Remember you can only change the shape positions, not their number when updating a polygon
  57113. * @param name defines the name of the mesh
  57114. * @param options defines the options used to create the mesh
  57115. * @param scene defines the hosting scene
  57116. * @param earcutInjection can be used to inject your own earcut reference
  57117. * @returns the polygon mesh
  57118. */
  57119. static CreatePolygon(name: string, options: {
  57120. shape: Vector3[];
  57121. holes?: Vector3[][];
  57122. depth?: number;
  57123. faceUV?: Vector4[];
  57124. faceColors?: Color4[];
  57125. updatable?: boolean;
  57126. sideOrientation?: number;
  57127. frontUVs?: Vector4;
  57128. backUVs?: Vector4;
  57129. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57130. /**
  57131. * Creates an extruded polygon mesh, with depth in the Y direction.
  57132. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  57133. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57134. * @param name defines the name of the mesh
  57135. * @param options defines the options used to create the mesh
  57136. * @param scene defines the hosting scene
  57137. * @param earcutInjection can be used to inject your own earcut reference
  57138. * @returns the polygon mesh
  57139. */
  57140. static ExtrudePolygon(name: string, options: {
  57141. shape: Vector3[];
  57142. holes?: Vector3[][];
  57143. depth?: number;
  57144. faceUV?: Vector4[];
  57145. faceColors?: Color4[];
  57146. updatable?: boolean;
  57147. sideOrientation?: number;
  57148. frontUVs?: Vector4;
  57149. backUVs?: Vector4;
  57150. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57151. /**
  57152. * Creates a tube mesh.
  57153. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  57154. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  57155. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  57156. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  57157. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  57158. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  57159. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  57160. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  57161. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  57162. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57163. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57164. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57165. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57166. * @param name defines the name of the mesh
  57167. * @param options defines the options used to create the mesh
  57168. * @param scene defines the hosting scene
  57169. * @returns the tube mesh
  57170. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57171. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  57172. */
  57173. static CreateTube(name: string, options: {
  57174. path: Vector3[];
  57175. radius?: number;
  57176. tessellation?: number;
  57177. radiusFunction?: {
  57178. (i: number, distance: number): number;
  57179. };
  57180. cap?: number;
  57181. arc?: number;
  57182. updatable?: boolean;
  57183. sideOrientation?: number;
  57184. frontUVs?: Vector4;
  57185. backUVs?: Vector4;
  57186. instance?: Mesh;
  57187. invertUV?: boolean;
  57188. }, scene?: Nullable<Scene>): Mesh;
  57189. /**
  57190. * Creates a polyhedron mesh
  57191. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  57192. * * The parameter `size` (positive float, default 1) sets the polygon size
  57193. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  57194. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  57195. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  57196. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  57197. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57198. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  57199. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57200. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57201. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57202. * @param name defines the name of the mesh
  57203. * @param options defines the options used to create the mesh
  57204. * @param scene defines the hosting scene
  57205. * @returns the polyhedron mesh
  57206. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  57207. */
  57208. static CreatePolyhedron(name: string, options: {
  57209. type?: number;
  57210. size?: number;
  57211. sizeX?: number;
  57212. sizeY?: number;
  57213. sizeZ?: number;
  57214. custom?: any;
  57215. faceUV?: Vector4[];
  57216. faceColors?: Color4[];
  57217. flat?: boolean;
  57218. updatable?: boolean;
  57219. sideOrientation?: number;
  57220. frontUVs?: Vector4;
  57221. backUVs?: Vector4;
  57222. }, scene?: Nullable<Scene>): Mesh;
  57223. /**
  57224. * Creates a decal mesh.
  57225. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  57226. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  57227. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  57228. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  57229. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  57230. * @param name defines the name of the mesh
  57231. * @param sourceMesh defines the mesh where the decal must be applied
  57232. * @param options defines the options used to create the mesh
  57233. * @param scene defines the hosting scene
  57234. * @returns the decal mesh
  57235. * @see https://doc.babylonjs.com/how_to/decals
  57236. */
  57237. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  57238. position?: Vector3;
  57239. normal?: Vector3;
  57240. size?: Vector3;
  57241. angle?: number;
  57242. }): Mesh;
  57243. }
  57244. }
  57245. declare module "babylonjs/Meshes/meshSimplification" {
  57246. import { Mesh } from "babylonjs/Meshes/mesh";
  57247. /**
  57248. * A simplifier interface for future simplification implementations
  57249. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57250. */
  57251. export interface ISimplifier {
  57252. /**
  57253. * Simplification of a given mesh according to the given settings.
  57254. * Since this requires computation, it is assumed that the function runs async.
  57255. * @param settings The settings of the simplification, including quality and distance
  57256. * @param successCallback A callback that will be called after the mesh was simplified.
  57257. * @param errorCallback in case of an error, this callback will be called. optional.
  57258. */
  57259. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  57260. }
  57261. /**
  57262. * Expected simplification settings.
  57263. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  57264. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57265. */
  57266. export interface ISimplificationSettings {
  57267. /**
  57268. * Gets or sets the expected quality
  57269. */
  57270. quality: number;
  57271. /**
  57272. * Gets or sets the distance when this optimized version should be used
  57273. */
  57274. distance: number;
  57275. /**
  57276. * Gets an already optimized mesh
  57277. */
  57278. optimizeMesh?: boolean;
  57279. }
  57280. /**
  57281. * Class used to specify simplification options
  57282. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57283. */
  57284. export class SimplificationSettings implements ISimplificationSettings {
  57285. /** expected quality */
  57286. quality: number;
  57287. /** distance when this optimized version should be used */
  57288. distance: number;
  57289. /** already optimized mesh */
  57290. optimizeMesh?: boolean | undefined;
  57291. /**
  57292. * Creates a SimplificationSettings
  57293. * @param quality expected quality
  57294. * @param distance distance when this optimized version should be used
  57295. * @param optimizeMesh already optimized mesh
  57296. */
  57297. constructor(
  57298. /** expected quality */
  57299. quality: number,
  57300. /** distance when this optimized version should be used */
  57301. distance: number,
  57302. /** already optimized mesh */
  57303. optimizeMesh?: boolean | undefined);
  57304. }
  57305. /**
  57306. * Interface used to define a simplification task
  57307. */
  57308. export interface ISimplificationTask {
  57309. /**
  57310. * Array of settings
  57311. */
  57312. settings: Array<ISimplificationSettings>;
  57313. /**
  57314. * Simplification type
  57315. */
  57316. simplificationType: SimplificationType;
  57317. /**
  57318. * Mesh to simplify
  57319. */
  57320. mesh: Mesh;
  57321. /**
  57322. * Callback called on success
  57323. */
  57324. successCallback?: () => void;
  57325. /**
  57326. * Defines if parallel processing can be used
  57327. */
  57328. parallelProcessing: boolean;
  57329. }
  57330. /**
  57331. * Queue used to order the simplification tasks
  57332. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57333. */
  57334. export class SimplificationQueue {
  57335. private _simplificationArray;
  57336. /**
  57337. * Gets a boolean indicating that the process is still running
  57338. */
  57339. running: boolean;
  57340. /**
  57341. * Creates a new queue
  57342. */
  57343. constructor();
  57344. /**
  57345. * Adds a new simplification task
  57346. * @param task defines a task to add
  57347. */
  57348. addTask(task: ISimplificationTask): void;
  57349. /**
  57350. * Execute next task
  57351. */
  57352. executeNext(): void;
  57353. /**
  57354. * Execute a simplification task
  57355. * @param task defines the task to run
  57356. */
  57357. runSimplification(task: ISimplificationTask): void;
  57358. private getSimplifier;
  57359. }
  57360. /**
  57361. * The implemented types of simplification
  57362. * At the moment only Quadratic Error Decimation is implemented
  57363. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57364. */
  57365. export enum SimplificationType {
  57366. /** Quadratic error decimation */
  57367. QUADRATIC = 0
  57368. }
  57369. }
  57370. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  57371. import { Scene } from "babylonjs/scene";
  57372. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  57373. import { ISceneComponent } from "babylonjs/sceneComponent";
  57374. module "babylonjs/scene" {
  57375. interface Scene {
  57376. /** @hidden (Backing field) */
  57377. _simplificationQueue: SimplificationQueue;
  57378. /**
  57379. * Gets or sets the simplification queue attached to the scene
  57380. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57381. */
  57382. simplificationQueue: SimplificationQueue;
  57383. }
  57384. }
  57385. module "babylonjs/Meshes/mesh" {
  57386. interface Mesh {
  57387. /**
  57388. * Simplify the mesh according to the given array of settings.
  57389. * Function will return immediately and will simplify async
  57390. * @param settings a collection of simplification settings
  57391. * @param parallelProcessing should all levels calculate parallel or one after the other
  57392. * @param simplificationType the type of simplification to run
  57393. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  57394. * @returns the current mesh
  57395. */
  57396. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  57397. }
  57398. }
  57399. /**
  57400. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  57401. * created in a scene
  57402. */
  57403. export class SimplicationQueueSceneComponent implements ISceneComponent {
  57404. /**
  57405. * The component name helpfull to identify the component in the list of scene components.
  57406. */
  57407. readonly name: string;
  57408. /**
  57409. * The scene the component belongs to.
  57410. */
  57411. scene: Scene;
  57412. /**
  57413. * Creates a new instance of the component for the given scene
  57414. * @param scene Defines the scene to register the component in
  57415. */
  57416. constructor(scene: Scene);
  57417. /**
  57418. * Registers the component in a given scene
  57419. */
  57420. register(): void;
  57421. /**
  57422. * Rebuilds the elements related to this component in case of
  57423. * context lost for instance.
  57424. */
  57425. rebuild(): void;
  57426. /**
  57427. * Disposes the component and the associated ressources
  57428. */
  57429. dispose(): void;
  57430. private _beforeCameraUpdate;
  57431. }
  57432. }
  57433. declare module "babylonjs/Meshes/Builders/index" {
  57434. export * from "babylonjs/Meshes/Builders/boxBuilder";
  57435. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  57436. export * from "babylonjs/Meshes/Builders/discBuilder";
  57437. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  57438. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  57439. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  57440. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  57441. export * from "babylonjs/Meshes/Builders/torusBuilder";
  57442. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  57443. export * from "babylonjs/Meshes/Builders/linesBuilder";
  57444. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  57445. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  57446. export * from "babylonjs/Meshes/Builders/latheBuilder";
  57447. export * from "babylonjs/Meshes/Builders/planeBuilder";
  57448. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  57449. export * from "babylonjs/Meshes/Builders/groundBuilder";
  57450. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  57451. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  57452. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  57453. export * from "babylonjs/Meshes/Builders/decalBuilder";
  57454. }
  57455. declare module "babylonjs/Meshes/index" {
  57456. export * from "babylonjs/Meshes/abstractMesh";
  57457. export * from "babylonjs/Meshes/buffer";
  57458. export * from "babylonjs/Meshes/Compression/index";
  57459. export * from "babylonjs/Meshes/csg";
  57460. export * from "babylonjs/Meshes/geometry";
  57461. export * from "babylonjs/Meshes/groundMesh";
  57462. export * from "babylonjs/Meshes/trailMesh";
  57463. export * from "babylonjs/Meshes/instancedMesh";
  57464. export * from "babylonjs/Meshes/linesMesh";
  57465. export * from "babylonjs/Meshes/mesh";
  57466. export * from "babylonjs/Meshes/mesh.vertexData";
  57467. export * from "babylonjs/Meshes/meshBuilder";
  57468. export * from "babylonjs/Meshes/meshSimplification";
  57469. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  57470. export * from "babylonjs/Meshes/polygonMesh";
  57471. export * from "babylonjs/Meshes/subMesh";
  57472. export * from "babylonjs/Meshes/meshLODLevel";
  57473. export * from "babylonjs/Meshes/transformNode";
  57474. export * from "babylonjs/Meshes/Builders/index";
  57475. export * from "babylonjs/Meshes/dataBuffer";
  57476. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  57477. }
  57478. declare module "babylonjs/Morph/index" {
  57479. export * from "babylonjs/Morph/morphTarget";
  57480. export * from "babylonjs/Morph/morphTargetManager";
  57481. }
  57482. declare module "babylonjs/Navigation/INavigationEngine" {
  57483. import { TransformNode } from "babylonjs/Meshes/transformNode";
  57484. import { Vector3 } from "babylonjs/Maths/math";
  57485. import { Mesh } from "babylonjs/Meshes/mesh";
  57486. import { Scene } from "babylonjs/scene";
  57487. /**
  57488. * Navigation plugin interface to add navigation constrained by a navigation mesh
  57489. */
  57490. export interface INavigationEnginePlugin {
  57491. /**
  57492. * plugin name
  57493. */
  57494. name: string;
  57495. /**
  57496. * Creates a navigation mesh
  57497. * @param meshes array of all the geometry used to compute the navigatio mesh
  57498. * @param parameters bunch of parameters used to filter geometry
  57499. */
  57500. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  57501. /**
  57502. * Create a navigation mesh debug mesh
  57503. * @param scene is where the mesh will be added
  57504. * @returns debug display mesh
  57505. */
  57506. createDebugNavMesh(scene: Scene): Mesh;
  57507. /**
  57508. * Get a navigation mesh constrained position, closest to the parameter position
  57509. * @param position world position
  57510. * @returns the closest point to position constrained by the navigation mesh
  57511. */
  57512. getClosestPoint(position: Vector3): Vector3;
  57513. /**
  57514. * Get a navigation mesh constrained position, within a particular radius
  57515. * @param position world position
  57516. * @param maxRadius the maximum distance to the constrained world position
  57517. * @returns the closest point to position constrained by the navigation mesh
  57518. */
  57519. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  57520. /**
  57521. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  57522. * @param start world position
  57523. * @param end world position
  57524. * @returns array containing world position composing the path
  57525. */
  57526. computePath(start: Vector3, end: Vector3): Vector3[];
  57527. /**
  57528. * If this plugin is supported
  57529. * @returns true if plugin is supported
  57530. */
  57531. isSupported(): boolean;
  57532. /**
  57533. * Create a new Crowd so you can add agents
  57534. * @param maxAgents the maximum agent count in the crowd
  57535. * @param maxAgentRadius the maximum radius an agent can have
  57536. * @param scene to attach the crowd to
  57537. * @returns the crowd you can add agents to
  57538. */
  57539. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  57540. /**
  57541. * Release all resources
  57542. */
  57543. dispose(): void;
  57544. }
  57545. /**
  57546. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  57547. */
  57548. export interface ICrowd {
  57549. /**
  57550. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  57551. * You can attach anything to that node. The node position is updated in the scene update tick.
  57552. * @param pos world position that will be constrained by the navigation mesh
  57553. * @param parameters agent parameters
  57554. * @param transform hooked to the agent that will be update by the scene
  57555. * @returns agent index
  57556. */
  57557. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  57558. /**
  57559. * Returns the agent position in world space
  57560. * @param index agent index returned by addAgent
  57561. * @returns world space position
  57562. */
  57563. getAgentPosition(index: number): Vector3;
  57564. /**
  57565. * Gets the agent velocity in world space
  57566. * @param index agent index returned by addAgent
  57567. * @returns world space velocity
  57568. */
  57569. getAgentVelocity(index: number): Vector3;
  57570. /**
  57571. * remove a particular agent previously created
  57572. * @param index agent index returned by addAgent
  57573. */
  57574. removeAgent(index: number): void;
  57575. /**
  57576. * get the list of all agents attached to this crowd
  57577. * @returns list of agent indices
  57578. */
  57579. getAgents(): number[];
  57580. /**
  57581. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  57582. * @param deltaTime in seconds
  57583. */
  57584. update(deltaTime: number): void;
  57585. /**
  57586. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  57587. * @param index agent index returned by addAgent
  57588. * @param destination targeted world position
  57589. */
  57590. agentGoto(index: number, destination: Vector3): void;
  57591. /**
  57592. * Release all resources
  57593. */
  57594. dispose(): void;
  57595. }
  57596. /**
  57597. * Configures an agent
  57598. */
  57599. export interface IAgentParameters {
  57600. /**
  57601. * Agent radius. [Limit: >= 0]
  57602. */
  57603. radius: number;
  57604. /**
  57605. * Agent height. [Limit: > 0]
  57606. */
  57607. height: number;
  57608. /**
  57609. * Maximum allowed acceleration. [Limit: >= 0]
  57610. */
  57611. maxAcceleration: number;
  57612. /**
  57613. * Maximum allowed speed. [Limit: >= 0]
  57614. */
  57615. maxSpeed: number;
  57616. /**
  57617. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  57618. */
  57619. collisionQueryRange: number;
  57620. /**
  57621. * The path visibility optimization range. [Limit: > 0]
  57622. */
  57623. pathOptimizationRange: number;
  57624. /**
  57625. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  57626. */
  57627. separationWeight: number;
  57628. }
  57629. /**
  57630. * Configures the navigation mesh creation
  57631. */
  57632. export interface INavMeshParameters {
  57633. /**
  57634. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  57635. */
  57636. cs: number;
  57637. /**
  57638. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  57639. */
  57640. ch: number;
  57641. /**
  57642. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  57643. */
  57644. walkableSlopeAngle: number;
  57645. /**
  57646. * Minimum floor to 'ceiling' height that will still allow the floor area to
  57647. * be considered walkable. [Limit: >= 3] [Units: vx]
  57648. */
  57649. walkableHeight: number;
  57650. /**
  57651. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  57652. */
  57653. walkableClimb: number;
  57654. /**
  57655. * The distance to erode/shrink the walkable area of the heightfield away from
  57656. * obstructions. [Limit: >=0] [Units: vx]
  57657. */
  57658. walkableRadius: number;
  57659. /**
  57660. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  57661. */
  57662. maxEdgeLen: number;
  57663. /**
  57664. * The maximum distance a simplfied contour's border edges should deviate
  57665. * the original raw contour. [Limit: >=0] [Units: vx]
  57666. */
  57667. maxSimplificationError: number;
  57668. /**
  57669. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  57670. */
  57671. minRegionArea: number;
  57672. /**
  57673. * Any regions with a span count smaller than this value will, if possible,
  57674. * be merged with larger regions. [Limit: >=0] [Units: vx]
  57675. */
  57676. mergeRegionArea: number;
  57677. /**
  57678. * The maximum number of vertices allowed for polygons generated during the
  57679. * contour to polygon conversion process. [Limit: >= 3]
  57680. */
  57681. maxVertsPerPoly: number;
  57682. /**
  57683. * Sets the sampling distance to use when generating the detail mesh.
  57684. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  57685. */
  57686. detailSampleDist: number;
  57687. /**
  57688. * The maximum distance the detail mesh surface should deviate from heightfield
  57689. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  57690. */
  57691. detailSampleMaxError: number;
  57692. }
  57693. }
  57694. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  57695. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  57696. import { Mesh } from "babylonjs/Meshes/mesh";
  57697. import { Scene } from "babylonjs/scene";
  57698. import { Vector3 } from "babylonjs/Maths/math";
  57699. import { TransformNode } from "babylonjs/Meshes/transformNode";
  57700. /**
  57701. * RecastJS navigation plugin
  57702. */
  57703. export class RecastJSPlugin implements INavigationEnginePlugin {
  57704. /**
  57705. * Reference to the Recast library
  57706. */
  57707. bjsRECAST: any;
  57708. /**
  57709. * plugin name
  57710. */
  57711. name: string;
  57712. /**
  57713. * the first navmesh created. We might extend this to support multiple navmeshes
  57714. */
  57715. navMesh: any;
  57716. /**
  57717. * Initializes the recastJS plugin
  57718. * @param recastInjection can be used to inject your own recast reference
  57719. */
  57720. constructor(recastInjection?: any);
  57721. /**
  57722. * Creates a navigation mesh
  57723. * @param meshes array of all the geometry used to compute the navigatio mesh
  57724. * @param parameters bunch of parameters used to filter geometry
  57725. */
  57726. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  57727. /**
  57728. * Create a navigation mesh debug mesh
  57729. * @param scene is where the mesh will be added
  57730. * @returns debug display mesh
  57731. */
  57732. createDebugNavMesh(scene: Scene): Mesh;
  57733. /**
  57734. * Get a navigation mesh constrained position, closest to the parameter position
  57735. * @param position world position
  57736. * @returns the closest point to position constrained by the navigation mesh
  57737. */
  57738. getClosestPoint(position: Vector3): Vector3;
  57739. /**
  57740. * Get a navigation mesh constrained position, within a particular radius
  57741. * @param position world position
  57742. * @param maxRadius the maximum distance to the constrained world position
  57743. * @returns the closest point to position constrained by the navigation mesh
  57744. */
  57745. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  57746. /**
  57747. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  57748. * @param start world position
  57749. * @param end world position
  57750. * @returns array containing world position composing the path
  57751. */
  57752. computePath(start: Vector3, end: Vector3): Vector3[];
  57753. /**
  57754. * Create a new Crowd so you can add agents
  57755. * @param maxAgents the maximum agent count in the crowd
  57756. * @param maxAgentRadius the maximum radius an agent can have
  57757. * @param scene to attach the crowd to
  57758. * @returns the crowd you can add agents to
  57759. */
  57760. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  57761. /**
  57762. * Disposes
  57763. */
  57764. dispose(): void;
  57765. /**
  57766. * If this plugin is supported
  57767. * @returns true if plugin is supported
  57768. */
  57769. isSupported(): boolean;
  57770. }
  57771. /**
  57772. * Recast detour crowd implementation
  57773. */
  57774. export class RecastJSCrowd implements ICrowd {
  57775. /**
  57776. * Recast/detour plugin
  57777. */
  57778. bjsRECASTPlugin: RecastJSPlugin;
  57779. /**
  57780. * Link to the detour crowd
  57781. */
  57782. recastCrowd: any;
  57783. /**
  57784. * One transform per agent
  57785. */
  57786. transforms: TransformNode[];
  57787. /**
  57788. * All agents created
  57789. */
  57790. agents: number[];
  57791. /**
  57792. * Link to the scene is kept to unregister the crowd from the scene
  57793. */
  57794. private _scene;
  57795. /**
  57796. * Observer for crowd updates
  57797. */
  57798. private _onBeforeAnimationsObserver;
  57799. /**
  57800. * Constructor
  57801. * @param plugin recastJS plugin
  57802. * @param maxAgents the maximum agent count in the crowd
  57803. * @param maxAgentRadius the maximum radius an agent can have
  57804. * @param scene to attach the crowd to
  57805. * @returns the crowd you can add agents to
  57806. */
  57807. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  57808. /**
  57809. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  57810. * You can attach anything to that node. The node position is updated in the scene update tick.
  57811. * @param pos world position that will be constrained by the navigation mesh
  57812. * @param parameters agent parameters
  57813. * @param transform hooked to the agent that will be update by the scene
  57814. * @returns agent index
  57815. */
  57816. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  57817. /**
  57818. * Returns the agent position in world space
  57819. * @param index agent index returned by addAgent
  57820. * @returns world space position
  57821. */
  57822. getAgentPosition(index: number): Vector3;
  57823. /**
  57824. * Returns the agent velocity in world space
  57825. * @param index agent index returned by addAgent
  57826. * @returns world space velocity
  57827. */
  57828. getAgentVelocity(index: number): Vector3;
  57829. /**
  57830. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  57831. * @param index agent index returned by addAgent
  57832. * @param destination targeted world position
  57833. */
  57834. agentGoto(index: number, destination: Vector3): void;
  57835. /**
  57836. * remove a particular agent previously created
  57837. * @param index agent index returned by addAgent
  57838. */
  57839. removeAgent(index: number): void;
  57840. /**
  57841. * get the list of all agents attached to this crowd
  57842. * @returns list of agent indices
  57843. */
  57844. getAgents(): number[];
  57845. /**
  57846. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  57847. * @param deltaTime in seconds
  57848. */
  57849. update(deltaTime: number): void;
  57850. /**
  57851. * Release all resources
  57852. */
  57853. dispose(): void;
  57854. }
  57855. }
  57856. declare module "babylonjs/Navigation/Plugins/index" {
  57857. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  57858. }
  57859. declare module "babylonjs/Navigation/index" {
  57860. export * from "babylonjs/Navigation/INavigationEngine";
  57861. export * from "babylonjs/Navigation/Plugins/index";
  57862. }
  57863. declare module "babylonjs/Offline/database" {
  57864. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  57865. /**
  57866. * Class used to enable access to IndexedDB
  57867. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  57868. */
  57869. export class Database implements IOfflineProvider {
  57870. private _callbackManifestChecked;
  57871. private _currentSceneUrl;
  57872. private _db;
  57873. private _enableSceneOffline;
  57874. private _enableTexturesOffline;
  57875. private _manifestVersionFound;
  57876. private _mustUpdateRessources;
  57877. private _hasReachedQuota;
  57878. private _isSupported;
  57879. private _idbFactory;
  57880. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  57881. private static IsUASupportingBlobStorage;
  57882. /**
  57883. * Gets a boolean indicating if Database storate is enabled (off by default)
  57884. */
  57885. static IDBStorageEnabled: boolean;
  57886. /**
  57887. * Gets a boolean indicating if scene must be saved in the database
  57888. */
  57889. readonly enableSceneOffline: boolean;
  57890. /**
  57891. * Gets a boolean indicating if textures must be saved in the database
  57892. */
  57893. readonly enableTexturesOffline: boolean;
  57894. /**
  57895. * Creates a new Database
  57896. * @param urlToScene defines the url to load the scene
  57897. * @param callbackManifestChecked defines the callback to use when manifest is checked
  57898. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  57899. */
  57900. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  57901. private static _ParseURL;
  57902. private static _ReturnFullUrlLocation;
  57903. private _checkManifestFile;
  57904. /**
  57905. * Open the database and make it available
  57906. * @param successCallback defines the callback to call on success
  57907. * @param errorCallback defines the callback to call on error
  57908. */
  57909. open(successCallback: () => void, errorCallback: () => void): void;
  57910. /**
  57911. * Loads an image from the database
  57912. * @param url defines the url to load from
  57913. * @param image defines the target DOM image
  57914. */
  57915. loadImage(url: string, image: HTMLImageElement): void;
  57916. private _loadImageFromDBAsync;
  57917. private _saveImageIntoDBAsync;
  57918. private _checkVersionFromDB;
  57919. private _loadVersionFromDBAsync;
  57920. private _saveVersionIntoDBAsync;
  57921. /**
  57922. * Loads a file from database
  57923. * @param url defines the URL to load from
  57924. * @param sceneLoaded defines a callback to call on success
  57925. * @param progressCallBack defines a callback to call when progress changed
  57926. * @param errorCallback defines a callback to call on error
  57927. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  57928. */
  57929. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  57930. private _loadFileAsync;
  57931. private _saveFileAsync;
  57932. /**
  57933. * Validates if xhr data is correct
  57934. * @param xhr defines the request to validate
  57935. * @param dataType defines the expected data type
  57936. * @returns true if data is correct
  57937. */
  57938. private static _ValidateXHRData;
  57939. }
  57940. }
  57941. declare module "babylonjs/Offline/index" {
  57942. export * from "babylonjs/Offline/database";
  57943. export * from "babylonjs/Offline/IOfflineProvider";
  57944. }
  57945. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  57946. /** @hidden */
  57947. export var gpuUpdateParticlesPixelShader: {
  57948. name: string;
  57949. shader: string;
  57950. };
  57951. }
  57952. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  57953. /** @hidden */
  57954. export var gpuUpdateParticlesVertexShader: {
  57955. name: string;
  57956. shader: string;
  57957. };
  57958. }
  57959. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  57960. /** @hidden */
  57961. export var clipPlaneFragmentDeclaration2: {
  57962. name: string;
  57963. shader: string;
  57964. };
  57965. }
  57966. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  57967. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  57968. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  57969. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57970. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  57971. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  57972. /** @hidden */
  57973. export var gpuRenderParticlesPixelShader: {
  57974. name: string;
  57975. shader: string;
  57976. };
  57977. }
  57978. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  57979. /** @hidden */
  57980. export var clipPlaneVertexDeclaration2: {
  57981. name: string;
  57982. shader: string;
  57983. };
  57984. }
  57985. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  57986. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  57987. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  57988. /** @hidden */
  57989. export var gpuRenderParticlesVertexShader: {
  57990. name: string;
  57991. shader: string;
  57992. };
  57993. }
  57994. declare module "babylonjs/Particles/gpuParticleSystem" {
  57995. import { Nullable } from "babylonjs/types";
  57996. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  57997. import { Observable } from "babylonjs/Misc/observable";
  57998. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  57999. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58000. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  58001. import { Scene, IDisposable } from "babylonjs/scene";
  58002. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  58003. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  58004. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  58005. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  58006. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  58007. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  58008. /**
  58009. * This represents a GPU particle system in Babylon
  58010. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  58011. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  58012. */
  58013. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  58014. /**
  58015. * The layer mask we are rendering the particles through.
  58016. */
  58017. layerMask: number;
  58018. private _capacity;
  58019. private _activeCount;
  58020. private _currentActiveCount;
  58021. private _accumulatedCount;
  58022. private _renderEffect;
  58023. private _updateEffect;
  58024. private _buffer0;
  58025. private _buffer1;
  58026. private _spriteBuffer;
  58027. private _updateVAO;
  58028. private _renderVAO;
  58029. private _targetIndex;
  58030. private _sourceBuffer;
  58031. private _targetBuffer;
  58032. private _engine;
  58033. private _currentRenderId;
  58034. private _started;
  58035. private _stopped;
  58036. private _timeDelta;
  58037. private _randomTexture;
  58038. private _randomTexture2;
  58039. private _attributesStrideSize;
  58040. private _updateEffectOptions;
  58041. private _randomTextureSize;
  58042. private _actualFrame;
  58043. private readonly _rawTextureWidth;
  58044. /**
  58045. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  58046. */
  58047. static readonly IsSupported: boolean;
  58048. /**
  58049. * An event triggered when the system is disposed.
  58050. */
  58051. onDisposeObservable: Observable<GPUParticleSystem>;
  58052. /**
  58053. * Gets the maximum number of particles active at the same time.
  58054. * @returns The max number of active particles.
  58055. */
  58056. getCapacity(): number;
  58057. /**
  58058. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  58059. * to override the particles.
  58060. */
  58061. forceDepthWrite: boolean;
  58062. /**
  58063. * Gets or set the number of active particles
  58064. */
  58065. activeParticleCount: number;
  58066. private _preWarmDone;
  58067. /**
  58068. * Is this system ready to be used/rendered
  58069. * @return true if the system is ready
  58070. */
  58071. isReady(): boolean;
  58072. /**
  58073. * Gets if the system has been started. (Note: this will still be true after stop is called)
  58074. * @returns True if it has been started, otherwise false.
  58075. */
  58076. isStarted(): boolean;
  58077. /**
  58078. * Starts the particle system and begins to emit
  58079. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  58080. */
  58081. start(delay?: number): void;
  58082. /**
  58083. * Stops the particle system.
  58084. */
  58085. stop(): void;
  58086. /**
  58087. * Remove all active particles
  58088. */
  58089. reset(): void;
  58090. /**
  58091. * Returns the string "GPUParticleSystem"
  58092. * @returns a string containing the class name
  58093. */
  58094. getClassName(): string;
  58095. private _colorGradientsTexture;
  58096. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  58097. /**
  58098. * Adds a new color gradient
  58099. * @param gradient defines the gradient to use (between 0 and 1)
  58100. * @param color1 defines the color to affect to the specified gradient
  58101. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  58102. * @returns the current particle system
  58103. */
  58104. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  58105. /**
  58106. * Remove a specific color gradient
  58107. * @param gradient defines the gradient to remove
  58108. * @returns the current particle system
  58109. */
  58110. removeColorGradient(gradient: number): GPUParticleSystem;
  58111. private _angularSpeedGradientsTexture;
  58112. private _sizeGradientsTexture;
  58113. private _velocityGradientsTexture;
  58114. private _limitVelocityGradientsTexture;
  58115. private _dragGradientsTexture;
  58116. private _addFactorGradient;
  58117. /**
  58118. * Adds a new size gradient
  58119. * @param gradient defines the gradient to use (between 0 and 1)
  58120. * @param factor defines the size factor to affect to the specified gradient
  58121. * @returns the current particle system
  58122. */
  58123. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  58124. /**
  58125. * Remove a specific size gradient
  58126. * @param gradient defines the gradient to remove
  58127. * @returns the current particle system
  58128. */
  58129. removeSizeGradient(gradient: number): GPUParticleSystem;
  58130. /**
  58131. * Adds a new angular speed gradient
  58132. * @param gradient defines the gradient to use (between 0 and 1)
  58133. * @param factor defines the angular speed to affect to the specified gradient
  58134. * @returns the current particle system
  58135. */
  58136. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  58137. /**
  58138. * Remove a specific angular speed gradient
  58139. * @param gradient defines the gradient to remove
  58140. * @returns the current particle system
  58141. */
  58142. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  58143. /**
  58144. * Adds a new velocity gradient
  58145. * @param gradient defines the gradient to use (between 0 and 1)
  58146. * @param factor defines the velocity to affect to the specified gradient
  58147. * @returns the current particle system
  58148. */
  58149. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  58150. /**
  58151. * Remove a specific velocity gradient
  58152. * @param gradient defines the gradient to remove
  58153. * @returns the current particle system
  58154. */
  58155. removeVelocityGradient(gradient: number): GPUParticleSystem;
  58156. /**
  58157. * Adds a new limit velocity gradient
  58158. * @param gradient defines the gradient to use (between 0 and 1)
  58159. * @param factor defines the limit velocity value to affect to the specified gradient
  58160. * @returns the current particle system
  58161. */
  58162. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  58163. /**
  58164. * Remove a specific limit velocity gradient
  58165. * @param gradient defines the gradient to remove
  58166. * @returns the current particle system
  58167. */
  58168. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  58169. /**
  58170. * Adds a new drag gradient
  58171. * @param gradient defines the gradient to use (between 0 and 1)
  58172. * @param factor defines the drag value to affect to the specified gradient
  58173. * @returns the current particle system
  58174. */
  58175. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  58176. /**
  58177. * Remove a specific drag gradient
  58178. * @param gradient defines the gradient to remove
  58179. * @returns the current particle system
  58180. */
  58181. removeDragGradient(gradient: number): GPUParticleSystem;
  58182. /**
  58183. * Not supported by GPUParticleSystem
  58184. * @param gradient defines the gradient to use (between 0 and 1)
  58185. * @param factor defines the emit rate value to affect to the specified gradient
  58186. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58187. * @returns the current particle system
  58188. */
  58189. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58190. /**
  58191. * Not supported by GPUParticleSystem
  58192. * @param gradient defines the gradient to remove
  58193. * @returns the current particle system
  58194. */
  58195. removeEmitRateGradient(gradient: number): IParticleSystem;
  58196. /**
  58197. * Not supported by GPUParticleSystem
  58198. * @param gradient defines the gradient to use (between 0 and 1)
  58199. * @param factor defines the start size value to affect to the specified gradient
  58200. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58201. * @returns the current particle system
  58202. */
  58203. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58204. /**
  58205. * Not supported by GPUParticleSystem
  58206. * @param gradient defines the gradient to remove
  58207. * @returns the current particle system
  58208. */
  58209. removeStartSizeGradient(gradient: number): IParticleSystem;
  58210. /**
  58211. * Not supported by GPUParticleSystem
  58212. * @param gradient defines the gradient to use (between 0 and 1)
  58213. * @param min defines the color remap minimal range
  58214. * @param max defines the color remap maximal range
  58215. * @returns the current particle system
  58216. */
  58217. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  58218. /**
  58219. * Not supported by GPUParticleSystem
  58220. * @param gradient defines the gradient to remove
  58221. * @returns the current particle system
  58222. */
  58223. removeColorRemapGradient(): IParticleSystem;
  58224. /**
  58225. * Not supported by GPUParticleSystem
  58226. * @param gradient defines the gradient to use (between 0 and 1)
  58227. * @param min defines the alpha remap minimal range
  58228. * @param max defines the alpha remap maximal range
  58229. * @returns the current particle system
  58230. */
  58231. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  58232. /**
  58233. * Not supported by GPUParticleSystem
  58234. * @param gradient defines the gradient to remove
  58235. * @returns the current particle system
  58236. */
  58237. removeAlphaRemapGradient(): IParticleSystem;
  58238. /**
  58239. * Not supported by GPUParticleSystem
  58240. * @param gradient defines the gradient to use (between 0 and 1)
  58241. * @param color defines the color to affect to the specified gradient
  58242. * @returns the current particle system
  58243. */
  58244. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  58245. /**
  58246. * Not supported by GPUParticleSystem
  58247. * @param gradient defines the gradient to remove
  58248. * @returns the current particle system
  58249. */
  58250. removeRampGradient(): IParticleSystem;
  58251. /**
  58252. * Not supported by GPUParticleSystem
  58253. * @returns the list of ramp gradients
  58254. */
  58255. getRampGradients(): Nullable<Array<Color3Gradient>>;
  58256. /**
  58257. * Not supported by GPUParticleSystem
  58258. * Gets or sets a boolean indicating that ramp gradients must be used
  58259. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  58260. */
  58261. useRampGradients: boolean;
  58262. /**
  58263. * Not supported by GPUParticleSystem
  58264. * @param gradient defines the gradient to use (between 0 and 1)
  58265. * @param factor defines the life time factor to affect to the specified gradient
  58266. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58267. * @returns the current particle system
  58268. */
  58269. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58270. /**
  58271. * Not supported by GPUParticleSystem
  58272. * @param gradient defines the gradient to remove
  58273. * @returns the current particle system
  58274. */
  58275. removeLifeTimeGradient(gradient: number): IParticleSystem;
  58276. /**
  58277. * Instantiates a GPU particle system.
  58278. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  58279. * @param name The name of the particle system
  58280. * @param options The options used to create the system
  58281. * @param scene The scene the particle system belongs to
  58282. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  58283. */
  58284. constructor(name: string, options: Partial<{
  58285. capacity: number;
  58286. randomTextureSize: number;
  58287. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  58288. protected _reset(): void;
  58289. private _createUpdateVAO;
  58290. private _createRenderVAO;
  58291. private _initialize;
  58292. /** @hidden */
  58293. _recreateUpdateEffect(): void;
  58294. /** @hidden */
  58295. _recreateRenderEffect(): void;
  58296. /**
  58297. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  58298. * @param preWarm defines if we are in the pre-warmimg phase
  58299. */
  58300. animate(preWarm?: boolean): void;
  58301. private _createFactorGradientTexture;
  58302. private _createSizeGradientTexture;
  58303. private _createAngularSpeedGradientTexture;
  58304. private _createVelocityGradientTexture;
  58305. private _createLimitVelocityGradientTexture;
  58306. private _createDragGradientTexture;
  58307. private _createColorGradientTexture;
  58308. /**
  58309. * Renders the particle system in its current state
  58310. * @param preWarm defines if the system should only update the particles but not render them
  58311. * @returns the current number of particles
  58312. */
  58313. render(preWarm?: boolean): number;
  58314. /**
  58315. * Rebuilds the particle system
  58316. */
  58317. rebuild(): void;
  58318. private _releaseBuffers;
  58319. private _releaseVAOs;
  58320. /**
  58321. * Disposes the particle system and free the associated resources
  58322. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  58323. */
  58324. dispose(disposeTexture?: boolean): void;
  58325. /**
  58326. * Clones the particle system.
  58327. * @param name The name of the cloned object
  58328. * @param newEmitter The new emitter to use
  58329. * @returns the cloned particle system
  58330. */
  58331. clone(name: string, newEmitter: any): GPUParticleSystem;
  58332. /**
  58333. * Serializes the particle system to a JSON object.
  58334. * @returns the JSON object
  58335. */
  58336. serialize(): any;
  58337. /**
  58338. * Parses a JSON object to create a GPU particle system.
  58339. * @param parsedParticleSystem The JSON object to parse
  58340. * @param scene The scene to create the particle system in
  58341. * @param rootUrl The root url to use to load external dependencies like texture
  58342. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  58343. * @returns the parsed GPU particle system
  58344. */
  58345. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  58346. }
  58347. }
  58348. declare module "babylonjs/Particles/particleSystemSet" {
  58349. import { Nullable } from "babylonjs/types";
  58350. import { Color3 } from "babylonjs/Maths/math.color";
  58351. import { TransformNode } from "babylonjs/Meshes/transformNode";
  58352. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58353. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58354. import { Scene, IDisposable } from "babylonjs/scene";
  58355. /**
  58356. * Represents a set of particle systems working together to create a specific effect
  58357. */
  58358. export class ParticleSystemSet implements IDisposable {
  58359. private _emitterCreationOptions;
  58360. private _emitterNode;
  58361. /**
  58362. * Gets the particle system list
  58363. */
  58364. systems: IParticleSystem[];
  58365. /**
  58366. * Gets the emitter node used with this set
  58367. */
  58368. readonly emitterNode: Nullable<TransformNode>;
  58369. /**
  58370. * Creates a new emitter mesh as a sphere
  58371. * @param options defines the options used to create the sphere
  58372. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  58373. * @param scene defines the hosting scene
  58374. */
  58375. setEmitterAsSphere(options: {
  58376. diameter: number;
  58377. segments: number;
  58378. color: Color3;
  58379. }, renderingGroupId: number, scene: Scene): void;
  58380. /**
  58381. * Starts all particle systems of the set
  58382. * @param emitter defines an optional mesh to use as emitter for the particle systems
  58383. */
  58384. start(emitter?: AbstractMesh): void;
  58385. /**
  58386. * Release all associated resources
  58387. */
  58388. dispose(): void;
  58389. /**
  58390. * Serialize the set into a JSON compatible object
  58391. * @returns a JSON compatible representation of the set
  58392. */
  58393. serialize(): any;
  58394. /**
  58395. * Parse a new ParticleSystemSet from a serialized source
  58396. * @param data defines a JSON compatible representation of the set
  58397. * @param scene defines the hosting scene
  58398. * @param gpu defines if we want GPU particles or CPU particles
  58399. * @returns a new ParticleSystemSet
  58400. */
  58401. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  58402. }
  58403. }
  58404. declare module "babylonjs/Particles/particleHelper" {
  58405. import { Nullable } from "babylonjs/types";
  58406. import { Scene } from "babylonjs/scene";
  58407. import { Vector3 } from "babylonjs/Maths/math.vector";
  58408. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58409. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58410. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  58411. /**
  58412. * This class is made for on one-liner static method to help creating particle system set.
  58413. */
  58414. export class ParticleHelper {
  58415. /**
  58416. * Gets or sets base Assets URL
  58417. */
  58418. static BaseAssetsUrl: string;
  58419. /**
  58420. * Create a default particle system that you can tweak
  58421. * @param emitter defines the emitter to use
  58422. * @param capacity defines the system capacity (default is 500 particles)
  58423. * @param scene defines the hosting scene
  58424. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  58425. * @returns the new Particle system
  58426. */
  58427. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  58428. /**
  58429. * This is the main static method (one-liner) of this helper to create different particle systems
  58430. * @param type This string represents the type to the particle system to create
  58431. * @param scene The scene where the particle system should live
  58432. * @param gpu If the system will use gpu
  58433. * @returns the ParticleSystemSet created
  58434. */
  58435. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  58436. /**
  58437. * Static function used to export a particle system to a ParticleSystemSet variable.
  58438. * Please note that the emitter shape is not exported
  58439. * @param systems defines the particle systems to export
  58440. * @returns the created particle system set
  58441. */
  58442. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  58443. }
  58444. }
  58445. declare module "babylonjs/Particles/particleSystemComponent" {
  58446. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58447. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  58448. import "babylonjs/Shaders/particles.vertex";
  58449. module "babylonjs/Engines/engine" {
  58450. interface Engine {
  58451. /**
  58452. * Create an effect to use with particle systems.
  58453. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  58454. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  58455. * @param uniformsNames defines a list of attribute names
  58456. * @param samplers defines an array of string used to represent textures
  58457. * @param defines defines the string containing the defines to use to compile the shaders
  58458. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  58459. * @param onCompiled defines a function to call when the effect creation is successful
  58460. * @param onError defines a function to call when the effect creation has failed
  58461. * @returns the new Effect
  58462. */
  58463. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  58464. }
  58465. }
  58466. module "babylonjs/Meshes/mesh" {
  58467. interface Mesh {
  58468. /**
  58469. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  58470. * @returns an array of IParticleSystem
  58471. */
  58472. getEmittedParticleSystems(): IParticleSystem[];
  58473. /**
  58474. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  58475. * @returns an array of IParticleSystem
  58476. */
  58477. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  58478. }
  58479. }
  58480. /**
  58481. * @hidden
  58482. */
  58483. export var _IDoNeedToBeInTheBuild: number;
  58484. }
  58485. declare module "babylonjs/Particles/index" {
  58486. export * from "babylonjs/Particles/baseParticleSystem";
  58487. export * from "babylonjs/Particles/EmitterTypes/index";
  58488. export * from "babylonjs/Particles/gpuParticleSystem";
  58489. export * from "babylonjs/Particles/IParticleSystem";
  58490. export * from "babylonjs/Particles/particle";
  58491. export * from "babylonjs/Particles/particleHelper";
  58492. export * from "babylonjs/Particles/particleSystem";
  58493. export * from "babylonjs/Particles/particleSystemComponent";
  58494. export * from "babylonjs/Particles/particleSystemSet";
  58495. export * from "babylonjs/Particles/solidParticle";
  58496. export * from "babylonjs/Particles/solidParticleSystem";
  58497. export * from "babylonjs/Particles/subEmitter";
  58498. }
  58499. declare module "babylonjs/Physics/physicsEngineComponent" {
  58500. import { Nullable } from "babylonjs/types";
  58501. import { Observable, Observer } from "babylonjs/Misc/observable";
  58502. import { Vector3 } from "babylonjs/Maths/math.vector";
  58503. import { Mesh } from "babylonjs/Meshes/mesh";
  58504. import { ISceneComponent } from "babylonjs/sceneComponent";
  58505. import { Scene } from "babylonjs/scene";
  58506. import { Node } from "babylonjs/node";
  58507. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  58508. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  58509. module "babylonjs/scene" {
  58510. interface Scene {
  58511. /** @hidden (Backing field) */
  58512. _physicsEngine: Nullable<IPhysicsEngine>;
  58513. /**
  58514. * Gets the current physics engine
  58515. * @returns a IPhysicsEngine or null if none attached
  58516. */
  58517. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  58518. /**
  58519. * Enables physics to the current scene
  58520. * @param gravity defines the scene's gravity for the physics engine
  58521. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  58522. * @return a boolean indicating if the physics engine was initialized
  58523. */
  58524. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  58525. /**
  58526. * Disables and disposes the physics engine associated with the scene
  58527. */
  58528. disablePhysicsEngine(): void;
  58529. /**
  58530. * Gets a boolean indicating if there is an active physics engine
  58531. * @returns a boolean indicating if there is an active physics engine
  58532. */
  58533. isPhysicsEnabled(): boolean;
  58534. /**
  58535. * Deletes a physics compound impostor
  58536. * @param compound defines the compound to delete
  58537. */
  58538. deleteCompoundImpostor(compound: any): void;
  58539. /**
  58540. * An event triggered when physic simulation is about to be run
  58541. */
  58542. onBeforePhysicsObservable: Observable<Scene>;
  58543. /**
  58544. * An event triggered when physic simulation has been done
  58545. */
  58546. onAfterPhysicsObservable: Observable<Scene>;
  58547. }
  58548. }
  58549. module "babylonjs/Meshes/abstractMesh" {
  58550. interface AbstractMesh {
  58551. /** @hidden */
  58552. _physicsImpostor: Nullable<PhysicsImpostor>;
  58553. /**
  58554. * Gets or sets impostor used for physic simulation
  58555. * @see http://doc.babylonjs.com/features/physics_engine
  58556. */
  58557. physicsImpostor: Nullable<PhysicsImpostor>;
  58558. /**
  58559. * Gets the current physics impostor
  58560. * @see http://doc.babylonjs.com/features/physics_engine
  58561. * @returns a physics impostor or null
  58562. */
  58563. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  58564. /** Apply a physic impulse to the mesh
  58565. * @param force defines the force to apply
  58566. * @param contactPoint defines where to apply the force
  58567. * @returns the current mesh
  58568. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  58569. */
  58570. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  58571. /**
  58572. * Creates a physic joint between two meshes
  58573. * @param otherMesh defines the other mesh to use
  58574. * @param pivot1 defines the pivot to use on this mesh
  58575. * @param pivot2 defines the pivot to use on the other mesh
  58576. * @param options defines additional options (can be plugin dependent)
  58577. * @returns the current mesh
  58578. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  58579. */
  58580. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  58581. /** @hidden */
  58582. _disposePhysicsObserver: Nullable<Observer<Node>>;
  58583. }
  58584. }
  58585. /**
  58586. * Defines the physics engine scene component responsible to manage a physics engine
  58587. */
  58588. export class PhysicsEngineSceneComponent implements ISceneComponent {
  58589. /**
  58590. * The component name helpful to identify the component in the list of scene components.
  58591. */
  58592. readonly name: string;
  58593. /**
  58594. * The scene the component belongs to.
  58595. */
  58596. scene: Scene;
  58597. /**
  58598. * Creates a new instance of the component for the given scene
  58599. * @param scene Defines the scene to register the component in
  58600. */
  58601. constructor(scene: Scene);
  58602. /**
  58603. * Registers the component in a given scene
  58604. */
  58605. register(): void;
  58606. /**
  58607. * Rebuilds the elements related to this component in case of
  58608. * context lost for instance.
  58609. */
  58610. rebuild(): void;
  58611. /**
  58612. * Disposes the component and the associated ressources
  58613. */
  58614. dispose(): void;
  58615. }
  58616. }
  58617. declare module "babylonjs/Physics/physicsHelper" {
  58618. import { Nullable } from "babylonjs/types";
  58619. import { Vector3 } from "babylonjs/Maths/math.vector";
  58620. import { Mesh } from "babylonjs/Meshes/mesh";
  58621. import { Scene } from "babylonjs/scene";
  58622. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  58623. /**
  58624. * A helper for physics simulations
  58625. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58626. */
  58627. export class PhysicsHelper {
  58628. private _scene;
  58629. private _physicsEngine;
  58630. /**
  58631. * Initializes the Physics helper
  58632. * @param scene Babylon.js scene
  58633. */
  58634. constructor(scene: Scene);
  58635. /**
  58636. * Applies a radial explosion impulse
  58637. * @param origin the origin of the explosion
  58638. * @param radiusOrEventOptions the radius or the options of radial explosion
  58639. * @param strength the explosion strength
  58640. * @param falloff possible options: Constant & Linear. Defaults to Constant
  58641. * @returns A physics radial explosion event, or null
  58642. */
  58643. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  58644. /**
  58645. * Applies a radial explosion force
  58646. * @param origin the origin of the explosion
  58647. * @param radiusOrEventOptions the radius or the options of radial explosion
  58648. * @param strength the explosion strength
  58649. * @param falloff possible options: Constant & Linear. Defaults to Constant
  58650. * @returns A physics radial explosion event, or null
  58651. */
  58652. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  58653. /**
  58654. * Creates a gravitational field
  58655. * @param origin the origin of the explosion
  58656. * @param radiusOrEventOptions the radius or the options of radial explosion
  58657. * @param strength the explosion strength
  58658. * @param falloff possible options: Constant & Linear. Defaults to Constant
  58659. * @returns A physics gravitational field event, or null
  58660. */
  58661. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  58662. /**
  58663. * Creates a physics updraft event
  58664. * @param origin the origin of the updraft
  58665. * @param radiusOrEventOptions the radius or the options of the updraft
  58666. * @param strength the strength of the updraft
  58667. * @param height the height of the updraft
  58668. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  58669. * @returns A physics updraft event, or null
  58670. */
  58671. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  58672. /**
  58673. * Creates a physics vortex event
  58674. * @param origin the of the vortex
  58675. * @param radiusOrEventOptions the radius or the options of the vortex
  58676. * @param strength the strength of the vortex
  58677. * @param height the height of the vortex
  58678. * @returns a Physics vortex event, or null
  58679. * A physics vortex event or null
  58680. */
  58681. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  58682. }
  58683. /**
  58684. * Represents a physics radial explosion event
  58685. */
  58686. class PhysicsRadialExplosionEvent {
  58687. private _scene;
  58688. private _options;
  58689. private _sphere;
  58690. private _dataFetched;
  58691. /**
  58692. * Initializes a radial explosioin event
  58693. * @param _scene BabylonJS scene
  58694. * @param _options The options for the vortex event
  58695. */
  58696. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  58697. /**
  58698. * Returns the data related to the radial explosion event (sphere).
  58699. * @returns The radial explosion event data
  58700. */
  58701. getData(): PhysicsRadialExplosionEventData;
  58702. /**
  58703. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  58704. * @param impostor A physics imposter
  58705. * @param origin the origin of the explosion
  58706. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  58707. */
  58708. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  58709. /**
  58710. * Triggers affecterd impostors callbacks
  58711. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  58712. */
  58713. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  58714. /**
  58715. * Disposes the sphere.
  58716. * @param force Specifies if the sphere should be disposed by force
  58717. */
  58718. dispose(force?: boolean): void;
  58719. /*** Helpers ***/
  58720. private _prepareSphere;
  58721. private _intersectsWithSphere;
  58722. }
  58723. /**
  58724. * Represents a gravitational field event
  58725. */
  58726. class PhysicsGravitationalFieldEvent {
  58727. private _physicsHelper;
  58728. private _scene;
  58729. private _origin;
  58730. private _options;
  58731. private _tickCallback;
  58732. private _sphere;
  58733. private _dataFetched;
  58734. /**
  58735. * Initializes the physics gravitational field event
  58736. * @param _physicsHelper A physics helper
  58737. * @param _scene BabylonJS scene
  58738. * @param _origin The origin position of the gravitational field event
  58739. * @param _options The options for the vortex event
  58740. */
  58741. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  58742. /**
  58743. * Returns the data related to the gravitational field event (sphere).
  58744. * @returns A gravitational field event
  58745. */
  58746. getData(): PhysicsGravitationalFieldEventData;
  58747. /**
  58748. * Enables the gravitational field.
  58749. */
  58750. enable(): void;
  58751. /**
  58752. * Disables the gravitational field.
  58753. */
  58754. disable(): void;
  58755. /**
  58756. * Disposes the sphere.
  58757. * @param force The force to dispose from the gravitational field event
  58758. */
  58759. dispose(force?: boolean): void;
  58760. private _tick;
  58761. }
  58762. /**
  58763. * Represents a physics updraft event
  58764. */
  58765. class PhysicsUpdraftEvent {
  58766. private _scene;
  58767. private _origin;
  58768. private _options;
  58769. private _physicsEngine;
  58770. private _originTop;
  58771. private _originDirection;
  58772. private _tickCallback;
  58773. private _cylinder;
  58774. private _cylinderPosition;
  58775. private _dataFetched;
  58776. /**
  58777. * Initializes the physics updraft event
  58778. * @param _scene BabylonJS scene
  58779. * @param _origin The origin position of the updraft
  58780. * @param _options The options for the updraft event
  58781. */
  58782. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  58783. /**
  58784. * Returns the data related to the updraft event (cylinder).
  58785. * @returns A physics updraft event
  58786. */
  58787. getData(): PhysicsUpdraftEventData;
  58788. /**
  58789. * Enables the updraft.
  58790. */
  58791. enable(): void;
  58792. /**
  58793. * Disables the updraft.
  58794. */
  58795. disable(): void;
  58796. /**
  58797. * Disposes the cylinder.
  58798. * @param force Specifies if the updraft should be disposed by force
  58799. */
  58800. dispose(force?: boolean): void;
  58801. private getImpostorHitData;
  58802. private _tick;
  58803. /*** Helpers ***/
  58804. private _prepareCylinder;
  58805. private _intersectsWithCylinder;
  58806. }
  58807. /**
  58808. * Represents a physics vortex event
  58809. */
  58810. class PhysicsVortexEvent {
  58811. private _scene;
  58812. private _origin;
  58813. private _options;
  58814. private _physicsEngine;
  58815. private _originTop;
  58816. private _tickCallback;
  58817. private _cylinder;
  58818. private _cylinderPosition;
  58819. private _dataFetched;
  58820. /**
  58821. * Initializes the physics vortex event
  58822. * @param _scene The BabylonJS scene
  58823. * @param _origin The origin position of the vortex
  58824. * @param _options The options for the vortex event
  58825. */
  58826. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  58827. /**
  58828. * Returns the data related to the vortex event (cylinder).
  58829. * @returns The physics vortex event data
  58830. */
  58831. getData(): PhysicsVortexEventData;
  58832. /**
  58833. * Enables the vortex.
  58834. */
  58835. enable(): void;
  58836. /**
  58837. * Disables the cortex.
  58838. */
  58839. disable(): void;
  58840. /**
  58841. * Disposes the sphere.
  58842. * @param force
  58843. */
  58844. dispose(force?: boolean): void;
  58845. private getImpostorHitData;
  58846. private _tick;
  58847. /*** Helpers ***/
  58848. private _prepareCylinder;
  58849. private _intersectsWithCylinder;
  58850. }
  58851. /**
  58852. * Options fot the radial explosion event
  58853. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58854. */
  58855. export class PhysicsRadialExplosionEventOptions {
  58856. /**
  58857. * The radius of the sphere for the radial explosion.
  58858. */
  58859. radius: number;
  58860. /**
  58861. * The strenth of the explosion.
  58862. */
  58863. strength: number;
  58864. /**
  58865. * The strenght of the force in correspondence to the distance of the affected object
  58866. */
  58867. falloff: PhysicsRadialImpulseFalloff;
  58868. /**
  58869. * Sphere options for the radial explosion.
  58870. */
  58871. sphere: {
  58872. segments: number;
  58873. diameter: number;
  58874. };
  58875. /**
  58876. * Sphere options for the radial explosion.
  58877. */
  58878. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  58879. }
  58880. /**
  58881. * Options fot the updraft event
  58882. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58883. */
  58884. export class PhysicsUpdraftEventOptions {
  58885. /**
  58886. * The radius of the cylinder for the vortex
  58887. */
  58888. radius: number;
  58889. /**
  58890. * The strenth of the updraft.
  58891. */
  58892. strength: number;
  58893. /**
  58894. * The height of the cylinder for the updraft.
  58895. */
  58896. height: number;
  58897. /**
  58898. * The mode for the the updraft.
  58899. */
  58900. updraftMode: PhysicsUpdraftMode;
  58901. }
  58902. /**
  58903. * Options fot the vortex event
  58904. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58905. */
  58906. export class PhysicsVortexEventOptions {
  58907. /**
  58908. * The radius of the cylinder for the vortex
  58909. */
  58910. radius: number;
  58911. /**
  58912. * The strenth of the vortex.
  58913. */
  58914. strength: number;
  58915. /**
  58916. * The height of the cylinder for the vortex.
  58917. */
  58918. height: number;
  58919. /**
  58920. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  58921. */
  58922. centripetalForceThreshold: number;
  58923. /**
  58924. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  58925. */
  58926. centripetalForceMultiplier: number;
  58927. /**
  58928. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  58929. */
  58930. centrifugalForceMultiplier: number;
  58931. /**
  58932. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  58933. */
  58934. updraftForceMultiplier: number;
  58935. }
  58936. /**
  58937. * The strenght of the force in correspondence to the distance of the affected object
  58938. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58939. */
  58940. export enum PhysicsRadialImpulseFalloff {
  58941. /** Defines that impulse is constant in strength across it's whole radius */
  58942. Constant = 0,
  58943. /** Defines that impulse gets weaker if it's further from the origin */
  58944. Linear = 1
  58945. }
  58946. /**
  58947. * The strength of the force in correspondence to the distance of the affected object
  58948. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58949. */
  58950. export enum PhysicsUpdraftMode {
  58951. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  58952. Center = 0,
  58953. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  58954. Perpendicular = 1
  58955. }
  58956. /**
  58957. * Interface for a physics hit data
  58958. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58959. */
  58960. export interface PhysicsHitData {
  58961. /**
  58962. * The force applied at the contact point
  58963. */
  58964. force: Vector3;
  58965. /**
  58966. * The contact point
  58967. */
  58968. contactPoint: Vector3;
  58969. /**
  58970. * The distance from the origin to the contact point
  58971. */
  58972. distanceFromOrigin: number;
  58973. }
  58974. /**
  58975. * Interface for radial explosion event data
  58976. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58977. */
  58978. export interface PhysicsRadialExplosionEventData {
  58979. /**
  58980. * A sphere used for the radial explosion event
  58981. */
  58982. sphere: Mesh;
  58983. }
  58984. /**
  58985. * Interface for gravitational field event data
  58986. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58987. */
  58988. export interface PhysicsGravitationalFieldEventData {
  58989. /**
  58990. * A sphere mesh used for the gravitational field event
  58991. */
  58992. sphere: Mesh;
  58993. }
  58994. /**
  58995. * Interface for updraft event data
  58996. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58997. */
  58998. export interface PhysicsUpdraftEventData {
  58999. /**
  59000. * A cylinder used for the updraft event
  59001. */
  59002. cylinder: Mesh;
  59003. }
  59004. /**
  59005. * Interface for vortex event data
  59006. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59007. */
  59008. export interface PhysicsVortexEventData {
  59009. /**
  59010. * A cylinder used for the vortex event
  59011. */
  59012. cylinder: Mesh;
  59013. }
  59014. /**
  59015. * Interface for an affected physics impostor
  59016. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59017. */
  59018. export interface PhysicsAffectedImpostorWithData {
  59019. /**
  59020. * The impostor affected by the effect
  59021. */
  59022. impostor: PhysicsImpostor;
  59023. /**
  59024. * The data about the hit/horce from the explosion
  59025. */
  59026. hitData: PhysicsHitData;
  59027. }
  59028. }
  59029. declare module "babylonjs/Physics/Plugins/index" {
  59030. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  59031. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  59032. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  59033. }
  59034. declare module "babylonjs/Physics/index" {
  59035. export * from "babylonjs/Physics/IPhysicsEngine";
  59036. export * from "babylonjs/Physics/physicsEngine";
  59037. export * from "babylonjs/Physics/physicsEngineComponent";
  59038. export * from "babylonjs/Physics/physicsHelper";
  59039. export * from "babylonjs/Physics/physicsImpostor";
  59040. export * from "babylonjs/Physics/physicsJoint";
  59041. export * from "babylonjs/Physics/Plugins/index";
  59042. }
  59043. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  59044. /** @hidden */
  59045. export var blackAndWhitePixelShader: {
  59046. name: string;
  59047. shader: string;
  59048. };
  59049. }
  59050. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  59051. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59052. import { Camera } from "babylonjs/Cameras/camera";
  59053. import { Engine } from "babylonjs/Engines/engine";
  59054. import "babylonjs/Shaders/blackAndWhite.fragment";
  59055. /**
  59056. * Post process used to render in black and white
  59057. */
  59058. export class BlackAndWhitePostProcess extends PostProcess {
  59059. /**
  59060. * Linear about to convert he result to black and white (default: 1)
  59061. */
  59062. degree: number;
  59063. /**
  59064. * Creates a black and white post process
  59065. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  59066. * @param name The name of the effect.
  59067. * @param options The required width/height ratio to downsize to before computing the render pass.
  59068. * @param camera The camera to apply the render pass to.
  59069. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59070. * @param engine The engine which the post process will be applied. (default: current engine)
  59071. * @param reusable If the post process can be reused on the same frame. (default: false)
  59072. */
  59073. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59074. }
  59075. }
  59076. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  59077. import { Nullable } from "babylonjs/types";
  59078. import { Camera } from "babylonjs/Cameras/camera";
  59079. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  59080. import { Engine } from "babylonjs/Engines/engine";
  59081. /**
  59082. * This represents a set of one or more post processes in Babylon.
  59083. * A post process can be used to apply a shader to a texture after it is rendered.
  59084. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  59085. */
  59086. export class PostProcessRenderEffect {
  59087. private _postProcesses;
  59088. private _getPostProcesses;
  59089. private _singleInstance;
  59090. private _cameras;
  59091. private _indicesForCamera;
  59092. /**
  59093. * Name of the effect
  59094. * @hidden
  59095. */
  59096. _name: string;
  59097. /**
  59098. * Instantiates a post process render effect.
  59099. * A post process can be used to apply a shader to a texture after it is rendered.
  59100. * @param engine The engine the effect is tied to
  59101. * @param name The name of the effect
  59102. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  59103. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  59104. */
  59105. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  59106. /**
  59107. * Checks if all the post processes in the effect are supported.
  59108. */
  59109. readonly isSupported: boolean;
  59110. /**
  59111. * Updates the current state of the effect
  59112. * @hidden
  59113. */
  59114. _update(): void;
  59115. /**
  59116. * Attaches the effect on cameras
  59117. * @param cameras The camera to attach to.
  59118. * @hidden
  59119. */
  59120. _attachCameras(cameras: Camera): void;
  59121. /**
  59122. * Attaches the effect on cameras
  59123. * @param cameras The camera to attach to.
  59124. * @hidden
  59125. */
  59126. _attachCameras(cameras: Camera[]): void;
  59127. /**
  59128. * Detaches the effect on cameras
  59129. * @param cameras The camera to detatch from.
  59130. * @hidden
  59131. */
  59132. _detachCameras(cameras: Camera): void;
  59133. /**
  59134. * Detatches the effect on cameras
  59135. * @param cameras The camera to detatch from.
  59136. * @hidden
  59137. */
  59138. _detachCameras(cameras: Camera[]): void;
  59139. /**
  59140. * Enables the effect on given cameras
  59141. * @param cameras The camera to enable.
  59142. * @hidden
  59143. */
  59144. _enable(cameras: Camera): void;
  59145. /**
  59146. * Enables the effect on given cameras
  59147. * @param cameras The camera to enable.
  59148. * @hidden
  59149. */
  59150. _enable(cameras: Nullable<Camera[]>): void;
  59151. /**
  59152. * Disables the effect on the given cameras
  59153. * @param cameras The camera to disable.
  59154. * @hidden
  59155. */
  59156. _disable(cameras: Camera): void;
  59157. /**
  59158. * Disables the effect on the given cameras
  59159. * @param cameras The camera to disable.
  59160. * @hidden
  59161. */
  59162. _disable(cameras: Nullable<Camera[]>): void;
  59163. /**
  59164. * Gets a list of the post processes contained in the effect.
  59165. * @param camera The camera to get the post processes on.
  59166. * @returns The list of the post processes in the effect.
  59167. */
  59168. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  59169. }
  59170. }
  59171. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  59172. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  59173. /** @hidden */
  59174. export var extractHighlightsPixelShader: {
  59175. name: string;
  59176. shader: string;
  59177. };
  59178. }
  59179. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  59180. import { Nullable } from "babylonjs/types";
  59181. import { Camera } from "babylonjs/Cameras/camera";
  59182. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59183. import { Engine } from "babylonjs/Engines/engine";
  59184. import "babylonjs/Shaders/extractHighlights.fragment";
  59185. /**
  59186. * The extract highlights post process sets all pixels to black except pixels above the specified luminance threshold. Used as the first step for a bloom effect.
  59187. */
  59188. export class ExtractHighlightsPostProcess extends PostProcess {
  59189. /**
  59190. * The luminance threshold, pixels below this value will be set to black.
  59191. */
  59192. threshold: number;
  59193. /** @hidden */
  59194. _exposure: number;
  59195. /**
  59196. * Post process which has the input texture to be used when performing highlight extraction
  59197. * @hidden
  59198. */
  59199. _inputPostProcess: Nullable<PostProcess>;
  59200. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59201. }
  59202. }
  59203. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  59204. /** @hidden */
  59205. export var bloomMergePixelShader: {
  59206. name: string;
  59207. shader: string;
  59208. };
  59209. }
  59210. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  59211. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59212. import { Nullable } from "babylonjs/types";
  59213. import { Engine } from "babylonjs/Engines/engine";
  59214. import { Camera } from "babylonjs/Cameras/camera";
  59215. import "babylonjs/Shaders/bloomMerge.fragment";
  59216. /**
  59217. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  59218. */
  59219. export class BloomMergePostProcess extends PostProcess {
  59220. /** Weight of the bloom to be added to the original input. */
  59221. weight: number;
  59222. /**
  59223. * Creates a new instance of @see BloomMergePostProcess
  59224. * @param name The name of the effect.
  59225. * @param originalFromInput Post process which's input will be used for the merge.
  59226. * @param blurred Blurred highlights post process which's output will be used.
  59227. * @param weight Weight of the bloom to be added to the original input.
  59228. * @param options The required width/height ratio to downsize to before computing the render pass.
  59229. * @param camera The camera to apply the render pass to.
  59230. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59231. * @param engine The engine which the post process will be applied. (default: current engine)
  59232. * @param reusable If the post process can be reused on the same frame. (default: false)
  59233. * @param textureType Type of textures used when performing the post process. (default: 0)
  59234. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59235. */
  59236. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  59237. /** Weight of the bloom to be added to the original input. */
  59238. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59239. }
  59240. }
  59241. declare module "babylonjs/PostProcesses/bloomEffect" {
  59242. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  59243. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  59244. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  59245. import { Camera } from "babylonjs/Cameras/camera";
  59246. import { Scene } from "babylonjs/scene";
  59247. /**
  59248. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  59249. */
  59250. export class BloomEffect extends PostProcessRenderEffect {
  59251. private bloomScale;
  59252. /**
  59253. * @hidden Internal
  59254. */
  59255. _effects: Array<PostProcess>;
  59256. /**
  59257. * @hidden Internal
  59258. */
  59259. _downscale: ExtractHighlightsPostProcess;
  59260. private _blurX;
  59261. private _blurY;
  59262. private _merge;
  59263. /**
  59264. * The luminance threshold to find bright areas of the image to bloom.
  59265. */
  59266. threshold: number;
  59267. /**
  59268. * The strength of the bloom.
  59269. */
  59270. weight: number;
  59271. /**
  59272. * Specifies the size of the bloom blur kernel, relative to the final output size
  59273. */
  59274. kernel: number;
  59275. /**
  59276. * Creates a new instance of @see BloomEffect
  59277. * @param scene The scene the effect belongs to.
  59278. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  59279. * @param bloomKernel The size of the kernel to be used when applying the blur.
  59280. * @param bloomWeight The the strength of bloom.
  59281. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  59282. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59283. */
  59284. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  59285. /**
  59286. * Disposes each of the internal effects for a given camera.
  59287. * @param camera The camera to dispose the effect on.
  59288. */
  59289. disposeEffects(camera: Camera): void;
  59290. /**
  59291. * @hidden Internal
  59292. */
  59293. _updateEffects(): void;
  59294. /**
  59295. * Internal
  59296. * @returns if all the contained post processes are ready.
  59297. * @hidden
  59298. */
  59299. _isReady(): boolean;
  59300. }
  59301. }
  59302. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  59303. /** @hidden */
  59304. export var chromaticAberrationPixelShader: {
  59305. name: string;
  59306. shader: string;
  59307. };
  59308. }
  59309. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  59310. import { Vector2 } from "babylonjs/Maths/math.vector";
  59311. import { Nullable } from "babylonjs/types";
  59312. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59313. import { Camera } from "babylonjs/Cameras/camera";
  59314. import { Engine } from "babylonjs/Engines/engine";
  59315. import "babylonjs/Shaders/chromaticAberration.fragment";
  59316. /**
  59317. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  59318. */
  59319. export class ChromaticAberrationPostProcess extends PostProcess {
  59320. /**
  59321. * The amount of seperation of rgb channels (default: 30)
  59322. */
  59323. aberrationAmount: number;
  59324. /**
  59325. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  59326. */
  59327. radialIntensity: number;
  59328. /**
  59329. * The normilized direction in which the rgb channels should be seperated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))
  59330. */
  59331. direction: Vector2;
  59332. /**
  59333. * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corder] (default: Vector2(0.5 ,0.5))
  59334. */
  59335. centerPosition: Vector2;
  59336. /**
  59337. * Creates a new instance ChromaticAberrationPostProcess
  59338. * @param name The name of the effect.
  59339. * @param screenWidth The width of the screen to apply the effect on.
  59340. * @param screenHeight The height of the screen to apply the effect on.
  59341. * @param options The required width/height ratio to downsize to before computing the render pass.
  59342. * @param camera The camera to apply the render pass to.
  59343. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59344. * @param engine The engine which the post process will be applied. (default: current engine)
  59345. * @param reusable If the post process can be reused on the same frame. (default: false)
  59346. * @param textureType Type of textures used when performing the post process. (default: 0)
  59347. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59348. */
  59349. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59350. }
  59351. }
  59352. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  59353. /** @hidden */
  59354. export var circleOfConfusionPixelShader: {
  59355. name: string;
  59356. shader: string;
  59357. };
  59358. }
  59359. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  59360. import { Nullable } from "babylonjs/types";
  59361. import { Engine } from "babylonjs/Engines/engine";
  59362. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59363. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  59364. import { Camera } from "babylonjs/Cameras/camera";
  59365. import "babylonjs/Shaders/circleOfConfusion.fragment";
  59366. /**
  59367. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  59368. */
  59369. export class CircleOfConfusionPostProcess extends PostProcess {
  59370. /**
  59371. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  59372. */
  59373. lensSize: number;
  59374. /**
  59375. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  59376. */
  59377. fStop: number;
  59378. /**
  59379. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  59380. */
  59381. focusDistance: number;
  59382. /**
  59383. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  59384. */
  59385. focalLength: number;
  59386. private _depthTexture;
  59387. /**
  59388. * Creates a new instance CircleOfConfusionPostProcess
  59389. * @param name The name of the effect.
  59390. * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.
  59391. * @param options The required width/height ratio to downsize to before computing the render pass.
  59392. * @param camera The camera to apply the render pass to.
  59393. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59394. * @param engine The engine which the post process will be applied. (default: current engine)
  59395. * @param reusable If the post process can be reused on the same frame. (default: false)
  59396. * @param textureType Type of textures used when performing the post process. (default: 0)
  59397. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59398. */
  59399. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59400. /**
  59401. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  59402. */
  59403. depthTexture: RenderTargetTexture;
  59404. }
  59405. }
  59406. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  59407. /** @hidden */
  59408. export var colorCorrectionPixelShader: {
  59409. name: string;
  59410. shader: string;
  59411. };
  59412. }
  59413. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  59414. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59415. import { Engine } from "babylonjs/Engines/engine";
  59416. import { Camera } from "babylonjs/Cameras/camera";
  59417. import "babylonjs/Shaders/colorCorrection.fragment";
  59418. /**
  59419. *
  59420. * This post-process allows the modification of rendered colors by using
  59421. * a 'look-up table' (LUT). This effect is also called Color Grading.
  59422. *
  59423. * The object needs to be provided an url to a texture containing the color
  59424. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  59425. * Use an image editing software to tweak the LUT to match your needs.
  59426. *
  59427. * For an example of a color LUT, see here:
  59428. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  59429. * For explanations on color grading, see here:
  59430. * @see http://udn.epicgames.com/Three/ColorGrading.html
  59431. *
  59432. */
  59433. export class ColorCorrectionPostProcess extends PostProcess {
  59434. private _colorTableTexture;
  59435. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59436. }
  59437. }
  59438. declare module "babylonjs/Shaders/convolution.fragment" {
  59439. /** @hidden */
  59440. export var convolutionPixelShader: {
  59441. name: string;
  59442. shader: string;
  59443. };
  59444. }
  59445. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  59446. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59447. import { Nullable } from "babylonjs/types";
  59448. import { Camera } from "babylonjs/Cameras/camera";
  59449. import { Engine } from "babylonjs/Engines/engine";
  59450. import "babylonjs/Shaders/convolution.fragment";
  59451. /**
  59452. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  59453. * input texture to perform effects such as edge detection or sharpening
  59454. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  59455. */
  59456. export class ConvolutionPostProcess extends PostProcess {
  59457. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  59458. kernel: number[];
  59459. /**
  59460. * Creates a new instance ConvolutionPostProcess
  59461. * @param name The name of the effect.
  59462. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  59463. * @param options The required width/height ratio to downsize to before computing the render pass.
  59464. * @param camera The camera to apply the render pass to.
  59465. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59466. * @param engine The engine which the post process will be applied. (default: current engine)
  59467. * @param reusable If the post process can be reused on the same frame. (default: false)
  59468. * @param textureType Type of textures used when performing the post process. (default: 0)
  59469. */
  59470. constructor(name: string,
  59471. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  59472. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  59473. /**
  59474. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59475. */
  59476. static EdgeDetect0Kernel: number[];
  59477. /**
  59478. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59479. */
  59480. static EdgeDetect1Kernel: number[];
  59481. /**
  59482. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59483. */
  59484. static EdgeDetect2Kernel: number[];
  59485. /**
  59486. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59487. */
  59488. static SharpenKernel: number[];
  59489. /**
  59490. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59491. */
  59492. static EmbossKernel: number[];
  59493. /**
  59494. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59495. */
  59496. static GaussianKernel: number[];
  59497. }
  59498. }
  59499. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  59500. import { Nullable } from "babylonjs/types";
  59501. import { Vector2 } from "babylonjs/Maths/math.vector";
  59502. import { Camera } from "babylonjs/Cameras/camera";
  59503. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59504. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  59505. import { Engine } from "babylonjs/Engines/engine";
  59506. import { Scene } from "babylonjs/scene";
  59507. /**
  59508. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  59509. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  59510. * based on samples that have a large difference in distance than the center pixel.
  59511. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  59512. */
  59513. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  59514. direction: Vector2;
  59515. /**
  59516. * Creates a new instance CircleOfConfusionPostProcess
  59517. * @param name The name of the effect.
  59518. * @param scene The scene the effect belongs to.
  59519. * @param direction The direction the blur should be applied.
  59520. * @param kernel The size of the kernel used to blur.
  59521. * @param options The required width/height ratio to downsize to before computing the render pass.
  59522. * @param camera The camera to apply the render pass to.
  59523. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  59524. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  59525. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59526. * @param engine The engine which the post process will be applied. (default: current engine)
  59527. * @param reusable If the post process can be reused on the same frame. (default: false)
  59528. * @param textureType Type of textures used when performing the post process. (default: 0)
  59529. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59530. */
  59531. constructor(name: string, scene: Scene, direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, circleOfConfusion: PostProcess, imageToBlur?: Nullable<PostProcess>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59532. }
  59533. }
  59534. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  59535. /** @hidden */
  59536. export var depthOfFieldMergePixelShader: {
  59537. name: string;
  59538. shader: string;
  59539. };
  59540. }
  59541. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  59542. import { Nullable } from "babylonjs/types";
  59543. import { Camera } from "babylonjs/Cameras/camera";
  59544. import { Effect } from "babylonjs/Materials/effect";
  59545. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59546. import { Engine } from "babylonjs/Engines/engine";
  59547. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  59548. /**
  59549. * Options to be set when merging outputs from the default pipeline.
  59550. */
  59551. export class DepthOfFieldMergePostProcessOptions {
  59552. /**
  59553. * The original image to merge on top of
  59554. */
  59555. originalFromInput: PostProcess;
  59556. /**
  59557. * Parameters to perform the merge of the depth of field effect
  59558. */
  59559. depthOfField?: {
  59560. circleOfConfusion: PostProcess;
  59561. blurSteps: Array<PostProcess>;
  59562. };
  59563. /**
  59564. * Parameters to perform the merge of bloom effect
  59565. */
  59566. bloom?: {
  59567. blurred: PostProcess;
  59568. weight: number;
  59569. };
  59570. }
  59571. /**
  59572. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  59573. */
  59574. export class DepthOfFieldMergePostProcess extends PostProcess {
  59575. private blurSteps;
  59576. /**
  59577. * Creates a new instance of DepthOfFieldMergePostProcess
  59578. * @param name The name of the effect.
  59579. * @param originalFromInput Post process which's input will be used for the merge.
  59580. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  59581. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  59582. * @param options The required width/height ratio to downsize to before computing the render pass.
  59583. * @param camera The camera to apply the render pass to.
  59584. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59585. * @param engine The engine which the post process will be applied. (default: current engine)
  59586. * @param reusable If the post process can be reused on the same frame. (default: false)
  59587. * @param textureType Type of textures used when performing the post process. (default: 0)
  59588. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59589. */
  59590. constructor(name: string, originalFromInput: PostProcess, circleOfConfusion: PostProcess, blurSteps: Array<PostProcess>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59591. /**
  59592. * Updates the effect with the current post process compile time values and recompiles the shader.
  59593. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  59594. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  59595. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  59596. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  59597. * @param onCompiled Called when the shader has been compiled.
  59598. * @param onError Called if there is an error when compiling a shader.
  59599. */
  59600. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  59601. }
  59602. }
  59603. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  59604. import { Nullable } from "babylonjs/types";
  59605. import { Camera } from "babylonjs/Cameras/camera";
  59606. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  59607. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  59608. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  59609. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  59610. import { Scene } from "babylonjs/scene";
  59611. /**
  59612. * Specifies the level of max blur that should be applied when using the depth of field effect
  59613. */
  59614. export enum DepthOfFieldEffectBlurLevel {
  59615. /**
  59616. * Subtle blur
  59617. */
  59618. Low = 0,
  59619. /**
  59620. * Medium blur
  59621. */
  59622. Medium = 1,
  59623. /**
  59624. * Large blur
  59625. */
  59626. High = 2
  59627. }
  59628. /**
  59629. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  59630. */
  59631. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  59632. private _circleOfConfusion;
  59633. /**
  59634. * @hidden Internal, blurs from high to low
  59635. */
  59636. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  59637. private _depthOfFieldBlurY;
  59638. private _dofMerge;
  59639. /**
  59640. * @hidden Internal post processes in depth of field effect
  59641. */
  59642. _effects: Array<PostProcess>;
  59643. /**
  59644. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  59645. */
  59646. focalLength: number;
  59647. /**
  59648. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  59649. */
  59650. fStop: number;
  59651. /**
  59652. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  59653. */
  59654. focusDistance: number;
  59655. /**
  59656. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  59657. */
  59658. lensSize: number;
  59659. /**
  59660. * Creates a new instance DepthOfFieldEffect
  59661. * @param scene The scene the effect belongs to.
  59662. * @param depthTexture The depth texture of the scene to compute the circle of confusion.This must be set in order for this to function but may be set after initialization if needed.
  59663. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  59664. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59665. */
  59666. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  59667. /**
  59668. * Get the current class name of the current effet
  59669. * @returns "DepthOfFieldEffect"
  59670. */
  59671. getClassName(): string;
  59672. /**
  59673. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  59674. */
  59675. depthTexture: RenderTargetTexture;
  59676. /**
  59677. * Disposes each of the internal effects for a given camera.
  59678. * @param camera The camera to dispose the effect on.
  59679. */
  59680. disposeEffects(camera: Camera): void;
  59681. /**
  59682. * @hidden Internal
  59683. */
  59684. _updateEffects(): void;
  59685. /**
  59686. * Internal
  59687. * @returns if all the contained post processes are ready.
  59688. * @hidden
  59689. */
  59690. _isReady(): boolean;
  59691. }
  59692. }
  59693. declare module "babylonjs/Shaders/displayPass.fragment" {
  59694. /** @hidden */
  59695. export var displayPassPixelShader: {
  59696. name: string;
  59697. shader: string;
  59698. };
  59699. }
  59700. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  59701. import { Nullable } from "babylonjs/types";
  59702. import { Camera } from "babylonjs/Cameras/camera";
  59703. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59704. import { Engine } from "babylonjs/Engines/engine";
  59705. import "babylonjs/Shaders/displayPass.fragment";
  59706. /**
  59707. * DisplayPassPostProcess which produces an output the same as it's input
  59708. */
  59709. export class DisplayPassPostProcess extends PostProcess {
  59710. /**
  59711. * Creates the DisplayPassPostProcess
  59712. * @param name The name of the effect.
  59713. * @param options The required width/height ratio to downsize to before computing the render pass.
  59714. * @param camera The camera to apply the render pass to.
  59715. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59716. * @param engine The engine which the post process will be applied. (default: current engine)
  59717. * @param reusable If the post process can be reused on the same frame. (default: false)
  59718. */
  59719. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59720. }
  59721. }
  59722. declare module "babylonjs/Shaders/filter.fragment" {
  59723. /** @hidden */
  59724. export var filterPixelShader: {
  59725. name: string;
  59726. shader: string;
  59727. };
  59728. }
  59729. declare module "babylonjs/PostProcesses/filterPostProcess" {
  59730. import { Nullable } from "babylonjs/types";
  59731. import { Matrix } from "babylonjs/Maths/math.vector";
  59732. import { Camera } from "babylonjs/Cameras/camera";
  59733. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59734. import { Engine } from "babylonjs/Engines/engine";
  59735. import "babylonjs/Shaders/filter.fragment";
  59736. /**
  59737. * Applies a kernel filter to the image
  59738. */
  59739. export class FilterPostProcess extends PostProcess {
  59740. /** The matrix to be applied to the image */
  59741. kernelMatrix: Matrix;
  59742. /**
  59743. *
  59744. * @param name The name of the effect.
  59745. * @param kernelMatrix The matrix to be applied to the image
  59746. * @param options The required width/height ratio to downsize to before computing the render pass.
  59747. * @param camera The camera to apply the render pass to.
  59748. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59749. * @param engine The engine which the post process will be applied. (default: current engine)
  59750. * @param reusable If the post process can be reused on the same frame. (default: false)
  59751. */
  59752. constructor(name: string,
  59753. /** The matrix to be applied to the image */
  59754. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59755. }
  59756. }
  59757. declare module "babylonjs/Shaders/fxaa.fragment" {
  59758. /** @hidden */
  59759. export var fxaaPixelShader: {
  59760. name: string;
  59761. shader: string;
  59762. };
  59763. }
  59764. declare module "babylonjs/Shaders/fxaa.vertex" {
  59765. /** @hidden */
  59766. export var fxaaVertexShader: {
  59767. name: string;
  59768. shader: string;
  59769. };
  59770. }
  59771. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  59772. import { Nullable } from "babylonjs/types";
  59773. import { Camera } from "babylonjs/Cameras/camera";
  59774. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59775. import { Engine } from "babylonjs/Engines/engine";
  59776. import "babylonjs/Shaders/fxaa.fragment";
  59777. import "babylonjs/Shaders/fxaa.vertex";
  59778. /**
  59779. * Fxaa post process
  59780. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  59781. */
  59782. export class FxaaPostProcess extends PostProcess {
  59783. /** @hidden */
  59784. texelWidth: number;
  59785. /** @hidden */
  59786. texelHeight: number;
  59787. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  59788. private _getDefines;
  59789. }
  59790. }
  59791. declare module "babylonjs/Shaders/grain.fragment" {
  59792. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  59793. /** @hidden */
  59794. export var grainPixelShader: {
  59795. name: string;
  59796. shader: string;
  59797. };
  59798. }
  59799. declare module "babylonjs/PostProcesses/grainPostProcess" {
  59800. import { Nullable } from "babylonjs/types";
  59801. import { Camera } from "babylonjs/Cameras/camera";
  59802. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59803. import { Engine } from "babylonjs/Engines/engine";
  59804. import "babylonjs/Shaders/grain.fragment";
  59805. /**
  59806. * The GrainPostProcess adds noise to the image at mid luminance levels
  59807. */
  59808. export class GrainPostProcess extends PostProcess {
  59809. /**
  59810. * The intensity of the grain added (default: 30)
  59811. */
  59812. intensity: number;
  59813. /**
  59814. * If the grain should be randomized on every frame
  59815. */
  59816. animated: boolean;
  59817. /**
  59818. * Creates a new instance of @see GrainPostProcess
  59819. * @param name The name of the effect.
  59820. * @param options The required width/height ratio to downsize to before computing the render pass.
  59821. * @param camera The camera to apply the render pass to.
  59822. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59823. * @param engine The engine which the post process will be applied. (default: current engine)
  59824. * @param reusable If the post process can be reused on the same frame. (default: false)
  59825. * @param textureType Type of textures used when performing the post process. (default: 0)
  59826. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59827. */
  59828. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59829. }
  59830. }
  59831. declare module "babylonjs/Shaders/highlights.fragment" {
  59832. /** @hidden */
  59833. export var highlightsPixelShader: {
  59834. name: string;
  59835. shader: string;
  59836. };
  59837. }
  59838. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  59839. import { Nullable } from "babylonjs/types";
  59840. import { Camera } from "babylonjs/Cameras/camera";
  59841. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59842. import { Engine } from "babylonjs/Engines/engine";
  59843. import "babylonjs/Shaders/highlights.fragment";
  59844. /**
  59845. * Extracts highlights from the image
  59846. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  59847. */
  59848. export class HighlightsPostProcess extends PostProcess {
  59849. /**
  59850. * Extracts highlights from the image
  59851. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  59852. * @param name The name of the effect.
  59853. * @param options The required width/height ratio to downsize to before computing the render pass.
  59854. * @param camera The camera to apply the render pass to.
  59855. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59856. * @param engine The engine which the post process will be applied. (default: current engine)
  59857. * @param reusable If the post process can be reused on the same frame. (default: false)
  59858. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  59859. */
  59860. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  59861. }
  59862. }
  59863. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  59864. /** @hidden */
  59865. export var mrtFragmentDeclaration: {
  59866. name: string;
  59867. shader: string;
  59868. };
  59869. }
  59870. declare module "babylonjs/Shaders/geometry.fragment" {
  59871. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  59872. /** @hidden */
  59873. export var geometryPixelShader: {
  59874. name: string;
  59875. shader: string;
  59876. };
  59877. }
  59878. declare module "babylonjs/Shaders/geometry.vertex" {
  59879. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  59880. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  59881. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  59882. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  59883. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  59884. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  59885. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  59886. /** @hidden */
  59887. export var geometryVertexShader: {
  59888. name: string;
  59889. shader: string;
  59890. };
  59891. }
  59892. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  59893. import { Matrix } from "babylonjs/Maths/math.vector";
  59894. import { SubMesh } from "babylonjs/Meshes/subMesh";
  59895. import { Mesh } from "babylonjs/Meshes/mesh";
  59896. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  59897. import { Effect } from "babylonjs/Materials/effect";
  59898. import { Scene } from "babylonjs/scene";
  59899. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59900. import "babylonjs/Shaders/geometry.fragment";
  59901. import "babylonjs/Shaders/geometry.vertex";
  59902. /** @hidden */
  59903. interface ISavedTransformationMatrix {
  59904. world: Matrix;
  59905. viewProjection: Matrix;
  59906. }
  59907. /**
  59908. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  59909. */
  59910. export class GeometryBufferRenderer {
  59911. /**
  59912. * Constant used to retrieve the position texture index in the G-Buffer textures array
  59913. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  59914. */
  59915. static readonly POSITION_TEXTURE_TYPE: number;
  59916. /**
  59917. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  59918. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  59919. */
  59920. static readonly VELOCITY_TEXTURE_TYPE: number;
  59921. /**
  59922. * Dictionary used to store the previous transformation matrices of each rendered mesh
  59923. * in order to compute objects velocities when enableVelocity is set to "true"
  59924. * @hidden
  59925. */
  59926. _previousTransformationMatrices: {
  59927. [index: number]: ISavedTransformationMatrix;
  59928. };
  59929. /**
  59930. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  59931. * in order to compute objects velocities when enableVelocity is set to "true"
  59932. * @hidden
  59933. */
  59934. _previousBonesTransformationMatrices: {
  59935. [index: number]: Float32Array;
  59936. };
  59937. /**
  59938. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  59939. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  59940. */
  59941. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  59942. private _scene;
  59943. private _multiRenderTarget;
  59944. private _ratio;
  59945. private _enablePosition;
  59946. private _enableVelocity;
  59947. private _positionIndex;
  59948. private _velocityIndex;
  59949. protected _effect: Effect;
  59950. protected _cachedDefines: string;
  59951. /**
  59952. * Set the render list (meshes to be rendered) used in the G buffer.
  59953. */
  59954. renderList: Mesh[];
  59955. /**
  59956. * Gets wether or not G buffer are supported by the running hardware.
  59957. * This requires draw buffer supports
  59958. */
  59959. readonly isSupported: boolean;
  59960. /**
  59961. * Returns the index of the given texture type in the G-Buffer textures array
  59962. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  59963. * @returns the index of the given texture type in the G-Buffer textures array
  59964. */
  59965. getTextureIndex(textureType: number): number;
  59966. /**
  59967. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  59968. */
  59969. /**
  59970. * Sets whether or not objects positions are enabled for the G buffer.
  59971. */
  59972. enablePosition: boolean;
  59973. /**
  59974. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  59975. */
  59976. /**
  59977. * Sets wether or not objects velocities are enabled for the G buffer.
  59978. */
  59979. enableVelocity: boolean;
  59980. /**
  59981. * Gets the scene associated with the buffer.
  59982. */
  59983. readonly scene: Scene;
  59984. /**
  59985. * Gets the ratio used by the buffer during its creation.
  59986. * How big is the buffer related to the main canvas.
  59987. */
  59988. readonly ratio: number;
  59989. /** @hidden */
  59990. static _SceneComponentInitialization: (scene: Scene) => void;
  59991. /**
  59992. * Creates a new G Buffer for the scene
  59993. * @param scene The scene the buffer belongs to
  59994. * @param ratio How big is the buffer related to the main canvas.
  59995. */
  59996. constructor(scene: Scene, ratio?: number);
  59997. /**
  59998. * Checks wether everything is ready to render a submesh to the G buffer.
  59999. * @param subMesh the submesh to check readiness for
  60000. * @param useInstances is the mesh drawn using instance or not
  60001. * @returns true if ready otherwise false
  60002. */
  60003. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  60004. /**
  60005. * Gets the current underlying G Buffer.
  60006. * @returns the buffer
  60007. */
  60008. getGBuffer(): MultiRenderTarget;
  60009. /**
  60010. * Gets the number of samples used to render the buffer (anti aliasing).
  60011. */
  60012. /**
  60013. * Sets the number of samples used to render the buffer (anti aliasing).
  60014. */
  60015. samples: number;
  60016. /**
  60017. * Disposes the renderer and frees up associated resources.
  60018. */
  60019. dispose(): void;
  60020. protected _createRenderTargets(): void;
  60021. private _copyBonesTransformationMatrices;
  60022. }
  60023. }
  60024. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  60025. import { Nullable } from "babylonjs/types";
  60026. import { Scene } from "babylonjs/scene";
  60027. import { ISceneComponent } from "babylonjs/sceneComponent";
  60028. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  60029. module "babylonjs/scene" {
  60030. interface Scene {
  60031. /** @hidden (Backing field) */
  60032. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  60033. /**
  60034. * Gets or Sets the current geometry buffer associated to the scene.
  60035. */
  60036. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  60037. /**
  60038. * Enables a GeometryBufferRender and associates it with the scene
  60039. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  60040. * @returns the GeometryBufferRenderer
  60041. */
  60042. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  60043. /**
  60044. * Disables the GeometryBufferRender associated with the scene
  60045. */
  60046. disableGeometryBufferRenderer(): void;
  60047. }
  60048. }
  60049. /**
  60050. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  60051. * in several rendering techniques.
  60052. */
  60053. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  60054. /**
  60055. * The component name helpful to identify the component in the list of scene components.
  60056. */
  60057. readonly name: string;
  60058. /**
  60059. * The scene the component belongs to.
  60060. */
  60061. scene: Scene;
  60062. /**
  60063. * Creates a new instance of the component for the given scene
  60064. * @param scene Defines the scene to register the component in
  60065. */
  60066. constructor(scene: Scene);
  60067. /**
  60068. * Registers the component in a given scene
  60069. */
  60070. register(): void;
  60071. /**
  60072. * Rebuilds the elements related to this component in case of
  60073. * context lost for instance.
  60074. */
  60075. rebuild(): void;
  60076. /**
  60077. * Disposes the component and the associated ressources
  60078. */
  60079. dispose(): void;
  60080. private _gatherRenderTargets;
  60081. }
  60082. }
  60083. declare module "babylonjs/Shaders/motionBlur.fragment" {
  60084. /** @hidden */
  60085. export var motionBlurPixelShader: {
  60086. name: string;
  60087. shader: string;
  60088. };
  60089. }
  60090. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  60091. import { Nullable } from "babylonjs/types";
  60092. import { Camera } from "babylonjs/Cameras/camera";
  60093. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60094. import { Scene } from "babylonjs/scene";
  60095. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60096. import "babylonjs/Animations/animatable";
  60097. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  60098. import "babylonjs/Shaders/motionBlur.fragment";
  60099. import { Engine } from "babylonjs/Engines/engine";
  60100. /**
  60101. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  60102. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  60103. * As an example, all you have to do is to create the post-process:
  60104. * var mb = new BABYLON.MotionBlurPostProcess(
  60105. * 'mb', // The name of the effect.
  60106. * scene, // The scene containing the objects to blur according to their velocity.
  60107. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  60108. * camera // The camera to apply the render pass to.
  60109. * );
  60110. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  60111. */
  60112. export class MotionBlurPostProcess extends PostProcess {
  60113. /**
  60114. * Defines how much the image is blurred by the movement. Default value is equal to 1
  60115. */
  60116. motionStrength: number;
  60117. /**
  60118. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  60119. */
  60120. /**
  60121. * Sets the number of iterations to be used for motion blur quality
  60122. */
  60123. motionBlurSamples: number;
  60124. private _motionBlurSamples;
  60125. private _geometryBufferRenderer;
  60126. /**
  60127. * Creates a new instance MotionBlurPostProcess
  60128. * @param name The name of the effect.
  60129. * @param scene The scene containing the objects to blur according to their velocity.
  60130. * @param options The required width/height ratio to downsize to before computing the render pass.
  60131. * @param camera The camera to apply the render pass to.
  60132. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60133. * @param engine The engine which the post process will be applied. (default: current engine)
  60134. * @param reusable If the post process can be reused on the same frame. (default: false)
  60135. * @param textureType Type of textures used when performing the post process. (default: 0)
  60136. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  60137. */
  60138. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60139. /**
  60140. * Excludes the given skinned mesh from computing bones velocities.
  60141. * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore.
  60142. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  60143. */
  60144. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  60145. /**
  60146. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  60147. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  60148. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  60149. */
  60150. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  60151. /**
  60152. * Disposes the post process.
  60153. * @param camera The camera to dispose the post process on.
  60154. */
  60155. dispose(camera?: Camera): void;
  60156. }
  60157. }
  60158. declare module "babylonjs/Shaders/refraction.fragment" {
  60159. /** @hidden */
  60160. export var refractionPixelShader: {
  60161. name: string;
  60162. shader: string;
  60163. };
  60164. }
  60165. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  60166. import { Color3 } from "babylonjs/Maths/math.color";
  60167. import { Camera } from "babylonjs/Cameras/camera";
  60168. import { Texture } from "babylonjs/Materials/Textures/texture";
  60169. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60170. import { Engine } from "babylonjs/Engines/engine";
  60171. import "babylonjs/Shaders/refraction.fragment";
  60172. /**
  60173. * Post process which applies a refractin texture
  60174. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  60175. */
  60176. export class RefractionPostProcess extends PostProcess {
  60177. /** the base color of the refraction (used to taint the rendering) */
  60178. color: Color3;
  60179. /** simulated refraction depth */
  60180. depth: number;
  60181. /** the coefficient of the base color (0 to remove base color tainting) */
  60182. colorLevel: number;
  60183. private _refTexture;
  60184. private _ownRefractionTexture;
  60185. /**
  60186. * Gets or sets the refraction texture
  60187. * Please note that you are responsible for disposing the texture if you set it manually
  60188. */
  60189. refractionTexture: Texture;
  60190. /**
  60191. * Initializes the RefractionPostProcess
  60192. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  60193. * @param name The name of the effect.
  60194. * @param refractionTextureUrl Url of the refraction texture to use
  60195. * @param color the base color of the refraction (used to taint the rendering)
  60196. * @param depth simulated refraction depth
  60197. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  60198. * @param camera The camera to apply the render pass to.
  60199. * @param options The required width/height ratio to downsize to before computing the render pass.
  60200. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60201. * @param engine The engine which the post process will be applied. (default: current engine)
  60202. * @param reusable If the post process can be reused on the same frame. (default: false)
  60203. */
  60204. constructor(name: string, refractionTextureUrl: string,
  60205. /** the base color of the refraction (used to taint the rendering) */
  60206. color: Color3,
  60207. /** simulated refraction depth */
  60208. depth: number,
  60209. /** the coefficient of the base color (0 to remove base color tainting) */
  60210. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60211. /**
  60212. * Disposes of the post process
  60213. * @param camera Camera to dispose post process on
  60214. */
  60215. dispose(camera: Camera): void;
  60216. }
  60217. }
  60218. declare module "babylonjs/Shaders/sharpen.fragment" {
  60219. /** @hidden */
  60220. export var sharpenPixelShader: {
  60221. name: string;
  60222. shader: string;
  60223. };
  60224. }
  60225. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  60226. import { Nullable } from "babylonjs/types";
  60227. import { Camera } from "babylonjs/Cameras/camera";
  60228. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60229. import "babylonjs/Shaders/sharpen.fragment";
  60230. import { Engine } from "babylonjs/Engines/engine";
  60231. /**
  60232. * The SharpenPostProcess applies a sharpen kernel to every pixel
  60233. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  60234. */
  60235. export class SharpenPostProcess extends PostProcess {
  60236. /**
  60237. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  60238. */
  60239. colorAmount: number;
  60240. /**
  60241. * How much sharpness should be applied (default: 0.3)
  60242. */
  60243. edgeAmount: number;
  60244. /**
  60245. * Creates a new instance ConvolutionPostProcess
  60246. * @param name The name of the effect.
  60247. * @param options The required width/height ratio to downsize to before computing the render pass.
  60248. * @param camera The camera to apply the render pass to.
  60249. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60250. * @param engine The engine which the post process will be applied. (default: current engine)
  60251. * @param reusable If the post process can be reused on the same frame. (default: false)
  60252. * @param textureType Type of textures used when performing the post process. (default: 0)
  60253. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  60254. */
  60255. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60256. }
  60257. }
  60258. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  60259. import { Nullable } from "babylonjs/types";
  60260. import { Camera } from "babylonjs/Cameras/camera";
  60261. import { Engine } from "babylonjs/Engines/engine";
  60262. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60263. import { IInspectable } from "babylonjs/Misc/iInspectable";
  60264. /**
  60265. * PostProcessRenderPipeline
  60266. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60267. */
  60268. export class PostProcessRenderPipeline {
  60269. private engine;
  60270. private _renderEffects;
  60271. private _renderEffectsForIsolatedPass;
  60272. /**
  60273. * List of inspectable custom properties (used by the Inspector)
  60274. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  60275. */
  60276. inspectableCustomProperties: IInspectable[];
  60277. /**
  60278. * @hidden
  60279. */
  60280. protected _cameras: Camera[];
  60281. /** @hidden */
  60282. _name: string;
  60283. /**
  60284. * Gets pipeline name
  60285. */
  60286. readonly name: string;
  60287. /**
  60288. * Initializes a PostProcessRenderPipeline
  60289. * @param engine engine to add the pipeline to
  60290. * @param name name of the pipeline
  60291. */
  60292. constructor(engine: Engine, name: string);
  60293. /**
  60294. * Gets the class name
  60295. * @returns "PostProcessRenderPipeline"
  60296. */
  60297. getClassName(): string;
  60298. /**
  60299. * If all the render effects in the pipeline are supported
  60300. */
  60301. readonly isSupported: boolean;
  60302. /**
  60303. * Adds an effect to the pipeline
  60304. * @param renderEffect the effect to add
  60305. */
  60306. addEffect(renderEffect: PostProcessRenderEffect): void;
  60307. /** @hidden */
  60308. _rebuild(): void;
  60309. /** @hidden */
  60310. _enableEffect(renderEffectName: string, cameras: Camera): void;
  60311. /** @hidden */
  60312. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  60313. /** @hidden */
  60314. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  60315. /** @hidden */
  60316. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  60317. /** @hidden */
  60318. _attachCameras(cameras: Camera, unique: boolean): void;
  60319. /** @hidden */
  60320. _attachCameras(cameras: Camera[], unique: boolean): void;
  60321. /** @hidden */
  60322. _detachCameras(cameras: Camera): void;
  60323. /** @hidden */
  60324. _detachCameras(cameras: Nullable<Camera[]>): void;
  60325. /** @hidden */
  60326. _update(): void;
  60327. /** @hidden */
  60328. _reset(): void;
  60329. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  60330. /**
  60331. * Disposes of the pipeline
  60332. */
  60333. dispose(): void;
  60334. }
  60335. }
  60336. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  60337. import { Camera } from "babylonjs/Cameras/camera";
  60338. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60339. /**
  60340. * PostProcessRenderPipelineManager class
  60341. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60342. */
  60343. export class PostProcessRenderPipelineManager {
  60344. private _renderPipelines;
  60345. /**
  60346. * Initializes a PostProcessRenderPipelineManager
  60347. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60348. */
  60349. constructor();
  60350. /**
  60351. * Gets the list of supported render pipelines
  60352. */
  60353. readonly supportedPipelines: PostProcessRenderPipeline[];
  60354. /**
  60355. * Adds a pipeline to the manager
  60356. * @param renderPipeline The pipeline to add
  60357. */
  60358. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  60359. /**
  60360. * Attaches a camera to the pipeline
  60361. * @param renderPipelineName The name of the pipeline to attach to
  60362. * @param cameras the camera to attach
  60363. * @param unique if the camera can be attached multiple times to the pipeline
  60364. */
  60365. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  60366. /**
  60367. * Detaches a camera from the pipeline
  60368. * @param renderPipelineName The name of the pipeline to detach from
  60369. * @param cameras the camera to detach
  60370. */
  60371. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  60372. /**
  60373. * Enables an effect by name on a pipeline
  60374. * @param renderPipelineName the name of the pipeline to enable the effect in
  60375. * @param renderEffectName the name of the effect to enable
  60376. * @param cameras the cameras that the effect should be enabled on
  60377. */
  60378. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  60379. /**
  60380. * Disables an effect by name on a pipeline
  60381. * @param renderPipelineName the name of the pipeline to disable the effect in
  60382. * @param renderEffectName the name of the effect to disable
  60383. * @param cameras the cameras that the effect should be disabled on
  60384. */
  60385. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  60386. /**
  60387. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  60388. */
  60389. update(): void;
  60390. /** @hidden */
  60391. _rebuild(): void;
  60392. /**
  60393. * Disposes of the manager and pipelines
  60394. */
  60395. dispose(): void;
  60396. }
  60397. }
  60398. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  60399. import { ISceneComponent } from "babylonjs/sceneComponent";
  60400. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  60401. import { Scene } from "babylonjs/scene";
  60402. module "babylonjs/scene" {
  60403. interface Scene {
  60404. /** @hidden (Backing field) */
  60405. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  60406. /**
  60407. * Gets the postprocess render pipeline manager
  60408. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60409. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  60410. */
  60411. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  60412. }
  60413. }
  60414. /**
  60415. * Defines the Render Pipeline scene component responsible to rendering pipelines
  60416. */
  60417. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  60418. /**
  60419. * The component name helpfull to identify the component in the list of scene components.
  60420. */
  60421. readonly name: string;
  60422. /**
  60423. * The scene the component belongs to.
  60424. */
  60425. scene: Scene;
  60426. /**
  60427. * Creates a new instance of the component for the given scene
  60428. * @param scene Defines the scene to register the component in
  60429. */
  60430. constructor(scene: Scene);
  60431. /**
  60432. * Registers the component in a given scene
  60433. */
  60434. register(): void;
  60435. /**
  60436. * Rebuilds the elements related to this component in case of
  60437. * context lost for instance.
  60438. */
  60439. rebuild(): void;
  60440. /**
  60441. * Disposes the component and the associated ressources
  60442. */
  60443. dispose(): void;
  60444. private _gatherRenderTargets;
  60445. }
  60446. }
  60447. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  60448. import { Nullable } from "babylonjs/types";
  60449. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  60450. import { Camera } from "babylonjs/Cameras/camera";
  60451. import { IDisposable } from "babylonjs/scene";
  60452. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  60453. import { Scene } from "babylonjs/scene";
  60454. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  60455. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  60456. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  60457. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  60458. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  60459. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60460. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  60461. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  60462. import { Animation } from "babylonjs/Animations/animation";
  60463. /**
  60464. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  60465. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  60466. */
  60467. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  60468. private _scene;
  60469. private _camerasToBeAttached;
  60470. /**
  60471. * ID of the sharpen post process,
  60472. */
  60473. private readonly SharpenPostProcessId;
  60474. /**
  60475. * @ignore
  60476. * ID of the image processing post process;
  60477. */
  60478. readonly ImageProcessingPostProcessId: string;
  60479. /**
  60480. * @ignore
  60481. * ID of the Fast Approximate Anti-Aliasing post process;
  60482. */
  60483. readonly FxaaPostProcessId: string;
  60484. /**
  60485. * ID of the chromatic aberration post process,
  60486. */
  60487. private readonly ChromaticAberrationPostProcessId;
  60488. /**
  60489. * ID of the grain post process
  60490. */
  60491. private readonly GrainPostProcessId;
  60492. /**
  60493. * Sharpen post process which will apply a sharpen convolution to enhance edges
  60494. */
  60495. sharpen: SharpenPostProcess;
  60496. private _sharpenEffect;
  60497. private bloom;
  60498. /**
  60499. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  60500. */
  60501. depthOfField: DepthOfFieldEffect;
  60502. /**
  60503. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  60504. */
  60505. fxaa: FxaaPostProcess;
  60506. /**
  60507. * Image post processing pass used to perform operations such as tone mapping or color grading.
  60508. */
  60509. imageProcessing: ImageProcessingPostProcess;
  60510. /**
  60511. * Chromatic aberration post process which will shift rgb colors in the image
  60512. */
  60513. chromaticAberration: ChromaticAberrationPostProcess;
  60514. private _chromaticAberrationEffect;
  60515. /**
  60516. * Grain post process which add noise to the image
  60517. */
  60518. grain: GrainPostProcess;
  60519. private _grainEffect;
  60520. /**
  60521. * Glow post process which adds a glow to emissive areas of the image
  60522. */
  60523. private _glowLayer;
  60524. /**
  60525. * Animations which can be used to tweak settings over a period of time
  60526. */
  60527. animations: Animation[];
  60528. private _imageProcessingConfigurationObserver;
  60529. private _sharpenEnabled;
  60530. private _bloomEnabled;
  60531. private _depthOfFieldEnabled;
  60532. private _depthOfFieldBlurLevel;
  60533. private _fxaaEnabled;
  60534. private _imageProcessingEnabled;
  60535. private _defaultPipelineTextureType;
  60536. private _bloomScale;
  60537. private _chromaticAberrationEnabled;
  60538. private _grainEnabled;
  60539. private _buildAllowed;
  60540. /**
  60541. * Gets active scene
  60542. */
  60543. readonly scene: Scene;
  60544. /**
  60545. * Enable or disable the sharpen process from the pipeline
  60546. */
  60547. sharpenEnabled: boolean;
  60548. private _resizeObserver;
  60549. private _hardwareScaleLevel;
  60550. private _bloomKernel;
  60551. /**
  60552. * Specifies the size of the bloom blur kernel, relative to the final output size
  60553. */
  60554. bloomKernel: number;
  60555. /**
  60556. * Specifies the weight of the bloom in the final rendering
  60557. */
  60558. private _bloomWeight;
  60559. /**
  60560. * Specifies the luma threshold for the area that will be blurred by the bloom
  60561. */
  60562. private _bloomThreshold;
  60563. private _hdr;
  60564. /**
  60565. * The strength of the bloom.
  60566. */
  60567. bloomWeight: number;
  60568. /**
  60569. * The strength of the bloom.
  60570. */
  60571. bloomThreshold: number;
  60572. /**
  60573. * The scale of the bloom, lower value will provide better performance.
  60574. */
  60575. bloomScale: number;
  60576. /**
  60577. * Enable or disable the bloom from the pipeline
  60578. */
  60579. bloomEnabled: boolean;
  60580. private _rebuildBloom;
  60581. /**
  60582. * If the depth of field is enabled.
  60583. */
  60584. depthOfFieldEnabled: boolean;
  60585. /**
  60586. * Blur level of the depth of field effect. (Higher blur will effect performance)
  60587. */
  60588. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  60589. /**
  60590. * If the anti aliasing is enabled.
  60591. */
  60592. fxaaEnabled: boolean;
  60593. private _samples;
  60594. /**
  60595. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  60596. */
  60597. samples: number;
  60598. /**
  60599. * If image processing is enabled.
  60600. */
  60601. imageProcessingEnabled: boolean;
  60602. /**
  60603. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  60604. */
  60605. glowLayerEnabled: boolean;
  60606. /**
  60607. * Gets the glow layer (or null if not defined)
  60608. */
  60609. readonly glowLayer: Nullable<GlowLayer>;
  60610. /**
  60611. * Enable or disable the chromaticAberration process from the pipeline
  60612. */
  60613. chromaticAberrationEnabled: boolean;
  60614. /**
  60615. * Enable or disable the grain process from the pipeline
  60616. */
  60617. grainEnabled: boolean;
  60618. /**
  60619. * @constructor
  60620. * @param name - The rendering pipeline name (default: "")
  60621. * @param hdr - If high dynamic range textures should be used (default: true)
  60622. * @param scene - The scene linked to this pipeline (default: the last created scene)
  60623. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  60624. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  60625. */
  60626. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  60627. /**
  60628. * Get the class name
  60629. * @returns "DefaultRenderingPipeline"
  60630. */
  60631. getClassName(): string;
  60632. /**
  60633. * Force the compilation of the entire pipeline.
  60634. */
  60635. prepare(): void;
  60636. private _hasCleared;
  60637. private _prevPostProcess;
  60638. private _prevPrevPostProcess;
  60639. private _setAutoClearAndTextureSharing;
  60640. private _depthOfFieldSceneObserver;
  60641. private _buildPipeline;
  60642. private _disposePostProcesses;
  60643. /**
  60644. * Adds a camera to the pipeline
  60645. * @param camera the camera to be added
  60646. */
  60647. addCamera(camera: Camera): void;
  60648. /**
  60649. * Removes a camera from the pipeline
  60650. * @param camera the camera to remove
  60651. */
  60652. removeCamera(camera: Camera): void;
  60653. /**
  60654. * Dispose of the pipeline and stop all post processes
  60655. */
  60656. dispose(): void;
  60657. /**
  60658. * Serialize the rendering pipeline (Used when exporting)
  60659. * @returns the serialized object
  60660. */
  60661. serialize(): any;
  60662. /**
  60663. * Parse the serialized pipeline
  60664. * @param source Source pipeline.
  60665. * @param scene The scene to load the pipeline to.
  60666. * @param rootUrl The URL of the serialized pipeline.
  60667. * @returns An instantiated pipeline from the serialized object.
  60668. */
  60669. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  60670. }
  60671. }
  60672. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  60673. /** @hidden */
  60674. export var lensHighlightsPixelShader: {
  60675. name: string;
  60676. shader: string;
  60677. };
  60678. }
  60679. declare module "babylonjs/Shaders/depthOfField.fragment" {
  60680. /** @hidden */
  60681. export var depthOfFieldPixelShader: {
  60682. name: string;
  60683. shader: string;
  60684. };
  60685. }
  60686. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  60687. import { Camera } from "babylonjs/Cameras/camera";
  60688. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60689. import { Scene } from "babylonjs/scene";
  60690. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  60691. import "babylonjs/Shaders/chromaticAberration.fragment";
  60692. import "babylonjs/Shaders/lensHighlights.fragment";
  60693. import "babylonjs/Shaders/depthOfField.fragment";
  60694. /**
  60695. * BABYLON.JS Chromatic Aberration GLSL Shader
  60696. * Author: Olivier Guyot
  60697. * Separates very slightly R, G and B colors on the edges of the screen
  60698. * Inspired by Francois Tarlier & Martins Upitis
  60699. */
  60700. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  60701. /**
  60702. * @ignore
  60703. * The chromatic aberration PostProcess id in the pipeline
  60704. */
  60705. LensChromaticAberrationEffect: string;
  60706. /**
  60707. * @ignore
  60708. * The highlights enhancing PostProcess id in the pipeline
  60709. */
  60710. HighlightsEnhancingEffect: string;
  60711. /**
  60712. * @ignore
  60713. * The depth-of-field PostProcess id in the pipeline
  60714. */
  60715. LensDepthOfFieldEffect: string;
  60716. private _scene;
  60717. private _depthTexture;
  60718. private _grainTexture;
  60719. private _chromaticAberrationPostProcess;
  60720. private _highlightsPostProcess;
  60721. private _depthOfFieldPostProcess;
  60722. private _edgeBlur;
  60723. private _grainAmount;
  60724. private _chromaticAberration;
  60725. private _distortion;
  60726. private _highlightsGain;
  60727. private _highlightsThreshold;
  60728. private _dofDistance;
  60729. private _dofAperture;
  60730. private _dofDarken;
  60731. private _dofPentagon;
  60732. private _blurNoise;
  60733. /**
  60734. * @constructor
  60735. *
  60736. * Effect parameters are as follow:
  60737. * {
  60738. * chromatic_aberration: number; // from 0 to x (1 for realism)
  60739. * edge_blur: number; // from 0 to x (1 for realism)
  60740. * distortion: number; // from 0 to x (1 for realism)
  60741. * grain_amount: number; // from 0 to 1
  60742. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  60743. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  60744. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  60745. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  60746. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  60747. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  60748. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  60749. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  60750. * }
  60751. * Note: if an effect parameter is unset, effect is disabled
  60752. *
  60753. * @param name The rendering pipeline name
  60754. * @param parameters - An object containing all parameters (see above)
  60755. * @param scene The scene linked to this pipeline
  60756. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  60757. * @param cameras The array of cameras that the rendering pipeline will be attached to
  60758. */
  60759. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  60760. /**
  60761. * Get the class name
  60762. * @returns "LensRenderingPipeline"
  60763. */
  60764. getClassName(): string;
  60765. /**
  60766. * Gets associated scene
  60767. */
  60768. readonly scene: Scene;
  60769. /**
  60770. * Gets or sets the edge blur
  60771. */
  60772. edgeBlur: number;
  60773. /**
  60774. * Gets or sets the grain amount
  60775. */
  60776. grainAmount: number;
  60777. /**
  60778. * Gets or sets the chromatic aberration amount
  60779. */
  60780. chromaticAberration: number;
  60781. /**
  60782. * Gets or sets the depth of field aperture
  60783. */
  60784. dofAperture: number;
  60785. /**
  60786. * Gets or sets the edge distortion
  60787. */
  60788. edgeDistortion: number;
  60789. /**
  60790. * Gets or sets the depth of field distortion
  60791. */
  60792. dofDistortion: number;
  60793. /**
  60794. * Gets or sets the darken out of focus amount
  60795. */
  60796. darkenOutOfFocus: number;
  60797. /**
  60798. * Gets or sets a boolean indicating if blur noise is enabled
  60799. */
  60800. blurNoise: boolean;
  60801. /**
  60802. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  60803. */
  60804. pentagonBokeh: boolean;
  60805. /**
  60806. * Gets or sets the highlight grain amount
  60807. */
  60808. highlightsGain: number;
  60809. /**
  60810. * Gets or sets the highlight threshold
  60811. */
  60812. highlightsThreshold: number;
  60813. /**
  60814. * Sets the amount of blur at the edges
  60815. * @param amount blur amount
  60816. */
  60817. setEdgeBlur(amount: number): void;
  60818. /**
  60819. * Sets edge blur to 0
  60820. */
  60821. disableEdgeBlur(): void;
  60822. /**
  60823. * Sets the amout of grain
  60824. * @param amount Amount of grain
  60825. */
  60826. setGrainAmount(amount: number): void;
  60827. /**
  60828. * Set grain amount to 0
  60829. */
  60830. disableGrain(): void;
  60831. /**
  60832. * Sets the chromatic aberration amount
  60833. * @param amount amount of chromatic aberration
  60834. */
  60835. setChromaticAberration(amount: number): void;
  60836. /**
  60837. * Sets chromatic aberration amount to 0
  60838. */
  60839. disableChromaticAberration(): void;
  60840. /**
  60841. * Sets the EdgeDistortion amount
  60842. * @param amount amount of EdgeDistortion
  60843. */
  60844. setEdgeDistortion(amount: number): void;
  60845. /**
  60846. * Sets edge distortion to 0
  60847. */
  60848. disableEdgeDistortion(): void;
  60849. /**
  60850. * Sets the FocusDistance amount
  60851. * @param amount amount of FocusDistance
  60852. */
  60853. setFocusDistance(amount: number): void;
  60854. /**
  60855. * Disables depth of field
  60856. */
  60857. disableDepthOfField(): void;
  60858. /**
  60859. * Sets the Aperture amount
  60860. * @param amount amount of Aperture
  60861. */
  60862. setAperture(amount: number): void;
  60863. /**
  60864. * Sets the DarkenOutOfFocus amount
  60865. * @param amount amount of DarkenOutOfFocus
  60866. */
  60867. setDarkenOutOfFocus(amount: number): void;
  60868. private _pentagonBokehIsEnabled;
  60869. /**
  60870. * Creates a pentagon bokeh effect
  60871. */
  60872. enablePentagonBokeh(): void;
  60873. /**
  60874. * Disables the pentagon bokeh effect
  60875. */
  60876. disablePentagonBokeh(): void;
  60877. /**
  60878. * Enables noise blur
  60879. */
  60880. enableNoiseBlur(): void;
  60881. /**
  60882. * Disables noise blur
  60883. */
  60884. disableNoiseBlur(): void;
  60885. /**
  60886. * Sets the HighlightsGain amount
  60887. * @param amount amount of HighlightsGain
  60888. */
  60889. setHighlightsGain(amount: number): void;
  60890. /**
  60891. * Sets the HighlightsThreshold amount
  60892. * @param amount amount of HighlightsThreshold
  60893. */
  60894. setHighlightsThreshold(amount: number): void;
  60895. /**
  60896. * Disables highlights
  60897. */
  60898. disableHighlights(): void;
  60899. /**
  60900. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  60901. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  60902. */
  60903. dispose(disableDepthRender?: boolean): void;
  60904. private _createChromaticAberrationPostProcess;
  60905. private _createHighlightsPostProcess;
  60906. private _createDepthOfFieldPostProcess;
  60907. private _createGrainTexture;
  60908. }
  60909. }
  60910. declare module "babylonjs/Shaders/ssao2.fragment" {
  60911. /** @hidden */
  60912. export var ssao2PixelShader: {
  60913. name: string;
  60914. shader: string;
  60915. };
  60916. }
  60917. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  60918. /** @hidden */
  60919. export var ssaoCombinePixelShader: {
  60920. name: string;
  60921. shader: string;
  60922. };
  60923. }
  60924. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  60925. import { Camera } from "babylonjs/Cameras/camera";
  60926. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60927. import { Scene } from "babylonjs/scene";
  60928. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  60929. import "babylonjs/Shaders/ssao2.fragment";
  60930. import "babylonjs/Shaders/ssaoCombine.fragment";
  60931. /**
  60932. * Render pipeline to produce ssao effect
  60933. */
  60934. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  60935. /**
  60936. * @ignore
  60937. * The PassPostProcess id in the pipeline that contains the original scene color
  60938. */
  60939. SSAOOriginalSceneColorEffect: string;
  60940. /**
  60941. * @ignore
  60942. * The SSAO PostProcess id in the pipeline
  60943. */
  60944. SSAORenderEffect: string;
  60945. /**
  60946. * @ignore
  60947. * The horizontal blur PostProcess id in the pipeline
  60948. */
  60949. SSAOBlurHRenderEffect: string;
  60950. /**
  60951. * @ignore
  60952. * The vertical blur PostProcess id in the pipeline
  60953. */
  60954. SSAOBlurVRenderEffect: string;
  60955. /**
  60956. * @ignore
  60957. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  60958. */
  60959. SSAOCombineRenderEffect: string;
  60960. /**
  60961. * The output strength of the SSAO post-process. Default value is 1.0.
  60962. */
  60963. totalStrength: number;
  60964. /**
  60965. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  60966. */
  60967. maxZ: number;
  60968. /**
  60969. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  60970. */
  60971. minZAspect: number;
  60972. private _samples;
  60973. /**
  60974. * Number of samples used for the SSAO calculations. Default value is 8
  60975. */
  60976. samples: number;
  60977. private _textureSamples;
  60978. /**
  60979. * Number of samples to use for antialiasing
  60980. */
  60981. textureSamples: number;
  60982. /**
  60983. * Ratio object used for SSAO ratio and blur ratio
  60984. */
  60985. private _ratio;
  60986. /**
  60987. * Dynamically generated sphere sampler.
  60988. */
  60989. private _sampleSphere;
  60990. /**
  60991. * Blur filter offsets
  60992. */
  60993. private _samplerOffsets;
  60994. private _expensiveBlur;
  60995. /**
  60996. * If bilateral blur should be used
  60997. */
  60998. expensiveBlur: boolean;
  60999. /**
  61000. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  61001. */
  61002. radius: number;
  61003. /**
  61004. * The base color of the SSAO post-process
  61005. * The final result is "base + ssao" between [0, 1]
  61006. */
  61007. base: number;
  61008. /**
  61009. * Support test.
  61010. */
  61011. static readonly IsSupported: boolean;
  61012. private _scene;
  61013. private _depthTexture;
  61014. private _normalTexture;
  61015. private _randomTexture;
  61016. private _originalColorPostProcess;
  61017. private _ssaoPostProcess;
  61018. private _blurHPostProcess;
  61019. private _blurVPostProcess;
  61020. private _ssaoCombinePostProcess;
  61021. private _firstUpdate;
  61022. /**
  61023. * Gets active scene
  61024. */
  61025. readonly scene: Scene;
  61026. /**
  61027. * @constructor
  61028. * @param name The rendering pipeline name
  61029. * @param scene The scene linked to this pipeline
  61030. * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }
  61031. * @param cameras The array of cameras that the rendering pipeline will be attached to
  61032. */
  61033. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  61034. /**
  61035. * Get the class name
  61036. * @returns "SSAO2RenderingPipeline"
  61037. */
  61038. getClassName(): string;
  61039. /**
  61040. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  61041. */
  61042. dispose(disableGeometryBufferRenderer?: boolean): void;
  61043. private _createBlurPostProcess;
  61044. /** @hidden */
  61045. _rebuild(): void;
  61046. private _bits;
  61047. private _radicalInverse_VdC;
  61048. private _hammersley;
  61049. private _hemisphereSample_uniform;
  61050. private _generateHemisphere;
  61051. private _createSSAOPostProcess;
  61052. private _createSSAOCombinePostProcess;
  61053. private _createRandomTexture;
  61054. /**
  61055. * Serialize the rendering pipeline (Used when exporting)
  61056. * @returns the serialized object
  61057. */
  61058. serialize(): any;
  61059. /**
  61060. * Parse the serialized pipeline
  61061. * @param source Source pipeline.
  61062. * @param scene The scene to load the pipeline to.
  61063. * @param rootUrl The URL of the serialized pipeline.
  61064. * @returns An instantiated pipeline from the serialized object.
  61065. */
  61066. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  61067. }
  61068. }
  61069. declare module "babylonjs/Shaders/ssao.fragment" {
  61070. /** @hidden */
  61071. export var ssaoPixelShader: {
  61072. name: string;
  61073. shader: string;
  61074. };
  61075. }
  61076. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  61077. import { Camera } from "babylonjs/Cameras/camera";
  61078. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61079. import { Scene } from "babylonjs/scene";
  61080. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61081. import "babylonjs/Shaders/ssao.fragment";
  61082. import "babylonjs/Shaders/ssaoCombine.fragment";
  61083. /**
  61084. * Render pipeline to produce ssao effect
  61085. */
  61086. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  61087. /**
  61088. * @ignore
  61089. * The PassPostProcess id in the pipeline that contains the original scene color
  61090. */
  61091. SSAOOriginalSceneColorEffect: string;
  61092. /**
  61093. * @ignore
  61094. * The SSAO PostProcess id in the pipeline
  61095. */
  61096. SSAORenderEffect: string;
  61097. /**
  61098. * @ignore
  61099. * The horizontal blur PostProcess id in the pipeline
  61100. */
  61101. SSAOBlurHRenderEffect: string;
  61102. /**
  61103. * @ignore
  61104. * The vertical blur PostProcess id in the pipeline
  61105. */
  61106. SSAOBlurVRenderEffect: string;
  61107. /**
  61108. * @ignore
  61109. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  61110. */
  61111. SSAOCombineRenderEffect: string;
  61112. /**
  61113. * The output strength of the SSAO post-process. Default value is 1.0.
  61114. */
  61115. totalStrength: number;
  61116. /**
  61117. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  61118. */
  61119. radius: number;
  61120. /**
  61121. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  61122. * Must not be equal to fallOff and superior to fallOff.
  61123. * Default value is 0.0075
  61124. */
  61125. area: number;
  61126. /**
  61127. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  61128. * Must not be equal to area and inferior to area.
  61129. * Default value is 0.000001
  61130. */
  61131. fallOff: number;
  61132. /**
  61133. * The base color of the SSAO post-process
  61134. * The final result is "base + ssao" between [0, 1]
  61135. */
  61136. base: number;
  61137. private _scene;
  61138. private _depthTexture;
  61139. private _randomTexture;
  61140. private _originalColorPostProcess;
  61141. private _ssaoPostProcess;
  61142. private _blurHPostProcess;
  61143. private _blurVPostProcess;
  61144. private _ssaoCombinePostProcess;
  61145. private _firstUpdate;
  61146. /**
  61147. * Gets active scene
  61148. */
  61149. readonly scene: Scene;
  61150. /**
  61151. * @constructor
  61152. * @param name - The rendering pipeline name
  61153. * @param scene - The scene linked to this pipeline
  61154. * @param ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
  61155. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  61156. */
  61157. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  61158. /**
  61159. * Get the class name
  61160. * @returns "SSAORenderingPipeline"
  61161. */
  61162. getClassName(): string;
  61163. /**
  61164. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  61165. */
  61166. dispose(disableDepthRender?: boolean): void;
  61167. private _createBlurPostProcess;
  61168. /** @hidden */
  61169. _rebuild(): void;
  61170. private _createSSAOPostProcess;
  61171. private _createSSAOCombinePostProcess;
  61172. private _createRandomTexture;
  61173. }
  61174. }
  61175. declare module "babylonjs/Shaders/standard.fragment" {
  61176. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  61177. /** @hidden */
  61178. export var standardPixelShader: {
  61179. name: string;
  61180. shader: string;
  61181. };
  61182. }
  61183. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  61184. import { Nullable } from "babylonjs/types";
  61185. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61186. import { Camera } from "babylonjs/Cameras/camera";
  61187. import { Texture } from "babylonjs/Materials/Textures/texture";
  61188. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61189. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61190. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  61191. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  61192. import { IDisposable } from "babylonjs/scene";
  61193. import { SpotLight } from "babylonjs/Lights/spotLight";
  61194. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  61195. import { Scene } from "babylonjs/scene";
  61196. import { Animation } from "babylonjs/Animations/animation";
  61197. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61198. import "babylonjs/Shaders/standard.fragment";
  61199. /**
  61200. * Standard rendering pipeline
  61201. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  61202. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  61203. */
  61204. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  61205. /**
  61206. * Public members
  61207. */
  61208. /**
  61209. * Post-process which contains the original scene color before the pipeline applies all the effects
  61210. */
  61211. originalPostProcess: Nullable<PostProcess>;
  61212. /**
  61213. * Post-process used to down scale an image x4
  61214. */
  61215. downSampleX4PostProcess: Nullable<PostProcess>;
  61216. /**
  61217. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  61218. */
  61219. brightPassPostProcess: Nullable<PostProcess>;
  61220. /**
  61221. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  61222. */
  61223. blurHPostProcesses: PostProcess[];
  61224. /**
  61225. * Post-process array storing all the vertical blur post-processes used by the pipeline
  61226. */
  61227. blurVPostProcesses: PostProcess[];
  61228. /**
  61229. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  61230. */
  61231. textureAdderPostProcess: Nullable<PostProcess>;
  61232. /**
  61233. * Post-process used to create volumetric lighting effect
  61234. */
  61235. volumetricLightPostProcess: Nullable<PostProcess>;
  61236. /**
  61237. * Post-process used to smooth the previous volumetric light post-process on the X axis
  61238. */
  61239. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  61240. /**
  61241. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  61242. */
  61243. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  61244. /**
  61245. * Post-process used to merge the volumetric light effect and the real scene color
  61246. */
  61247. volumetricLightMergePostProces: Nullable<PostProcess>;
  61248. /**
  61249. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  61250. */
  61251. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  61252. /**
  61253. * Base post-process used to calculate the average luminance of the final image for HDR
  61254. */
  61255. luminancePostProcess: Nullable<PostProcess>;
  61256. /**
  61257. * Post-processes used to create down sample post-processes in order to get
  61258. * the average luminance of the final image for HDR
  61259. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  61260. */
  61261. luminanceDownSamplePostProcesses: PostProcess[];
  61262. /**
  61263. * Post-process used to create a HDR effect (light adaptation)
  61264. */
  61265. hdrPostProcess: Nullable<PostProcess>;
  61266. /**
  61267. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  61268. */
  61269. textureAdderFinalPostProcess: Nullable<PostProcess>;
  61270. /**
  61271. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  61272. */
  61273. lensFlareFinalPostProcess: Nullable<PostProcess>;
  61274. /**
  61275. * Post-process used to merge the final HDR post-process and the real scene color
  61276. */
  61277. hdrFinalPostProcess: Nullable<PostProcess>;
  61278. /**
  61279. * Post-process used to create a lens flare effect
  61280. */
  61281. lensFlarePostProcess: Nullable<PostProcess>;
  61282. /**
  61283. * Post-process that merges the result of the lens flare post-process and the real scene color
  61284. */
  61285. lensFlareComposePostProcess: Nullable<PostProcess>;
  61286. /**
  61287. * Post-process used to create a motion blur effect
  61288. */
  61289. motionBlurPostProcess: Nullable<PostProcess>;
  61290. /**
  61291. * Post-process used to create a depth of field effect
  61292. */
  61293. depthOfFieldPostProcess: Nullable<PostProcess>;
  61294. /**
  61295. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  61296. */
  61297. fxaaPostProcess: Nullable<FxaaPostProcess>;
  61298. /**
  61299. * Represents the brightness threshold in order to configure the illuminated surfaces
  61300. */
  61301. brightThreshold: number;
  61302. /**
  61303. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  61304. */
  61305. blurWidth: number;
  61306. /**
  61307. * Sets if the blur for highlighted surfaces must be only horizontal
  61308. */
  61309. horizontalBlur: boolean;
  61310. /**
  61311. * Gets the overall exposure used by the pipeline
  61312. */
  61313. /**
  61314. * Sets the overall exposure used by the pipeline
  61315. */
  61316. exposure: number;
  61317. /**
  61318. * Texture used typically to simulate "dirty" on camera lens
  61319. */
  61320. lensTexture: Nullable<Texture>;
  61321. /**
  61322. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  61323. */
  61324. volumetricLightCoefficient: number;
  61325. /**
  61326. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  61327. */
  61328. volumetricLightPower: number;
  61329. /**
  61330. * Used the set the blur intensity to smooth the volumetric lights
  61331. */
  61332. volumetricLightBlurScale: number;
  61333. /**
  61334. * Light (spot or directional) used to generate the volumetric lights rays
  61335. * The source light must have a shadow generate so the pipeline can get its
  61336. * depth map
  61337. */
  61338. sourceLight: Nullable<SpotLight | DirectionalLight>;
  61339. /**
  61340. * For eye adaptation, represents the minimum luminance the eye can see
  61341. */
  61342. hdrMinimumLuminance: number;
  61343. /**
  61344. * For eye adaptation, represents the decrease luminance speed
  61345. */
  61346. hdrDecreaseRate: number;
  61347. /**
  61348. * For eye adaptation, represents the increase luminance speed
  61349. */
  61350. hdrIncreaseRate: number;
  61351. /**
  61352. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  61353. */
  61354. /**
  61355. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  61356. */
  61357. hdrAutoExposure: boolean;
  61358. /**
  61359. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  61360. */
  61361. lensColorTexture: Nullable<Texture>;
  61362. /**
  61363. * The overall strengh for the lens flare effect
  61364. */
  61365. lensFlareStrength: number;
  61366. /**
  61367. * Dispersion coefficient for lens flare ghosts
  61368. */
  61369. lensFlareGhostDispersal: number;
  61370. /**
  61371. * Main lens flare halo width
  61372. */
  61373. lensFlareHaloWidth: number;
  61374. /**
  61375. * Based on the lens distortion effect, defines how much the lens flare result
  61376. * is distorted
  61377. */
  61378. lensFlareDistortionStrength: number;
  61379. /**
  61380. * Lens star texture must be used to simulate rays on the flares and is available
  61381. * in the documentation
  61382. */
  61383. lensStarTexture: Nullable<Texture>;
  61384. /**
  61385. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  61386. * flare effect by taking account of the dirt texture
  61387. */
  61388. lensFlareDirtTexture: Nullable<Texture>;
  61389. /**
  61390. * Represents the focal length for the depth of field effect
  61391. */
  61392. depthOfFieldDistance: number;
  61393. /**
  61394. * Represents the blur intensity for the blurred part of the depth of field effect
  61395. */
  61396. depthOfFieldBlurWidth: number;
  61397. /**
  61398. * Gets how much the image is blurred by the movement while using the motion blur post-process
  61399. */
  61400. /**
  61401. * Sets how much the image is blurred by the movement while using the motion blur post-process
  61402. */
  61403. motionStrength: number;
  61404. /**
  61405. * Gets wether or not the motion blur post-process is object based or screen based.
  61406. */
  61407. /**
  61408. * Sets wether or not the motion blur post-process should be object based or screen based
  61409. */
  61410. objectBasedMotionBlur: boolean;
  61411. /**
  61412. * List of animations for the pipeline (IAnimatable implementation)
  61413. */
  61414. animations: Animation[];
  61415. /**
  61416. * Private members
  61417. */
  61418. private _scene;
  61419. private _currentDepthOfFieldSource;
  61420. private _basePostProcess;
  61421. private _fixedExposure;
  61422. private _currentExposure;
  61423. private _hdrAutoExposure;
  61424. private _hdrCurrentLuminance;
  61425. private _motionStrength;
  61426. private _isObjectBasedMotionBlur;
  61427. private _floatTextureType;
  61428. private _ratio;
  61429. private _bloomEnabled;
  61430. private _depthOfFieldEnabled;
  61431. private _vlsEnabled;
  61432. private _lensFlareEnabled;
  61433. private _hdrEnabled;
  61434. private _motionBlurEnabled;
  61435. private _fxaaEnabled;
  61436. private _motionBlurSamples;
  61437. private _volumetricLightStepsCount;
  61438. private _samples;
  61439. /**
  61440. * @ignore
  61441. * Specifies if the bloom pipeline is enabled
  61442. */
  61443. BloomEnabled: boolean;
  61444. /**
  61445. * @ignore
  61446. * Specifies if the depth of field pipeline is enabed
  61447. */
  61448. DepthOfFieldEnabled: boolean;
  61449. /**
  61450. * @ignore
  61451. * Specifies if the lens flare pipeline is enabed
  61452. */
  61453. LensFlareEnabled: boolean;
  61454. /**
  61455. * @ignore
  61456. * Specifies if the HDR pipeline is enabled
  61457. */
  61458. HDREnabled: boolean;
  61459. /**
  61460. * @ignore
  61461. * Specifies if the volumetric lights scattering effect is enabled
  61462. */
  61463. VLSEnabled: boolean;
  61464. /**
  61465. * @ignore
  61466. * Specifies if the motion blur effect is enabled
  61467. */
  61468. MotionBlurEnabled: boolean;
  61469. /**
  61470. * Specifies if anti-aliasing is enabled
  61471. */
  61472. fxaaEnabled: boolean;
  61473. /**
  61474. * Specifies the number of steps used to calculate the volumetric lights
  61475. * Typically in interval [50, 200]
  61476. */
  61477. volumetricLightStepsCount: number;
  61478. /**
  61479. * Specifies the number of samples used for the motion blur effect
  61480. * Typically in interval [16, 64]
  61481. */
  61482. motionBlurSamples: number;
  61483. /**
  61484. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  61485. */
  61486. samples: number;
  61487. /**
  61488. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  61489. * @constructor
  61490. * @param name The rendering pipeline name
  61491. * @param scene The scene linked to this pipeline
  61492. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  61493. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  61494. * @param cameras The array of cameras that the rendering pipeline will be attached to
  61495. */
  61496. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  61497. private _buildPipeline;
  61498. private _createDownSampleX4PostProcess;
  61499. private _createBrightPassPostProcess;
  61500. private _createBlurPostProcesses;
  61501. private _createTextureAdderPostProcess;
  61502. private _createVolumetricLightPostProcess;
  61503. private _createLuminancePostProcesses;
  61504. private _createHdrPostProcess;
  61505. private _createLensFlarePostProcess;
  61506. private _createDepthOfFieldPostProcess;
  61507. private _createMotionBlurPostProcess;
  61508. private _getDepthTexture;
  61509. private _disposePostProcesses;
  61510. /**
  61511. * Dispose of the pipeline and stop all post processes
  61512. */
  61513. dispose(): void;
  61514. /**
  61515. * Serialize the rendering pipeline (Used when exporting)
  61516. * @returns the serialized object
  61517. */
  61518. serialize(): any;
  61519. /**
  61520. * Parse the serialized pipeline
  61521. * @param source Source pipeline.
  61522. * @param scene The scene to load the pipeline to.
  61523. * @param rootUrl The URL of the serialized pipeline.
  61524. * @returns An instantiated pipeline from the serialized object.
  61525. */
  61526. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  61527. /**
  61528. * Luminance steps
  61529. */
  61530. static LuminanceSteps: number;
  61531. }
  61532. }
  61533. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  61534. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  61535. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  61536. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  61537. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  61538. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  61539. }
  61540. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  61541. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  61542. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  61543. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61544. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  61545. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61546. }
  61547. declare module "babylonjs/Shaders/tonemap.fragment" {
  61548. /** @hidden */
  61549. export var tonemapPixelShader: {
  61550. name: string;
  61551. shader: string;
  61552. };
  61553. }
  61554. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  61555. import { Camera } from "babylonjs/Cameras/camera";
  61556. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61557. import "babylonjs/Shaders/tonemap.fragment";
  61558. import { Engine } from "babylonjs/Engines/engine";
  61559. /** Defines operator used for tonemapping */
  61560. export enum TonemappingOperator {
  61561. /** Hable */
  61562. Hable = 0,
  61563. /** Reinhard */
  61564. Reinhard = 1,
  61565. /** HejiDawson */
  61566. HejiDawson = 2,
  61567. /** Photographic */
  61568. Photographic = 3
  61569. }
  61570. /**
  61571. * Defines a post process to apply tone mapping
  61572. */
  61573. export class TonemapPostProcess extends PostProcess {
  61574. private _operator;
  61575. /** Defines the required exposure adjustement */
  61576. exposureAdjustment: number;
  61577. /**
  61578. * Creates a new TonemapPostProcess
  61579. * @param name defines the name of the postprocess
  61580. * @param _operator defines the operator to use
  61581. * @param exposureAdjustment defines the required exposure adjustement
  61582. * @param camera defines the camera to use (can be null)
  61583. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  61584. * @param engine defines the hosting engine (can be ignore if camera is set)
  61585. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  61586. */
  61587. constructor(name: string, _operator: TonemappingOperator,
  61588. /** Defines the required exposure adjustement */
  61589. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  61590. }
  61591. }
  61592. declare module "babylonjs/Shaders/depth.vertex" {
  61593. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  61594. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  61595. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  61596. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  61597. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  61598. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  61599. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  61600. /** @hidden */
  61601. export var depthVertexShader: {
  61602. name: string;
  61603. shader: string;
  61604. };
  61605. }
  61606. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  61607. /** @hidden */
  61608. export var volumetricLightScatteringPixelShader: {
  61609. name: string;
  61610. shader: string;
  61611. };
  61612. }
  61613. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  61614. /** @hidden */
  61615. export var volumetricLightScatteringPassPixelShader: {
  61616. name: string;
  61617. shader: string;
  61618. };
  61619. }
  61620. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  61621. import { Vector3 } from "babylonjs/Maths/math.vector";
  61622. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61623. import { Mesh } from "babylonjs/Meshes/mesh";
  61624. import { Camera } from "babylonjs/Cameras/camera";
  61625. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  61626. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61627. import { Scene } from "babylonjs/scene";
  61628. import "babylonjs/Meshes/Builders/planeBuilder";
  61629. import "babylonjs/Shaders/depth.vertex";
  61630. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  61631. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  61632. import { Engine } from "babylonjs/Engines/engine";
  61633. /**
  61634. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  61635. */
  61636. export class VolumetricLightScatteringPostProcess extends PostProcess {
  61637. private _volumetricLightScatteringPass;
  61638. private _volumetricLightScatteringRTT;
  61639. private _viewPort;
  61640. private _screenCoordinates;
  61641. private _cachedDefines;
  61642. /**
  61643. * If not undefined, the mesh position is computed from the attached node position
  61644. */
  61645. attachedNode: {
  61646. position: Vector3;
  61647. };
  61648. /**
  61649. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  61650. */
  61651. customMeshPosition: Vector3;
  61652. /**
  61653. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  61654. */
  61655. useCustomMeshPosition: boolean;
  61656. /**
  61657. * If the post-process should inverse the light scattering direction
  61658. */
  61659. invert: boolean;
  61660. /**
  61661. * The internal mesh used by the post-process
  61662. */
  61663. mesh: Mesh;
  61664. /**
  61665. * @hidden
  61666. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  61667. */
  61668. useDiffuseColor: boolean;
  61669. /**
  61670. * Array containing the excluded meshes not rendered in the internal pass
  61671. */
  61672. excludedMeshes: AbstractMesh[];
  61673. /**
  61674. * Controls the overall intensity of the post-process
  61675. */
  61676. exposure: number;
  61677. /**
  61678. * Dissipates each sample's contribution in range [0, 1]
  61679. */
  61680. decay: number;
  61681. /**
  61682. * Controls the overall intensity of each sample
  61683. */
  61684. weight: number;
  61685. /**
  61686. * Controls the density of each sample
  61687. */
  61688. density: number;
  61689. /**
  61690. * @constructor
  61691. * @param name The post-process name
  61692. * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  61693. * @param camera The camera that the post-process will be attached to
  61694. * @param mesh The mesh used to create the light scattering
  61695. * @param samples The post-process quality, default 100
  61696. * @param samplingModeThe post-process filtering mode
  61697. * @param engine The babylon engine
  61698. * @param reusable If the post-process is reusable
  61699. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  61700. */
  61701. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  61702. /**
  61703. * Returns the string "VolumetricLightScatteringPostProcess"
  61704. * @returns "VolumetricLightScatteringPostProcess"
  61705. */
  61706. getClassName(): string;
  61707. private _isReady;
  61708. /**
  61709. * Sets the new light position for light scattering effect
  61710. * @param position The new custom light position
  61711. */
  61712. setCustomMeshPosition(position: Vector3): void;
  61713. /**
  61714. * Returns the light position for light scattering effect
  61715. * @return Vector3 The custom light position
  61716. */
  61717. getCustomMeshPosition(): Vector3;
  61718. /**
  61719. * Disposes the internal assets and detaches the post-process from the camera
  61720. */
  61721. dispose(camera: Camera): void;
  61722. /**
  61723. * Returns the render target texture used by the post-process
  61724. * @return the render target texture used by the post-process
  61725. */
  61726. getPass(): RenderTargetTexture;
  61727. private _meshExcluded;
  61728. private _createPass;
  61729. private _updateMeshScreenCoordinates;
  61730. /**
  61731. * Creates a default mesh for the Volumeric Light Scattering post-process
  61732. * @param name The mesh name
  61733. * @param scene The scene where to create the mesh
  61734. * @return the default mesh
  61735. */
  61736. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  61737. }
  61738. }
  61739. declare module "babylonjs/PostProcesses/index" {
  61740. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  61741. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  61742. export * from "babylonjs/PostProcesses/bloomEffect";
  61743. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  61744. export * from "babylonjs/PostProcesses/blurPostProcess";
  61745. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  61746. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  61747. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  61748. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  61749. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  61750. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  61751. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  61752. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  61753. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  61754. export * from "babylonjs/PostProcesses/filterPostProcess";
  61755. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  61756. export * from "babylonjs/PostProcesses/grainPostProcess";
  61757. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  61758. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  61759. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  61760. export * from "babylonjs/PostProcesses/passPostProcess";
  61761. export * from "babylonjs/PostProcesses/postProcess";
  61762. export * from "babylonjs/PostProcesses/postProcessManager";
  61763. export * from "babylonjs/PostProcesses/refractionPostProcess";
  61764. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  61765. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  61766. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  61767. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  61768. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  61769. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  61770. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  61771. }
  61772. declare module "babylonjs/Probes/index" {
  61773. export * from "babylonjs/Probes/reflectionProbe";
  61774. }
  61775. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  61776. import { Scene } from "babylonjs/scene";
  61777. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61778. import { SmartArray } from "babylonjs/Misc/smartArray";
  61779. import { ISceneComponent } from "babylonjs/sceneComponent";
  61780. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  61781. import "babylonjs/Meshes/Builders/boxBuilder";
  61782. import "babylonjs/Shaders/color.fragment";
  61783. import "babylonjs/Shaders/color.vertex";
  61784. import { Color3 } from "babylonjs/Maths/math.color";
  61785. module "babylonjs/scene" {
  61786. interface Scene {
  61787. /** @hidden (Backing field) */
  61788. _boundingBoxRenderer: BoundingBoxRenderer;
  61789. /** @hidden (Backing field) */
  61790. _forceShowBoundingBoxes: boolean;
  61791. /**
  61792. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  61793. */
  61794. forceShowBoundingBoxes: boolean;
  61795. /**
  61796. * Gets the bounding box renderer associated with the scene
  61797. * @returns a BoundingBoxRenderer
  61798. */
  61799. getBoundingBoxRenderer(): BoundingBoxRenderer;
  61800. }
  61801. }
  61802. module "babylonjs/Meshes/abstractMesh" {
  61803. interface AbstractMesh {
  61804. /** @hidden (Backing field) */
  61805. _showBoundingBox: boolean;
  61806. /**
  61807. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  61808. */
  61809. showBoundingBox: boolean;
  61810. }
  61811. }
  61812. /**
  61813. * Component responsible of rendering the bounding box of the meshes in a scene.
  61814. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  61815. */
  61816. export class BoundingBoxRenderer implements ISceneComponent {
  61817. /**
  61818. * The component name helpfull to identify the component in the list of scene components.
  61819. */
  61820. readonly name: string;
  61821. /**
  61822. * The scene the component belongs to.
  61823. */
  61824. scene: Scene;
  61825. /**
  61826. * Color of the bounding box lines placed in front of an object
  61827. */
  61828. frontColor: Color3;
  61829. /**
  61830. * Color of the bounding box lines placed behind an object
  61831. */
  61832. backColor: Color3;
  61833. /**
  61834. * Defines if the renderer should show the back lines or not
  61835. */
  61836. showBackLines: boolean;
  61837. /**
  61838. * @hidden
  61839. */
  61840. renderList: SmartArray<BoundingBox>;
  61841. private _colorShader;
  61842. private _vertexBuffers;
  61843. private _indexBuffer;
  61844. private _fillIndexBuffer;
  61845. private _fillIndexData;
  61846. /**
  61847. * Instantiates a new bounding box renderer in a scene.
  61848. * @param scene the scene the renderer renders in
  61849. */
  61850. constructor(scene: Scene);
  61851. /**
  61852. * Registers the component in a given scene
  61853. */
  61854. register(): void;
  61855. private _evaluateSubMesh;
  61856. private _activeMesh;
  61857. private _prepareRessources;
  61858. private _createIndexBuffer;
  61859. /**
  61860. * Rebuilds the elements related to this component in case of
  61861. * context lost for instance.
  61862. */
  61863. rebuild(): void;
  61864. /**
  61865. * @hidden
  61866. */
  61867. reset(): void;
  61868. /**
  61869. * Render the bounding boxes of a specific rendering group
  61870. * @param renderingGroupId defines the rendering group to render
  61871. */
  61872. render(renderingGroupId: number): void;
  61873. /**
  61874. * In case of occlusion queries, we can render the occlusion bounding box through this method
  61875. * @param mesh Define the mesh to render the occlusion bounding box for
  61876. */
  61877. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  61878. /**
  61879. * Dispose and release the resources attached to this renderer.
  61880. */
  61881. dispose(): void;
  61882. }
  61883. }
  61884. declare module "babylonjs/Shaders/depth.fragment" {
  61885. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  61886. /** @hidden */
  61887. export var depthPixelShader: {
  61888. name: string;
  61889. shader: string;
  61890. };
  61891. }
  61892. declare module "babylonjs/Rendering/depthRenderer" {
  61893. import { Nullable } from "babylonjs/types";
  61894. import { SubMesh } from "babylonjs/Meshes/subMesh";
  61895. import { Scene } from "babylonjs/scene";
  61896. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  61897. import { Camera } from "babylonjs/Cameras/camera";
  61898. import "babylonjs/Shaders/depth.fragment";
  61899. import "babylonjs/Shaders/depth.vertex";
  61900. /**
  61901. * This represents a depth renderer in Babylon.
  61902. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  61903. */
  61904. export class DepthRenderer {
  61905. private _scene;
  61906. private _depthMap;
  61907. private _effect;
  61908. private readonly _storeNonLinearDepth;
  61909. private readonly _clearColor;
  61910. /** Get if the depth renderer is using packed depth or not */
  61911. readonly isPacked: boolean;
  61912. private _cachedDefines;
  61913. private _camera;
  61914. /**
  61915. * Specifiess that the depth renderer will only be used within
  61916. * the camera it is created for.
  61917. * This can help forcing its rendering during the camera processing.
  61918. */
  61919. useOnlyInActiveCamera: boolean;
  61920. /** @hidden */
  61921. static _SceneComponentInitialization: (scene: Scene) => void;
  61922. /**
  61923. * Instantiates a depth renderer
  61924. * @param scene The scene the renderer belongs to
  61925. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  61926. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  61927. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  61928. */
  61929. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  61930. /**
  61931. * Creates the depth rendering effect and checks if the effect is ready.
  61932. * @param subMesh The submesh to be used to render the depth map of
  61933. * @param useInstances If multiple world instances should be used
  61934. * @returns if the depth renderer is ready to render the depth map
  61935. */
  61936. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  61937. /**
  61938. * Gets the texture which the depth map will be written to.
  61939. * @returns The depth map texture
  61940. */
  61941. getDepthMap(): RenderTargetTexture;
  61942. /**
  61943. * Disposes of the depth renderer.
  61944. */
  61945. dispose(): void;
  61946. }
  61947. }
  61948. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  61949. import { Nullable } from "babylonjs/types";
  61950. import { Scene } from "babylonjs/scene";
  61951. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  61952. import { Camera } from "babylonjs/Cameras/camera";
  61953. import { ISceneComponent } from "babylonjs/sceneComponent";
  61954. module "babylonjs/scene" {
  61955. interface Scene {
  61956. /** @hidden (Backing field) */
  61957. _depthRenderer: {
  61958. [id: string]: DepthRenderer;
  61959. };
  61960. /**
  61961. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  61962. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  61963. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  61964. * @returns the created depth renderer
  61965. */
  61966. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  61967. /**
  61968. * Disables a depth renderer for a given camera
  61969. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  61970. */
  61971. disableDepthRenderer(camera?: Nullable<Camera>): void;
  61972. }
  61973. }
  61974. /**
  61975. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  61976. * in several rendering techniques.
  61977. */
  61978. export class DepthRendererSceneComponent implements ISceneComponent {
  61979. /**
  61980. * The component name helpfull to identify the component in the list of scene components.
  61981. */
  61982. readonly name: string;
  61983. /**
  61984. * The scene the component belongs to.
  61985. */
  61986. scene: Scene;
  61987. /**
  61988. * Creates a new instance of the component for the given scene
  61989. * @param scene Defines the scene to register the component in
  61990. */
  61991. constructor(scene: Scene);
  61992. /**
  61993. * Registers the component in a given scene
  61994. */
  61995. register(): void;
  61996. /**
  61997. * Rebuilds the elements related to this component in case of
  61998. * context lost for instance.
  61999. */
  62000. rebuild(): void;
  62001. /**
  62002. * Disposes the component and the associated ressources
  62003. */
  62004. dispose(): void;
  62005. private _gatherRenderTargets;
  62006. private _gatherActiveCameraRenderTargets;
  62007. }
  62008. }
  62009. declare module "babylonjs/Shaders/outline.fragment" {
  62010. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  62011. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  62012. /** @hidden */
  62013. export var outlinePixelShader: {
  62014. name: string;
  62015. shader: string;
  62016. };
  62017. }
  62018. declare module "babylonjs/Shaders/outline.vertex" {
  62019. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  62020. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  62021. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  62022. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  62023. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  62024. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  62025. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  62026. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  62027. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  62028. /** @hidden */
  62029. export var outlineVertexShader: {
  62030. name: string;
  62031. shader: string;
  62032. };
  62033. }
  62034. declare module "babylonjs/Rendering/outlineRenderer" {
  62035. import { SubMesh } from "babylonjs/Meshes/subMesh";
  62036. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  62037. import { Scene } from "babylonjs/scene";
  62038. import { ISceneComponent } from "babylonjs/sceneComponent";
  62039. import "babylonjs/Shaders/outline.fragment";
  62040. import "babylonjs/Shaders/outline.vertex";
  62041. module "babylonjs/scene" {
  62042. interface Scene {
  62043. /** @hidden */
  62044. _outlineRenderer: OutlineRenderer;
  62045. /**
  62046. * Gets the outline renderer associated with the scene
  62047. * @returns a OutlineRenderer
  62048. */
  62049. getOutlineRenderer(): OutlineRenderer;
  62050. }
  62051. }
  62052. module "babylonjs/Meshes/abstractMesh" {
  62053. interface AbstractMesh {
  62054. /** @hidden (Backing field) */
  62055. _renderOutline: boolean;
  62056. /**
  62057. * Gets or sets a boolean indicating if the outline must be rendered as well
  62058. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  62059. */
  62060. renderOutline: boolean;
  62061. /** @hidden (Backing field) */
  62062. _renderOverlay: boolean;
  62063. /**
  62064. * Gets or sets a boolean indicating if the overlay must be rendered as well
  62065. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  62066. */
  62067. renderOverlay: boolean;
  62068. }
  62069. }
  62070. /**
  62071. * This class is responsible to draw bothe outline/overlay of meshes.
  62072. * It should not be used directly but through the available method on mesh.
  62073. */
  62074. export class OutlineRenderer implements ISceneComponent {
  62075. /**
  62076. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  62077. */
  62078. private static _StencilReference;
  62079. /**
  62080. * The name of the component. Each component must have a unique name.
  62081. */
  62082. name: string;
  62083. /**
  62084. * The scene the component belongs to.
  62085. */
  62086. scene: Scene;
  62087. /**
  62088. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  62089. */
  62090. zOffset: number;
  62091. private _engine;
  62092. private _effect;
  62093. private _cachedDefines;
  62094. private _savedDepthWrite;
  62095. /**
  62096. * Instantiates a new outline renderer. (There could be only one per scene).
  62097. * @param scene Defines the scene it belongs to
  62098. */
  62099. constructor(scene: Scene);
  62100. /**
  62101. * Register the component to one instance of a scene.
  62102. */
  62103. register(): void;
  62104. /**
  62105. * Rebuilds the elements related to this component in case of
  62106. * context lost for instance.
  62107. */
  62108. rebuild(): void;
  62109. /**
  62110. * Disposes the component and the associated ressources.
  62111. */
  62112. dispose(): void;
  62113. /**
  62114. * Renders the outline in the canvas.
  62115. * @param subMesh Defines the sumesh to render
  62116. * @param batch Defines the batch of meshes in case of instances
  62117. * @param useOverlay Defines if the rendering is for the overlay or the outline
  62118. */
  62119. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  62120. /**
  62121. * Returns whether or not the outline renderer is ready for a given submesh.
  62122. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  62123. * @param subMesh Defines the submesh to check readyness for
  62124. * @param useInstances Defines wheter wee are trying to render instances or not
  62125. * @returns true if ready otherwise false
  62126. */
  62127. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  62128. private _beforeRenderingMesh;
  62129. private _afterRenderingMesh;
  62130. }
  62131. }
  62132. declare module "babylonjs/Rendering/index" {
  62133. export * from "babylonjs/Rendering/boundingBoxRenderer";
  62134. export * from "babylonjs/Rendering/depthRenderer";
  62135. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  62136. export * from "babylonjs/Rendering/edgesRenderer";
  62137. export * from "babylonjs/Rendering/geometryBufferRenderer";
  62138. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  62139. export * from "babylonjs/Rendering/outlineRenderer";
  62140. export * from "babylonjs/Rendering/renderingGroup";
  62141. export * from "babylonjs/Rendering/renderingManager";
  62142. export * from "babylonjs/Rendering/utilityLayerRenderer";
  62143. }
  62144. declare module "babylonjs/Sprites/index" {
  62145. export * from "babylonjs/Sprites/sprite";
  62146. export * from "babylonjs/Sprites/spriteManager";
  62147. export * from "babylonjs/Sprites/spriteSceneComponent";
  62148. }
  62149. declare module "babylonjs/Misc/assetsManager" {
  62150. import { Scene } from "babylonjs/scene";
  62151. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62152. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62153. import { Skeleton } from "babylonjs/Bones/skeleton";
  62154. import { Observable } from "babylonjs/Misc/observable";
  62155. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  62156. import { Texture } from "babylonjs/Materials/Textures/texture";
  62157. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  62158. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  62159. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  62160. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  62161. /**
  62162. * Defines the list of states available for a task inside a AssetsManager
  62163. */
  62164. export enum AssetTaskState {
  62165. /**
  62166. * Initialization
  62167. */
  62168. INIT = 0,
  62169. /**
  62170. * Running
  62171. */
  62172. RUNNING = 1,
  62173. /**
  62174. * Done
  62175. */
  62176. DONE = 2,
  62177. /**
  62178. * Error
  62179. */
  62180. ERROR = 3
  62181. }
  62182. /**
  62183. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  62184. */
  62185. export abstract class AbstractAssetTask {
  62186. /**
  62187. * Task name
  62188. */ name: string;
  62189. /**
  62190. * Callback called when the task is successful
  62191. */
  62192. onSuccess: (task: any) => void;
  62193. /**
  62194. * Callback called when the task is not successful
  62195. */
  62196. onError: (task: any, message?: string, exception?: any) => void;
  62197. /**
  62198. * Creates a new AssetsManager
  62199. * @param name defines the name of the task
  62200. */
  62201. constructor(
  62202. /**
  62203. * Task name
  62204. */ name: string);
  62205. private _isCompleted;
  62206. private _taskState;
  62207. private _errorObject;
  62208. /**
  62209. * Get if the task is completed
  62210. */
  62211. readonly isCompleted: boolean;
  62212. /**
  62213. * Gets the current state of the task
  62214. */
  62215. readonly taskState: AssetTaskState;
  62216. /**
  62217. * Gets the current error object (if task is in error)
  62218. */
  62219. readonly errorObject: {
  62220. message?: string;
  62221. exception?: any;
  62222. };
  62223. /**
  62224. * Internal only
  62225. * @hidden
  62226. */
  62227. _setErrorObject(message?: string, exception?: any): void;
  62228. /**
  62229. * Execute the current task
  62230. * @param scene defines the scene where you want your assets to be loaded
  62231. * @param onSuccess is a callback called when the task is successfully executed
  62232. * @param onError is a callback called if an error occurs
  62233. */
  62234. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62235. /**
  62236. * Execute the current task
  62237. * @param scene defines the scene where you want your assets to be loaded
  62238. * @param onSuccess is a callback called when the task is successfully executed
  62239. * @param onError is a callback called if an error occurs
  62240. */
  62241. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62242. /**
  62243. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  62244. * This can be used with failed tasks that have the reason for failure fixed.
  62245. */
  62246. reset(): void;
  62247. private onErrorCallback;
  62248. private onDoneCallback;
  62249. }
  62250. /**
  62251. * Define the interface used by progress events raised during assets loading
  62252. */
  62253. export interface IAssetsProgressEvent {
  62254. /**
  62255. * Defines the number of remaining tasks to process
  62256. */
  62257. remainingCount: number;
  62258. /**
  62259. * Defines the total number of tasks
  62260. */
  62261. totalCount: number;
  62262. /**
  62263. * Defines the task that was just processed
  62264. */
  62265. task: AbstractAssetTask;
  62266. }
  62267. /**
  62268. * Class used to share progress information about assets loading
  62269. */
  62270. export class AssetsProgressEvent implements IAssetsProgressEvent {
  62271. /**
  62272. * Defines the number of remaining tasks to process
  62273. */
  62274. remainingCount: number;
  62275. /**
  62276. * Defines the total number of tasks
  62277. */
  62278. totalCount: number;
  62279. /**
  62280. * Defines the task that was just processed
  62281. */
  62282. task: AbstractAssetTask;
  62283. /**
  62284. * Creates a AssetsProgressEvent
  62285. * @param remainingCount defines the number of remaining tasks to process
  62286. * @param totalCount defines the total number of tasks
  62287. * @param task defines the task that was just processed
  62288. */
  62289. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  62290. }
  62291. /**
  62292. * Define a task used by AssetsManager to load meshes
  62293. */
  62294. export class MeshAssetTask extends AbstractAssetTask {
  62295. /**
  62296. * Defines the name of the task
  62297. */
  62298. name: string;
  62299. /**
  62300. * Defines the list of mesh's names you want to load
  62301. */
  62302. meshesNames: any;
  62303. /**
  62304. * Defines the root url to use as a base to load your meshes and associated resources
  62305. */
  62306. rootUrl: string;
  62307. /**
  62308. * Defines the filename of the scene to load from
  62309. */
  62310. sceneFilename: string;
  62311. /**
  62312. * Gets the list of loaded meshes
  62313. */
  62314. loadedMeshes: Array<AbstractMesh>;
  62315. /**
  62316. * Gets the list of loaded particle systems
  62317. */
  62318. loadedParticleSystems: Array<IParticleSystem>;
  62319. /**
  62320. * Gets the list of loaded skeletons
  62321. */
  62322. loadedSkeletons: Array<Skeleton>;
  62323. /**
  62324. * Gets the list of loaded animation groups
  62325. */
  62326. loadedAnimationGroups: Array<AnimationGroup>;
  62327. /**
  62328. * Callback called when the task is successful
  62329. */
  62330. onSuccess: (task: MeshAssetTask) => void;
  62331. /**
  62332. * Callback called when the task is successful
  62333. */
  62334. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  62335. /**
  62336. * Creates a new MeshAssetTask
  62337. * @param name defines the name of the task
  62338. * @param meshesNames defines the list of mesh's names you want to load
  62339. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  62340. * @param sceneFilename defines the filename of the scene to load from
  62341. */
  62342. constructor(
  62343. /**
  62344. * Defines the name of the task
  62345. */
  62346. name: string,
  62347. /**
  62348. * Defines the list of mesh's names you want to load
  62349. */
  62350. meshesNames: any,
  62351. /**
  62352. * Defines the root url to use as a base to load your meshes and associated resources
  62353. */
  62354. rootUrl: string,
  62355. /**
  62356. * Defines the filename of the scene to load from
  62357. */
  62358. sceneFilename: string);
  62359. /**
  62360. * Execute the current task
  62361. * @param scene defines the scene where you want your assets to be loaded
  62362. * @param onSuccess is a callback called when the task is successfully executed
  62363. * @param onError is a callback called if an error occurs
  62364. */
  62365. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62366. }
  62367. /**
  62368. * Define a task used by AssetsManager to load text content
  62369. */
  62370. export class TextFileAssetTask extends AbstractAssetTask {
  62371. /**
  62372. * Defines the name of the task
  62373. */
  62374. name: string;
  62375. /**
  62376. * Defines the location of the file to load
  62377. */
  62378. url: string;
  62379. /**
  62380. * Gets the loaded text string
  62381. */
  62382. text: string;
  62383. /**
  62384. * Callback called when the task is successful
  62385. */
  62386. onSuccess: (task: TextFileAssetTask) => void;
  62387. /**
  62388. * Callback called when the task is successful
  62389. */
  62390. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  62391. /**
  62392. * Creates a new TextFileAssetTask object
  62393. * @param name defines the name of the task
  62394. * @param url defines the location of the file to load
  62395. */
  62396. constructor(
  62397. /**
  62398. * Defines the name of the task
  62399. */
  62400. name: string,
  62401. /**
  62402. * Defines the location of the file to load
  62403. */
  62404. url: string);
  62405. /**
  62406. * Execute the current task
  62407. * @param scene defines the scene where you want your assets to be loaded
  62408. * @param onSuccess is a callback called when the task is successfully executed
  62409. * @param onError is a callback called if an error occurs
  62410. */
  62411. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62412. }
  62413. /**
  62414. * Define a task used by AssetsManager to load binary data
  62415. */
  62416. export class BinaryFileAssetTask extends AbstractAssetTask {
  62417. /**
  62418. * Defines the name of the task
  62419. */
  62420. name: string;
  62421. /**
  62422. * Defines the location of the file to load
  62423. */
  62424. url: string;
  62425. /**
  62426. * Gets the lodaded data (as an array buffer)
  62427. */
  62428. data: ArrayBuffer;
  62429. /**
  62430. * Callback called when the task is successful
  62431. */
  62432. onSuccess: (task: BinaryFileAssetTask) => void;
  62433. /**
  62434. * Callback called when the task is successful
  62435. */
  62436. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  62437. /**
  62438. * Creates a new BinaryFileAssetTask object
  62439. * @param name defines the name of the new task
  62440. * @param url defines the location of the file to load
  62441. */
  62442. constructor(
  62443. /**
  62444. * Defines the name of the task
  62445. */
  62446. name: string,
  62447. /**
  62448. * Defines the location of the file to load
  62449. */
  62450. url: string);
  62451. /**
  62452. * Execute the current task
  62453. * @param scene defines the scene where you want your assets to be loaded
  62454. * @param onSuccess is a callback called when the task is successfully executed
  62455. * @param onError is a callback called if an error occurs
  62456. */
  62457. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62458. }
  62459. /**
  62460. * Define a task used by AssetsManager to load images
  62461. */
  62462. export class ImageAssetTask extends AbstractAssetTask {
  62463. /**
  62464. * Defines the name of the task
  62465. */
  62466. name: string;
  62467. /**
  62468. * Defines the location of the image to load
  62469. */
  62470. url: string;
  62471. /**
  62472. * Gets the loaded images
  62473. */
  62474. image: HTMLImageElement;
  62475. /**
  62476. * Callback called when the task is successful
  62477. */
  62478. onSuccess: (task: ImageAssetTask) => void;
  62479. /**
  62480. * Callback called when the task is successful
  62481. */
  62482. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  62483. /**
  62484. * Creates a new ImageAssetTask
  62485. * @param name defines the name of the task
  62486. * @param url defines the location of the image to load
  62487. */
  62488. constructor(
  62489. /**
  62490. * Defines the name of the task
  62491. */
  62492. name: string,
  62493. /**
  62494. * Defines the location of the image to load
  62495. */
  62496. url: string);
  62497. /**
  62498. * Execute the current task
  62499. * @param scene defines the scene where you want your assets to be loaded
  62500. * @param onSuccess is a callback called when the task is successfully executed
  62501. * @param onError is a callback called if an error occurs
  62502. */
  62503. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62504. }
  62505. /**
  62506. * Defines the interface used by texture loading tasks
  62507. */
  62508. export interface ITextureAssetTask<TEX extends BaseTexture> {
  62509. /**
  62510. * Gets the loaded texture
  62511. */
  62512. texture: TEX;
  62513. }
  62514. /**
  62515. * Define a task used by AssetsManager to load 2D textures
  62516. */
  62517. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  62518. /**
  62519. * Defines the name of the task
  62520. */
  62521. name: string;
  62522. /**
  62523. * Defines the location of the file to load
  62524. */
  62525. url: string;
  62526. /**
  62527. * Defines if mipmap should not be generated (default is false)
  62528. */
  62529. noMipmap?: boolean | undefined;
  62530. /**
  62531. * Defines if texture must be inverted on Y axis (default is false)
  62532. */
  62533. invertY?: boolean | undefined;
  62534. /**
  62535. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  62536. */
  62537. samplingMode: number;
  62538. /**
  62539. * Gets the loaded texture
  62540. */
  62541. texture: Texture;
  62542. /**
  62543. * Callback called when the task is successful
  62544. */
  62545. onSuccess: (task: TextureAssetTask) => void;
  62546. /**
  62547. * Callback called when the task is successful
  62548. */
  62549. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  62550. /**
  62551. * Creates a new TextureAssetTask object
  62552. * @param name defines the name of the task
  62553. * @param url defines the location of the file to load
  62554. * @param noMipmap defines if mipmap should not be generated (default is false)
  62555. * @param invertY defines if texture must be inverted on Y axis (default is false)
  62556. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  62557. */
  62558. constructor(
  62559. /**
  62560. * Defines the name of the task
  62561. */
  62562. name: string,
  62563. /**
  62564. * Defines the location of the file to load
  62565. */
  62566. url: string,
  62567. /**
  62568. * Defines if mipmap should not be generated (default is false)
  62569. */
  62570. noMipmap?: boolean | undefined,
  62571. /**
  62572. * Defines if texture must be inverted on Y axis (default is false)
  62573. */
  62574. invertY?: boolean | undefined,
  62575. /**
  62576. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  62577. */
  62578. samplingMode?: number);
  62579. /**
  62580. * Execute the current task
  62581. * @param scene defines the scene where you want your assets to be loaded
  62582. * @param onSuccess is a callback called when the task is successfully executed
  62583. * @param onError is a callback called if an error occurs
  62584. */
  62585. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62586. }
  62587. /**
  62588. * Define a task used by AssetsManager to load cube textures
  62589. */
  62590. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  62591. /**
  62592. * Defines the name of the task
  62593. */
  62594. name: string;
  62595. /**
  62596. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  62597. */
  62598. url: string;
  62599. /**
  62600. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  62601. */
  62602. extensions?: string[] | undefined;
  62603. /**
  62604. * Defines if mipmaps should not be generated (default is false)
  62605. */
  62606. noMipmap?: boolean | undefined;
  62607. /**
  62608. * Defines the explicit list of files (undefined by default)
  62609. */
  62610. files?: string[] | undefined;
  62611. /**
  62612. * Gets the loaded texture
  62613. */
  62614. texture: CubeTexture;
  62615. /**
  62616. * Callback called when the task is successful
  62617. */
  62618. onSuccess: (task: CubeTextureAssetTask) => void;
  62619. /**
  62620. * Callback called when the task is successful
  62621. */
  62622. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  62623. /**
  62624. * Creates a new CubeTextureAssetTask
  62625. * @param name defines the name of the task
  62626. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  62627. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  62628. * @param noMipmap defines if mipmaps should not be generated (default is false)
  62629. * @param files defines the explicit list of files (undefined by default)
  62630. */
  62631. constructor(
  62632. /**
  62633. * Defines the name of the task
  62634. */
  62635. name: string,
  62636. /**
  62637. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  62638. */
  62639. url: string,
  62640. /**
  62641. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  62642. */
  62643. extensions?: string[] | undefined,
  62644. /**
  62645. * Defines if mipmaps should not be generated (default is false)
  62646. */
  62647. noMipmap?: boolean | undefined,
  62648. /**
  62649. * Defines the explicit list of files (undefined by default)
  62650. */
  62651. files?: string[] | undefined);
  62652. /**
  62653. * Execute the current task
  62654. * @param scene defines the scene where you want your assets to be loaded
  62655. * @param onSuccess is a callback called when the task is successfully executed
  62656. * @param onError is a callback called if an error occurs
  62657. */
  62658. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62659. }
  62660. /**
  62661. * Define a task used by AssetsManager to load HDR cube textures
  62662. */
  62663. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  62664. /**
  62665. * Defines the name of the task
  62666. */
  62667. name: string;
  62668. /**
  62669. * Defines the location of the file to load
  62670. */
  62671. url: string;
  62672. /**
  62673. * Defines the desired size (the more it increases the longer the generation will be)
  62674. */
  62675. size: number;
  62676. /**
  62677. * Defines if mipmaps should not be generated (default is false)
  62678. */
  62679. noMipmap: boolean;
  62680. /**
  62681. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  62682. */
  62683. generateHarmonics: boolean;
  62684. /**
  62685. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  62686. */
  62687. gammaSpace: boolean;
  62688. /**
  62689. * Internal Use Only
  62690. */
  62691. reserved: boolean;
  62692. /**
  62693. * Gets the loaded texture
  62694. */
  62695. texture: HDRCubeTexture;
  62696. /**
  62697. * Callback called when the task is successful
  62698. */
  62699. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  62700. /**
  62701. * Callback called when the task is successful
  62702. */
  62703. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  62704. /**
  62705. * Creates a new HDRCubeTextureAssetTask object
  62706. * @param name defines the name of the task
  62707. * @param url defines the location of the file to load
  62708. * @param size defines the desired size (the more it increases the longer the generation will be) If the size is omitted this implies you are using a preprocessed cubemap.
  62709. * @param noMipmap defines if mipmaps should not be generated (default is false)
  62710. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  62711. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  62712. * @param reserved Internal use only
  62713. */
  62714. constructor(
  62715. /**
  62716. * Defines the name of the task
  62717. */
  62718. name: string,
  62719. /**
  62720. * Defines the location of the file to load
  62721. */
  62722. url: string,
  62723. /**
  62724. * Defines the desired size (the more it increases the longer the generation will be)
  62725. */
  62726. size: number,
  62727. /**
  62728. * Defines if mipmaps should not be generated (default is false)
  62729. */
  62730. noMipmap?: boolean,
  62731. /**
  62732. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  62733. */
  62734. generateHarmonics?: boolean,
  62735. /**
  62736. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  62737. */
  62738. gammaSpace?: boolean,
  62739. /**
  62740. * Internal Use Only
  62741. */
  62742. reserved?: boolean);
  62743. /**
  62744. * Execute the current task
  62745. * @param scene defines the scene where you want your assets to be loaded
  62746. * @param onSuccess is a callback called when the task is successfully executed
  62747. * @param onError is a callback called if an error occurs
  62748. */
  62749. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62750. }
  62751. /**
  62752. * Define a task used by AssetsManager to load Equirectangular cube textures
  62753. */
  62754. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  62755. /**
  62756. * Defines the name of the task
  62757. */
  62758. name: string;
  62759. /**
  62760. * Defines the location of the file to load
  62761. */
  62762. url: string;
  62763. /**
  62764. * Defines the desired size (the more it increases the longer the generation will be)
  62765. */
  62766. size: number;
  62767. /**
  62768. * Defines if mipmaps should not be generated (default is false)
  62769. */
  62770. noMipmap: boolean;
  62771. /**
  62772. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  62773. * but the standard material would require them in Gamma space) (default is true)
  62774. */
  62775. gammaSpace: boolean;
  62776. /**
  62777. * Gets the loaded texture
  62778. */
  62779. texture: EquiRectangularCubeTexture;
  62780. /**
  62781. * Callback called when the task is successful
  62782. */
  62783. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  62784. /**
  62785. * Callback called when the task is successful
  62786. */
  62787. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  62788. /**
  62789. * Creates a new EquiRectangularCubeTextureAssetTask object
  62790. * @param name defines the name of the task
  62791. * @param url defines the location of the file to load
  62792. * @param size defines the desired size (the more it increases the longer the generation will be)
  62793. * If the size is omitted this implies you are using a preprocessed cubemap.
  62794. * @param noMipmap defines if mipmaps should not be generated (default is false)
  62795. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  62796. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  62797. * (default is true)
  62798. */
  62799. constructor(
  62800. /**
  62801. * Defines the name of the task
  62802. */
  62803. name: string,
  62804. /**
  62805. * Defines the location of the file to load
  62806. */
  62807. url: string,
  62808. /**
  62809. * Defines the desired size (the more it increases the longer the generation will be)
  62810. */
  62811. size: number,
  62812. /**
  62813. * Defines if mipmaps should not be generated (default is false)
  62814. */
  62815. noMipmap?: boolean,
  62816. /**
  62817. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  62818. * but the standard material would require them in Gamma space) (default is true)
  62819. */
  62820. gammaSpace?: boolean);
  62821. /**
  62822. * Execute the current task
  62823. * @param scene defines the scene where you want your assets to be loaded
  62824. * @param onSuccess is a callback called when the task is successfully executed
  62825. * @param onError is a callback called if an error occurs
  62826. */
  62827. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62828. }
  62829. /**
  62830. * This class can be used to easily import assets into a scene
  62831. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  62832. */
  62833. export class AssetsManager {
  62834. private _scene;
  62835. private _isLoading;
  62836. protected _tasks: AbstractAssetTask[];
  62837. protected _waitingTasksCount: number;
  62838. protected _totalTasksCount: number;
  62839. /**
  62840. * Callback called when all tasks are processed
  62841. */
  62842. onFinish: (tasks: AbstractAssetTask[]) => void;
  62843. /**
  62844. * Callback called when a task is successful
  62845. */
  62846. onTaskSuccess: (task: AbstractAssetTask) => void;
  62847. /**
  62848. * Callback called when a task had an error
  62849. */
  62850. onTaskError: (task: AbstractAssetTask) => void;
  62851. /**
  62852. * Callback called when a task is done (whatever the result is)
  62853. */
  62854. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  62855. /**
  62856. * Observable called when all tasks are processed
  62857. */
  62858. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  62859. /**
  62860. * Observable called when a task had an error
  62861. */
  62862. onTaskErrorObservable: Observable<AbstractAssetTask>;
  62863. /**
  62864. * Observable called when all tasks were executed
  62865. */
  62866. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  62867. /**
  62868. * Observable called when a task is done (whatever the result is)
  62869. */
  62870. onProgressObservable: Observable<IAssetsProgressEvent>;
  62871. /**
  62872. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  62873. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  62874. */
  62875. useDefaultLoadingScreen: boolean;
  62876. /**
  62877. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  62878. * when all assets have been downloaded.
  62879. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  62880. */
  62881. autoHideLoadingUI: boolean;
  62882. /**
  62883. * Creates a new AssetsManager
  62884. * @param scene defines the scene to work on
  62885. */
  62886. constructor(scene: Scene);
  62887. /**
  62888. * Add a MeshAssetTask to the list of active tasks
  62889. * @param taskName defines the name of the new task
  62890. * @param meshesNames defines the name of meshes to load
  62891. * @param rootUrl defines the root url to use to locate files
  62892. * @param sceneFilename defines the filename of the scene file
  62893. * @returns a new MeshAssetTask object
  62894. */
  62895. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  62896. /**
  62897. * Add a TextFileAssetTask to the list of active tasks
  62898. * @param taskName defines the name of the new task
  62899. * @param url defines the url of the file to load
  62900. * @returns a new TextFileAssetTask object
  62901. */
  62902. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  62903. /**
  62904. * Add a BinaryFileAssetTask to the list of active tasks
  62905. * @param taskName defines the name of the new task
  62906. * @param url defines the url of the file to load
  62907. * @returns a new BinaryFileAssetTask object
  62908. */
  62909. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  62910. /**
  62911. * Add a ImageAssetTask to the list of active tasks
  62912. * @param taskName defines the name of the new task
  62913. * @param url defines the url of the file to load
  62914. * @returns a new ImageAssetTask object
  62915. */
  62916. addImageTask(taskName: string, url: string): ImageAssetTask;
  62917. /**
  62918. * Add a TextureAssetTask to the list of active tasks
  62919. * @param taskName defines the name of the new task
  62920. * @param url defines the url of the file to load
  62921. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62922. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  62923. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  62924. * @returns a new TextureAssetTask object
  62925. */
  62926. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  62927. /**
  62928. * Add a CubeTextureAssetTask to the list of active tasks
  62929. * @param taskName defines the name of the new task
  62930. * @param url defines the url of the file to load
  62931. * @param extensions defines the extension to use to load the cube map (can be null)
  62932. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62933. * @param files defines the list of files to load (can be null)
  62934. * @returns a new CubeTextureAssetTask object
  62935. */
  62936. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  62937. /**
  62938. *
  62939. * Add a HDRCubeTextureAssetTask to the list of active tasks
  62940. * @param taskName defines the name of the new task
  62941. * @param url defines the url of the file to load
  62942. * @param size defines the size you want for the cubemap (can be null)
  62943. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62944. * @param generateHarmonics defines if you want to automatically generate (true by default)
  62945. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  62946. * @param reserved Internal use only
  62947. * @returns a new HDRCubeTextureAssetTask object
  62948. */
  62949. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  62950. /**
  62951. *
  62952. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  62953. * @param taskName defines the name of the new task
  62954. * @param url defines the url of the file to load
  62955. * @param size defines the size you want for the cubemap (can be null)
  62956. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62957. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  62958. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  62959. * @returns a new EquiRectangularCubeTextureAssetTask object
  62960. */
  62961. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  62962. /**
  62963. * Remove a task from the assets manager.
  62964. * @param task the task to remove
  62965. */
  62966. removeTask(task: AbstractAssetTask): void;
  62967. private _decreaseWaitingTasksCount;
  62968. private _runTask;
  62969. /**
  62970. * Reset the AssetsManager and remove all tasks
  62971. * @return the current instance of the AssetsManager
  62972. */
  62973. reset(): AssetsManager;
  62974. /**
  62975. * Start the loading process
  62976. * @return the current instance of the AssetsManager
  62977. */
  62978. load(): AssetsManager;
  62979. /**
  62980. * Start the loading process as an async operation
  62981. * @return a promise returning the list of failed tasks
  62982. */
  62983. loadAsync(): Promise<void>;
  62984. }
  62985. }
  62986. declare module "babylonjs/Misc/deferred" {
  62987. /**
  62988. * Wrapper class for promise with external resolve and reject.
  62989. */
  62990. export class Deferred<T> {
  62991. /**
  62992. * The promise associated with this deferred object.
  62993. */
  62994. readonly promise: Promise<T>;
  62995. private _resolve;
  62996. private _reject;
  62997. /**
  62998. * The resolve method of the promise associated with this deferred object.
  62999. */
  63000. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  63001. /**
  63002. * The reject method of the promise associated with this deferred object.
  63003. */
  63004. readonly reject: (reason?: any) => void;
  63005. /**
  63006. * Constructor for this deferred object.
  63007. */
  63008. constructor();
  63009. }
  63010. }
  63011. declare module "babylonjs/Misc/meshExploder" {
  63012. import { Mesh } from "babylonjs/Meshes/mesh";
  63013. /**
  63014. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  63015. */
  63016. export class MeshExploder {
  63017. private _centerMesh;
  63018. private _meshes;
  63019. private _meshesOrigins;
  63020. private _toCenterVectors;
  63021. private _scaledDirection;
  63022. private _newPosition;
  63023. private _centerPosition;
  63024. /**
  63025. * Explodes meshes from a center mesh.
  63026. * @param meshes The meshes to explode.
  63027. * @param centerMesh The mesh to be center of explosion.
  63028. */
  63029. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  63030. private _setCenterMesh;
  63031. /**
  63032. * Get class name
  63033. * @returns "MeshExploder"
  63034. */
  63035. getClassName(): string;
  63036. /**
  63037. * "Exploded meshes"
  63038. * @returns Array of meshes with the centerMesh at index 0.
  63039. */
  63040. getMeshes(): Array<Mesh>;
  63041. /**
  63042. * Explodes meshes giving a specific direction
  63043. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  63044. */
  63045. explode(direction?: number): void;
  63046. }
  63047. }
  63048. declare module "babylonjs/Misc/filesInput" {
  63049. import { Engine } from "babylonjs/Engines/engine";
  63050. import { Scene } from "babylonjs/scene";
  63051. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  63052. /**
  63053. * Class used to help managing file picking and drag'n'drop
  63054. */
  63055. export class FilesInput {
  63056. /**
  63057. * List of files ready to be loaded
  63058. */
  63059. static readonly FilesToLoad: {
  63060. [key: string]: File;
  63061. };
  63062. /**
  63063. * Callback called when a file is processed
  63064. */
  63065. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  63066. private _engine;
  63067. private _currentScene;
  63068. private _sceneLoadedCallback;
  63069. private _progressCallback;
  63070. private _additionalRenderLoopLogicCallback;
  63071. private _textureLoadingCallback;
  63072. private _startingProcessingFilesCallback;
  63073. private _onReloadCallback;
  63074. private _errorCallback;
  63075. private _elementToMonitor;
  63076. private _sceneFileToLoad;
  63077. private _filesToLoad;
  63078. /**
  63079. * Creates a new FilesInput
  63080. * @param engine defines the rendering engine
  63081. * @param scene defines the hosting scene
  63082. * @param sceneLoadedCallback callback called when scene is loaded
  63083. * @param progressCallback callback called to track progress
  63084. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  63085. * @param textureLoadingCallback callback called when a texture is loading
  63086. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  63087. * @param onReloadCallback callback called when a reload is requested
  63088. * @param errorCallback callback call if an error occurs
  63089. */
  63090. constructor(engine: Engine, scene: Scene, sceneLoadedCallback: (sceneFile: File, scene: Scene) => void, progressCallback: (progress: SceneLoaderProgressEvent) => void, additionalRenderLoopLogicCallback: () => void, textureLoadingCallback: (remaining: number) => void, startingProcessingFilesCallback: (files?: File[]) => void, onReloadCallback: (sceneFile: File) => void, errorCallback: (sceneFile: File, scene: Scene, message: string) => void);
  63091. private _dragEnterHandler;
  63092. private _dragOverHandler;
  63093. private _dropHandler;
  63094. /**
  63095. * Calls this function to listen to drag'n'drop events on a specific DOM element
  63096. * @param elementToMonitor defines the DOM element to track
  63097. */
  63098. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  63099. /**
  63100. * Release all associated resources
  63101. */
  63102. dispose(): void;
  63103. private renderFunction;
  63104. private drag;
  63105. private drop;
  63106. private _traverseFolder;
  63107. private _processFiles;
  63108. /**
  63109. * Load files from a drop event
  63110. * @param event defines the drop event to use as source
  63111. */
  63112. loadFiles(event: any): void;
  63113. private _processReload;
  63114. /**
  63115. * Reload the current scene from the loaded files
  63116. */
  63117. reload(): void;
  63118. }
  63119. }
  63120. declare module "babylonjs/Misc/HighDynamicRange/index" {
  63121. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  63122. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  63123. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  63124. }
  63125. declare module "babylonjs/Misc/sceneOptimizer" {
  63126. import { Scene, IDisposable } from "babylonjs/scene";
  63127. import { Observable } from "babylonjs/Misc/observable";
  63128. /**
  63129. * Defines the root class used to create scene optimization to use with SceneOptimizer
  63130. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63131. */
  63132. export class SceneOptimization {
  63133. /**
  63134. * Defines the priority of this optimization (0 by default which means first in the list)
  63135. */
  63136. priority: number;
  63137. /**
  63138. * Gets a string describing the action executed by the current optimization
  63139. * @returns description string
  63140. */
  63141. getDescription(): string;
  63142. /**
  63143. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63144. * @param scene defines the current scene where to apply this optimization
  63145. * @param optimizer defines the current optimizer
  63146. * @returns true if everything that can be done was applied
  63147. */
  63148. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63149. /**
  63150. * Creates the SceneOptimization object
  63151. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63152. * @param desc defines the description associated with the optimization
  63153. */
  63154. constructor(
  63155. /**
  63156. * Defines the priority of this optimization (0 by default which means first in the list)
  63157. */
  63158. priority?: number);
  63159. }
  63160. /**
  63161. * Defines an optimization used to reduce the size of render target textures
  63162. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63163. */
  63164. export class TextureOptimization extends SceneOptimization {
  63165. /**
  63166. * Defines the priority of this optimization (0 by default which means first in the list)
  63167. */
  63168. priority: number;
  63169. /**
  63170. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  63171. */
  63172. maximumSize: number;
  63173. /**
  63174. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63175. */
  63176. step: number;
  63177. /**
  63178. * Gets a string describing the action executed by the current optimization
  63179. * @returns description string
  63180. */
  63181. getDescription(): string;
  63182. /**
  63183. * Creates the TextureOptimization object
  63184. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63185. * @param maximumSize defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  63186. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63187. */
  63188. constructor(
  63189. /**
  63190. * Defines the priority of this optimization (0 by default which means first in the list)
  63191. */
  63192. priority?: number,
  63193. /**
  63194. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  63195. */
  63196. maximumSize?: number,
  63197. /**
  63198. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63199. */
  63200. step?: number);
  63201. /**
  63202. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63203. * @param scene defines the current scene where to apply this optimization
  63204. * @param optimizer defines the current optimizer
  63205. * @returns true if everything that can be done was applied
  63206. */
  63207. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63208. }
  63209. /**
  63210. * Defines an optimization used to increase or decrease the rendering resolution
  63211. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63212. */
  63213. export class HardwareScalingOptimization extends SceneOptimization {
  63214. /**
  63215. * Defines the priority of this optimization (0 by default which means first in the list)
  63216. */
  63217. priority: number;
  63218. /**
  63219. * Defines the maximum scale to use (2 by default)
  63220. */
  63221. maximumScale: number;
  63222. /**
  63223. * Defines the step to use between two passes (0.5 by default)
  63224. */
  63225. step: number;
  63226. private _currentScale;
  63227. private _directionOffset;
  63228. /**
  63229. * Gets a string describing the action executed by the current optimization
  63230. * @return description string
  63231. */
  63232. getDescription(): string;
  63233. /**
  63234. * Creates the HardwareScalingOptimization object
  63235. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63236. * @param maximumScale defines the maximum scale to use (2 by default)
  63237. * @param step defines the step to use between two passes (0.5 by default)
  63238. */
  63239. constructor(
  63240. /**
  63241. * Defines the priority of this optimization (0 by default which means first in the list)
  63242. */
  63243. priority?: number,
  63244. /**
  63245. * Defines the maximum scale to use (2 by default)
  63246. */
  63247. maximumScale?: number,
  63248. /**
  63249. * Defines the step to use between two passes (0.5 by default)
  63250. */
  63251. step?: number);
  63252. /**
  63253. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63254. * @param scene defines the current scene where to apply this optimization
  63255. * @param optimizer defines the current optimizer
  63256. * @returns true if everything that can be done was applied
  63257. */
  63258. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63259. }
  63260. /**
  63261. * Defines an optimization used to remove shadows
  63262. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63263. */
  63264. export class ShadowsOptimization extends SceneOptimization {
  63265. /**
  63266. * Gets a string describing the action executed by the current optimization
  63267. * @return description string
  63268. */
  63269. getDescription(): string;
  63270. /**
  63271. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63272. * @param scene defines the current scene where to apply this optimization
  63273. * @param optimizer defines the current optimizer
  63274. * @returns true if everything that can be done was applied
  63275. */
  63276. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63277. }
  63278. /**
  63279. * Defines an optimization used to turn post-processes off
  63280. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63281. */
  63282. export class PostProcessesOptimization extends SceneOptimization {
  63283. /**
  63284. * Gets a string describing the action executed by the current optimization
  63285. * @return description string
  63286. */
  63287. getDescription(): string;
  63288. /**
  63289. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63290. * @param scene defines the current scene where to apply this optimization
  63291. * @param optimizer defines the current optimizer
  63292. * @returns true if everything that can be done was applied
  63293. */
  63294. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63295. }
  63296. /**
  63297. * Defines an optimization used to turn lens flares off
  63298. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63299. */
  63300. export class LensFlaresOptimization extends SceneOptimization {
  63301. /**
  63302. * Gets a string describing the action executed by the current optimization
  63303. * @return description string
  63304. */
  63305. getDescription(): string;
  63306. /**
  63307. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63308. * @param scene defines the current scene where to apply this optimization
  63309. * @param optimizer defines the current optimizer
  63310. * @returns true if everything that can be done was applied
  63311. */
  63312. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63313. }
  63314. /**
  63315. * Defines an optimization based on user defined callback.
  63316. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63317. */
  63318. export class CustomOptimization extends SceneOptimization {
  63319. /**
  63320. * Callback called to apply the custom optimization.
  63321. */
  63322. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  63323. /**
  63324. * Callback called to get custom description
  63325. */
  63326. onGetDescription: () => string;
  63327. /**
  63328. * Gets a string describing the action executed by the current optimization
  63329. * @returns description string
  63330. */
  63331. getDescription(): string;
  63332. /**
  63333. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63334. * @param scene defines the current scene where to apply this optimization
  63335. * @param optimizer defines the current optimizer
  63336. * @returns true if everything that can be done was applied
  63337. */
  63338. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63339. }
  63340. /**
  63341. * Defines an optimization used to turn particles off
  63342. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63343. */
  63344. export class ParticlesOptimization extends SceneOptimization {
  63345. /**
  63346. * Gets a string describing the action executed by the current optimization
  63347. * @return description string
  63348. */
  63349. getDescription(): string;
  63350. /**
  63351. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63352. * @param scene defines the current scene where to apply this optimization
  63353. * @param optimizer defines the current optimizer
  63354. * @returns true if everything that can be done was applied
  63355. */
  63356. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63357. }
  63358. /**
  63359. * Defines an optimization used to turn render targets off
  63360. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63361. */
  63362. export class RenderTargetsOptimization extends SceneOptimization {
  63363. /**
  63364. * Gets a string describing the action executed by the current optimization
  63365. * @return description string
  63366. */
  63367. getDescription(): string;
  63368. /**
  63369. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63370. * @param scene defines the current scene where to apply this optimization
  63371. * @param optimizer defines the current optimizer
  63372. * @returns true if everything that can be done was applied
  63373. */
  63374. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63375. }
  63376. /**
  63377. * Defines an optimization used to merge meshes with compatible materials
  63378. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63379. */
  63380. export class MergeMeshesOptimization extends SceneOptimization {
  63381. private static _UpdateSelectionTree;
  63382. /**
  63383. * Gets or sets a boolean which defines if optimization octree has to be updated
  63384. */
  63385. /**
  63386. * Gets or sets a boolean which defines if optimization octree has to be updated
  63387. */
  63388. static UpdateSelectionTree: boolean;
  63389. /**
  63390. * Gets a string describing the action executed by the current optimization
  63391. * @return description string
  63392. */
  63393. getDescription(): string;
  63394. private _canBeMerged;
  63395. /**
  63396. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63397. * @param scene defines the current scene where to apply this optimization
  63398. * @param optimizer defines the current optimizer
  63399. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  63400. * @returns true if everything that can be done was applied
  63401. */
  63402. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  63403. }
  63404. /**
  63405. * Defines a list of options used by SceneOptimizer
  63406. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63407. */
  63408. export class SceneOptimizerOptions {
  63409. /**
  63410. * Defines the target frame rate to reach (60 by default)
  63411. */
  63412. targetFrameRate: number;
  63413. /**
  63414. * Defines the interval between two checkes (2000ms by default)
  63415. */
  63416. trackerDuration: number;
  63417. /**
  63418. * Gets the list of optimizations to apply
  63419. */
  63420. optimizations: SceneOptimization[];
  63421. /**
  63422. * Creates a new list of options used by SceneOptimizer
  63423. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  63424. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  63425. */
  63426. constructor(
  63427. /**
  63428. * Defines the target frame rate to reach (60 by default)
  63429. */
  63430. targetFrameRate?: number,
  63431. /**
  63432. * Defines the interval between two checkes (2000ms by default)
  63433. */
  63434. trackerDuration?: number);
  63435. /**
  63436. * Add a new optimization
  63437. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  63438. * @returns the current SceneOptimizerOptions
  63439. */
  63440. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  63441. /**
  63442. * Add a new custom optimization
  63443. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  63444. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  63445. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63446. * @returns the current SceneOptimizerOptions
  63447. */
  63448. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  63449. /**
  63450. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  63451. * @param targetFrameRate defines the target frame rate (60 by default)
  63452. * @returns a SceneOptimizerOptions object
  63453. */
  63454. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  63455. /**
  63456. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  63457. * @param targetFrameRate defines the target frame rate (60 by default)
  63458. * @returns a SceneOptimizerOptions object
  63459. */
  63460. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  63461. /**
  63462. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  63463. * @param targetFrameRate defines the target frame rate (60 by default)
  63464. * @returns a SceneOptimizerOptions object
  63465. */
  63466. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  63467. }
  63468. /**
  63469. * Class used to run optimizations in order to reach a target frame rate
  63470. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63471. */
  63472. export class SceneOptimizer implements IDisposable {
  63473. private _isRunning;
  63474. private _options;
  63475. private _scene;
  63476. private _currentPriorityLevel;
  63477. private _targetFrameRate;
  63478. private _trackerDuration;
  63479. private _currentFrameRate;
  63480. private _sceneDisposeObserver;
  63481. private _improvementMode;
  63482. /**
  63483. * Defines an observable called when the optimizer reaches the target frame rate
  63484. */
  63485. onSuccessObservable: Observable<SceneOptimizer>;
  63486. /**
  63487. * Defines an observable called when the optimizer enables an optimization
  63488. */
  63489. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  63490. /**
  63491. * Defines an observable called when the optimizer is not able to reach the target frame rate
  63492. */
  63493. onFailureObservable: Observable<SceneOptimizer>;
  63494. /**
  63495. * Gets a boolean indicating if the optimizer is in improvement mode
  63496. */
  63497. readonly isInImprovementMode: boolean;
  63498. /**
  63499. * Gets the current priority level (0 at start)
  63500. */
  63501. readonly currentPriorityLevel: number;
  63502. /**
  63503. * Gets the current frame rate checked by the SceneOptimizer
  63504. */
  63505. readonly currentFrameRate: number;
  63506. /**
  63507. * Gets or sets the current target frame rate (60 by default)
  63508. */
  63509. /**
  63510. * Gets or sets the current target frame rate (60 by default)
  63511. */
  63512. targetFrameRate: number;
  63513. /**
  63514. * Gets or sets the current interval between two checks (every 2000ms by default)
  63515. */
  63516. /**
  63517. * Gets or sets the current interval between two checks (every 2000ms by default)
  63518. */
  63519. trackerDuration: number;
  63520. /**
  63521. * Gets the list of active optimizations
  63522. */
  63523. readonly optimizations: SceneOptimization[];
  63524. /**
  63525. * Creates a new SceneOptimizer
  63526. * @param scene defines the scene to work on
  63527. * @param options defines the options to use with the SceneOptimizer
  63528. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  63529. * @param improvementMode defines if the scene optimizer must run the maximum optimization while staying over a target frame instead of trying to reach the target framerate (false by default)
  63530. */
  63531. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  63532. /**
  63533. * Stops the current optimizer
  63534. */
  63535. stop(): void;
  63536. /**
  63537. * Reset the optimizer to initial step (current priority level = 0)
  63538. */
  63539. reset(): void;
  63540. /**
  63541. * Start the optimizer. By default it will try to reach a specific framerate
  63542. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  63543. */
  63544. start(): void;
  63545. private _checkCurrentState;
  63546. /**
  63547. * Release all resources
  63548. */
  63549. dispose(): void;
  63550. /**
  63551. * Helper function to create a SceneOptimizer with one single line of code
  63552. * @param scene defines the scene to work on
  63553. * @param options defines the options to use with the SceneOptimizer
  63554. * @param onSuccess defines a callback to call on success
  63555. * @param onFailure defines a callback to call on failure
  63556. * @returns the new SceneOptimizer object
  63557. */
  63558. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  63559. }
  63560. }
  63561. declare module "babylonjs/Misc/sceneSerializer" {
  63562. import { Scene } from "babylonjs/scene";
  63563. /**
  63564. * Class used to serialize a scene into a string
  63565. */
  63566. export class SceneSerializer {
  63567. /**
  63568. * Clear cache used by a previous serialization
  63569. */
  63570. static ClearCache(): void;
  63571. /**
  63572. * Serialize a scene into a JSON compatible object
  63573. * @param scene defines the scene to serialize
  63574. * @returns a JSON compatible object
  63575. */
  63576. static Serialize(scene: Scene): any;
  63577. /**
  63578. * Serialize a mesh into a JSON compatible object
  63579. * @param toSerialize defines the mesh to serialize
  63580. * @param withParents defines if parents must be serialized as well
  63581. * @param withChildren defines if children must be serialized as well
  63582. * @returns a JSON compatible object
  63583. */
  63584. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  63585. }
  63586. }
  63587. declare module "babylonjs/Misc/textureTools" {
  63588. import { Texture } from "babylonjs/Materials/Textures/texture";
  63589. /**
  63590. * Class used to host texture specific utilities
  63591. */
  63592. export class TextureTools {
  63593. /**
  63594. * Uses the GPU to create a copy texture rescaled at a given size
  63595. * @param texture Texture to copy from
  63596. * @param width defines the desired width
  63597. * @param height defines the desired height
  63598. * @param useBilinearMode defines if bilinear mode has to be used
  63599. * @return the generated texture
  63600. */
  63601. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  63602. }
  63603. }
  63604. declare module "babylonjs/Misc/videoRecorder" {
  63605. import { Nullable } from "babylonjs/types";
  63606. import { Engine } from "babylonjs/Engines/engine";
  63607. /**
  63608. * This represents the different options available for the video capture.
  63609. */
  63610. export interface VideoRecorderOptions {
  63611. /** Defines the mime type of the video. */
  63612. mimeType: string;
  63613. /** Defines the FPS the video should be recorded at. */
  63614. fps: number;
  63615. /** Defines the chunk size for the recording data. */
  63616. recordChunckSize: number;
  63617. /** The audio tracks to attach to the recording. */
  63618. audioTracks?: MediaStreamTrack[];
  63619. }
  63620. /**
  63621. * This can help with recording videos from BabylonJS.
  63622. * This is based on the available WebRTC functionalities of the browser.
  63623. *
  63624. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  63625. */
  63626. export class VideoRecorder {
  63627. private static readonly _defaultOptions;
  63628. /**
  63629. * Returns whether or not the VideoRecorder is available in your browser.
  63630. * @param engine Defines the Babylon Engine.
  63631. * @returns true if supported otherwise false.
  63632. */
  63633. static IsSupported(engine: Engine): boolean;
  63634. private readonly _options;
  63635. private _canvas;
  63636. private _mediaRecorder;
  63637. private _recordedChunks;
  63638. private _fileName;
  63639. private _resolve;
  63640. private _reject;
  63641. /**
  63642. * True when a recording is already in progress.
  63643. */
  63644. readonly isRecording: boolean;
  63645. /**
  63646. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  63647. * @param engine Defines the BabylonJS Engine you wish to record.
  63648. * @param options Defines options that can be used to customize the capture.
  63649. */
  63650. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  63651. /**
  63652. * Stops the current recording before the default capture timeout passed in the startRecording function.
  63653. */
  63654. stopRecording(): void;
  63655. /**
  63656. * Starts recording the canvas for a max duration specified in parameters.
  63657. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  63658. * If null no automatic download will start and you can rely on the promise to get the data back.
  63659. * @param maxDuration Defines the maximum recording time in seconds.
  63660. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  63661. * @return A promise callback at the end of the recording with the video data in Blob.
  63662. */
  63663. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  63664. /**
  63665. * Releases internal resources used during the recording.
  63666. */
  63667. dispose(): void;
  63668. private _handleDataAvailable;
  63669. private _handleError;
  63670. private _handleStop;
  63671. }
  63672. }
  63673. declare module "babylonjs/Misc/screenshotTools" {
  63674. import { Camera } from "babylonjs/Cameras/camera";
  63675. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  63676. import { Engine } from "babylonjs/Engines/engine";
  63677. /**
  63678. * Class containing a set of static utilities functions for screenshots
  63679. */
  63680. export class ScreenshotTools {
  63681. /**
  63682. * Captures a screenshot of the current rendering
  63683. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  63684. * @param engine defines the rendering engine
  63685. * @param camera defines the source camera
  63686. * @param size This parameter can be set to a single number or to an object with the
  63687. * following (optional) properties: precision, width, height. If a single number is passed,
  63688. * it will be used for both width and height. If an object is passed, the screenshot size
  63689. * will be derived from the parameters. The precision property is a multiplier allowing
  63690. * rendering at a higher or lower resolution
  63691. * @param successCallback defines the callback receives a single parameter which contains the
  63692. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  63693. * src parameter of an <img> to display it
  63694. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  63695. * Check your browser for supported MIME types
  63696. */
  63697. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  63698. /**
  63699. * Captures a screenshot of the current rendering
  63700. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  63701. * @param engine defines the rendering engine
  63702. * @param camera defines the source camera
  63703. * @param size This parameter can be set to a single number or to an object with the
  63704. * following (optional) properties: precision, width, height. If a single number is passed,
  63705. * it will be used for both width and height. If an object is passed, the screenshot size
  63706. * will be derived from the parameters. The precision property is a multiplier allowing
  63707. * rendering at a higher or lower resolution
  63708. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  63709. * Check your browser for supported MIME types
  63710. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  63711. * to the src parameter of an <img> to display it
  63712. */
  63713. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  63714. /**
  63715. * Generates an image screenshot from the specified camera.
  63716. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  63717. * @param engine The engine to use for rendering
  63718. * @param camera The camera to use for rendering
  63719. * @param size This parameter can be set to a single number or to an object with the
  63720. * following (optional) properties: precision, width, height. If a single number is passed,
  63721. * it will be used for both width and height. If an object is passed, the screenshot size
  63722. * will be derived from the parameters. The precision property is a multiplier allowing
  63723. * rendering at a higher or lower resolution
  63724. * @param successCallback The callback receives a single parameter which contains the
  63725. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  63726. * src parameter of an <img> to display it
  63727. * @param mimeType The MIME type of the screenshot image (default: image/png).
  63728. * Check your browser for supported MIME types
  63729. * @param samples Texture samples (default: 1)
  63730. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  63731. * @param fileName A name for for the downloaded file.
  63732. */
  63733. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  63734. /**
  63735. * Generates an image screenshot from the specified camera.
  63736. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  63737. * @param engine The engine to use for rendering
  63738. * @param camera The camera to use for rendering
  63739. * @param size This parameter can be set to a single number or to an object with the
  63740. * following (optional) properties: precision, width, height. If a single number is passed,
  63741. * it will be used for both width and height. If an object is passed, the screenshot size
  63742. * will be derived from the parameters. The precision property is a multiplier allowing
  63743. * rendering at a higher or lower resolution
  63744. * @param mimeType The MIME type of the screenshot image (default: image/png).
  63745. * Check your browser for supported MIME types
  63746. * @param samples Texture samples (default: 1)
  63747. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  63748. * @param fileName A name for for the downloaded file.
  63749. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  63750. * to the src parameter of an <img> to display it
  63751. */
  63752. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  63753. }
  63754. }
  63755. declare module "babylonjs/Misc/index" {
  63756. export * from "babylonjs/Misc/andOrNotEvaluator";
  63757. export * from "babylonjs/Misc/assetsManager";
  63758. export * from "babylonjs/Misc/dds";
  63759. export * from "babylonjs/Misc/decorators";
  63760. export * from "babylonjs/Misc/deferred";
  63761. export * from "babylonjs/Misc/environmentTextureTools";
  63762. export * from "babylonjs/Misc/meshExploder";
  63763. export * from "babylonjs/Misc/filesInput";
  63764. export * from "babylonjs/Misc/HighDynamicRange/index";
  63765. export * from "babylonjs/Misc/khronosTextureContainer";
  63766. export * from "babylonjs/Misc/observable";
  63767. export * from "babylonjs/Misc/performanceMonitor";
  63768. export * from "babylonjs/Misc/promise";
  63769. export * from "babylonjs/Misc/sceneOptimizer";
  63770. export * from "babylonjs/Misc/sceneSerializer";
  63771. export * from "babylonjs/Misc/smartArray";
  63772. export * from "babylonjs/Misc/stringDictionary";
  63773. export * from "babylonjs/Misc/tags";
  63774. export * from "babylonjs/Misc/textureTools";
  63775. export * from "babylonjs/Misc/tga";
  63776. export * from "babylonjs/Misc/tools";
  63777. export * from "babylonjs/Misc/videoRecorder";
  63778. export * from "babylonjs/Misc/virtualJoystick";
  63779. export * from "babylonjs/Misc/workerPool";
  63780. export * from "babylonjs/Misc/logger";
  63781. export * from "babylonjs/Misc/typeStore";
  63782. export * from "babylonjs/Misc/filesInputStore";
  63783. export * from "babylonjs/Misc/deepCopier";
  63784. export * from "babylonjs/Misc/pivotTools";
  63785. export * from "babylonjs/Misc/precisionDate";
  63786. export * from "babylonjs/Misc/screenshotTools";
  63787. export * from "babylonjs/Misc/typeStore";
  63788. export * from "babylonjs/Misc/webRequest";
  63789. export * from "babylonjs/Misc/iInspectable";
  63790. export * from "babylonjs/Misc/brdfTextureTools";
  63791. export * from "babylonjs/Misc/gradients";
  63792. export * from "babylonjs/Misc/perfCounter";
  63793. export * from "babylonjs/Misc/fileRequest";
  63794. export * from "babylonjs/Misc/customAnimationFrameRequester";
  63795. export * from "babylonjs/Misc/retryStrategy";
  63796. export * from "babylonjs/Misc/loadFileError";
  63797. }
  63798. declare module "babylonjs/index" {
  63799. export * from "babylonjs/abstractScene";
  63800. export * from "babylonjs/Actions/index";
  63801. export * from "babylonjs/Animations/index";
  63802. export * from "babylonjs/assetContainer";
  63803. export * from "babylonjs/Audio/index";
  63804. export * from "babylonjs/Behaviors/index";
  63805. export * from "babylonjs/Bones/index";
  63806. export * from "babylonjs/Cameras/index";
  63807. export * from "babylonjs/Collisions/index";
  63808. export * from "babylonjs/Culling/index";
  63809. export * from "babylonjs/Debug/index";
  63810. export * from "babylonjs/Engines/index";
  63811. export * from "babylonjs/Events/index";
  63812. export * from "babylonjs/Gamepads/index";
  63813. export * from "babylonjs/Gizmos/index";
  63814. export * from "babylonjs/Helpers/index";
  63815. export * from "babylonjs/Instrumentation/index";
  63816. export * from "babylonjs/Layers/index";
  63817. export * from "babylonjs/LensFlares/index";
  63818. export * from "babylonjs/Lights/index";
  63819. export * from "babylonjs/Loading/index";
  63820. export * from "babylonjs/Materials/index";
  63821. export * from "babylonjs/Maths/index";
  63822. export * from "babylonjs/Meshes/index";
  63823. export * from "babylonjs/Morph/index";
  63824. export * from "babylonjs/Navigation/index";
  63825. export * from "babylonjs/node";
  63826. export * from "babylonjs/Offline/index";
  63827. export * from "babylonjs/Particles/index";
  63828. export * from "babylonjs/Physics/index";
  63829. export * from "babylonjs/PostProcesses/index";
  63830. export * from "babylonjs/Probes/index";
  63831. export * from "babylonjs/Rendering/index";
  63832. export * from "babylonjs/scene";
  63833. export * from "babylonjs/sceneComponent";
  63834. export * from "babylonjs/Sprites/index";
  63835. export * from "babylonjs/States/index";
  63836. export * from "babylonjs/Misc/index";
  63837. export * from "babylonjs/types";
  63838. }
  63839. declare module "babylonjs/Animations/pathCursor" {
  63840. import { Vector3 } from "babylonjs/Maths/math.vector";
  63841. import { Path2 } from "babylonjs/Maths/math.path";
  63842. /**
  63843. * A cursor which tracks a point on a path
  63844. */
  63845. export class PathCursor {
  63846. private path;
  63847. /**
  63848. * Stores path cursor callbacks for when an onchange event is triggered
  63849. */
  63850. private _onchange;
  63851. /**
  63852. * The value of the path cursor
  63853. */
  63854. value: number;
  63855. /**
  63856. * The animation array of the path cursor
  63857. */
  63858. animations: Animation[];
  63859. /**
  63860. * Initializes the path cursor
  63861. * @param path The path to track
  63862. */
  63863. constructor(path: Path2);
  63864. /**
  63865. * Gets the cursor point on the path
  63866. * @returns A point on the path cursor at the cursor location
  63867. */
  63868. getPoint(): Vector3;
  63869. /**
  63870. * Moves the cursor ahead by the step amount
  63871. * @param step The amount to move the cursor forward
  63872. * @returns This path cursor
  63873. */
  63874. moveAhead(step?: number): PathCursor;
  63875. /**
  63876. * Moves the cursor behind by the step amount
  63877. * @param step The amount to move the cursor back
  63878. * @returns This path cursor
  63879. */
  63880. moveBack(step?: number): PathCursor;
  63881. /**
  63882. * Moves the cursor by the step amount
  63883. * If the step amount is greater than one, an exception is thrown
  63884. * @param step The amount to move the cursor
  63885. * @returns This path cursor
  63886. */
  63887. move(step: number): PathCursor;
  63888. /**
  63889. * Ensures that the value is limited between zero and one
  63890. * @returns This path cursor
  63891. */
  63892. private ensureLimits;
  63893. /**
  63894. * Runs onchange callbacks on change (used by the animation engine)
  63895. * @returns This path cursor
  63896. */
  63897. private raiseOnChange;
  63898. /**
  63899. * Executes a function on change
  63900. * @param f A path cursor onchange callback
  63901. * @returns This path cursor
  63902. */
  63903. onchange(f: (cursor: PathCursor) => void): PathCursor;
  63904. }
  63905. }
  63906. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  63907. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  63908. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  63909. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  63910. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  63911. }
  63912. declare module "babylonjs/Engines/Processors/Expressions/index" {
  63913. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  63914. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  63915. }
  63916. declare module "babylonjs/Engines/Processors/index" {
  63917. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  63918. export * from "babylonjs/Engines/Processors/Expressions/index";
  63919. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  63920. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  63921. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  63922. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  63923. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  63924. export * from "babylonjs/Engines/Processors/shaderProcessor";
  63925. }
  63926. declare module "babylonjs/Legacy/legacy" {
  63927. import * as Babylon from "babylonjs/index";
  63928. export * from "babylonjs/index";
  63929. }
  63930. declare module "babylonjs/Shaders/blur.fragment" {
  63931. /** @hidden */
  63932. export var blurPixelShader: {
  63933. name: string;
  63934. shader: string;
  63935. };
  63936. }
  63937. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  63938. /** @hidden */
  63939. export var pointCloudVertexDeclaration: {
  63940. name: string;
  63941. shader: string;
  63942. };
  63943. }
  63944. declare module "babylonjs" {
  63945. export * from "babylonjs/Legacy/legacy";
  63946. }
  63947. declare module BABYLON {
  63948. /** Alias type for value that can be null */
  63949. export type Nullable<T> = T | null;
  63950. /**
  63951. * Alias type for number that are floats
  63952. * @ignorenaming
  63953. */
  63954. export type float = number;
  63955. /**
  63956. * Alias type for number that are doubles.
  63957. * @ignorenaming
  63958. */
  63959. export type double = number;
  63960. /**
  63961. * Alias type for number that are integer
  63962. * @ignorenaming
  63963. */
  63964. export type int = number;
  63965. /** Alias type for number array or Float32Array */
  63966. export type FloatArray = number[] | Float32Array;
  63967. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  63968. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  63969. /**
  63970. * Alias for types that can be used by a Buffer or VertexBuffer.
  63971. */
  63972. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  63973. /**
  63974. * Alias type for primitive types
  63975. * @ignorenaming
  63976. */
  63977. type Primitive = undefined | null | boolean | string | number | Function;
  63978. /**
  63979. * Type modifier to make all the properties of an object Readonly
  63980. */
  63981. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  63982. /**
  63983. * Type modifier to make all the properties of an object Readonly recursively
  63984. */
  63985. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  63986. /** @hidden */
  63987. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  63988. }
  63989. /** @hidden */
  63990. /** @hidden */
  63991. type DeepImmutableObject<T> = {
  63992. readonly [K in keyof T]: DeepImmutable<T[K]>;
  63993. };
  63994. }
  63995. declare module BABYLON {
  63996. /**
  63997. * A class serves as a medium between the observable and its observers
  63998. */
  63999. export class EventState {
  64000. /**
  64001. * Create a new EventState
  64002. * @param mask defines the mask associated with this state
  64003. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  64004. * @param target defines the original target of the state
  64005. * @param currentTarget defines the current target of the state
  64006. */
  64007. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  64008. /**
  64009. * Initialize the current event state
  64010. * @param mask defines the mask associated with this state
  64011. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  64012. * @param target defines the original target of the state
  64013. * @param currentTarget defines the current target of the state
  64014. * @returns the current event state
  64015. */
  64016. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  64017. /**
  64018. * An Observer can set this property to true to prevent subsequent observers of being notified
  64019. */
  64020. skipNextObservers: boolean;
  64021. /**
  64022. * Get the mask value that were used to trigger the event corresponding to this EventState object
  64023. */
  64024. mask: number;
  64025. /**
  64026. * The object that originally notified the event
  64027. */
  64028. target?: any;
  64029. /**
  64030. * The current object in the bubbling phase
  64031. */
  64032. currentTarget?: any;
  64033. /**
  64034. * This will be populated with the return value of the last function that was executed.
  64035. * If it is the first function in the callback chain it will be the event data.
  64036. */
  64037. lastReturnValue?: any;
  64038. }
  64039. /**
  64040. * Represent an Observer registered to a given Observable object.
  64041. */
  64042. export class Observer<T> {
  64043. /**
  64044. * Defines the callback to call when the observer is notified
  64045. */
  64046. callback: (eventData: T, eventState: EventState) => void;
  64047. /**
  64048. * Defines the mask of the observer (used to filter notifications)
  64049. */
  64050. mask: number;
  64051. /**
  64052. * Defines the current scope used to restore the JS context
  64053. */
  64054. scope: any;
  64055. /** @hidden */
  64056. _willBeUnregistered: boolean;
  64057. /**
  64058. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  64059. */
  64060. unregisterOnNextCall: boolean;
  64061. /**
  64062. * Creates a new observer
  64063. * @param callback defines the callback to call when the observer is notified
  64064. * @param mask defines the mask of the observer (used to filter notifications)
  64065. * @param scope defines the current scope used to restore the JS context
  64066. */
  64067. constructor(
  64068. /**
  64069. * Defines the callback to call when the observer is notified
  64070. */
  64071. callback: (eventData: T, eventState: EventState) => void,
  64072. /**
  64073. * Defines the mask of the observer (used to filter notifications)
  64074. */
  64075. mask: number,
  64076. /**
  64077. * Defines the current scope used to restore the JS context
  64078. */
  64079. scope?: any);
  64080. }
  64081. /**
  64082. * Represent a list of observers registered to multiple Observables object.
  64083. */
  64084. export class MultiObserver<T> {
  64085. private _observers;
  64086. private _observables;
  64087. /**
  64088. * Release associated resources
  64089. */
  64090. dispose(): void;
  64091. /**
  64092. * Raise a callback when one of the observable will notify
  64093. * @param observables defines a list of observables to watch
  64094. * @param callback defines the callback to call on notification
  64095. * @param mask defines the mask used to filter notifications
  64096. * @param scope defines the current scope used to restore the JS context
  64097. * @returns the new MultiObserver
  64098. */
  64099. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  64100. }
  64101. /**
  64102. * The Observable class is a simple implementation of the Observable pattern.
  64103. *
  64104. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  64105. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  64106. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  64107. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  64108. */
  64109. export class Observable<T> {
  64110. private _observers;
  64111. private _eventState;
  64112. private _onObserverAdded;
  64113. /**
  64114. * Gets the list of observers
  64115. */
  64116. readonly observers: Array<Observer<T>>;
  64117. /**
  64118. * Creates a new observable
  64119. * @param onObserverAdded defines a callback to call when a new observer is added
  64120. */
  64121. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  64122. /**
  64123. * Create a new Observer with the specified callback
  64124. * @param callback the callback that will be executed for that Observer
  64125. * @param mask the mask used to filter observers
  64126. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  64127. * @param scope optional scope for the callback to be called from
  64128. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  64129. * @returns the new observer created for the callback
  64130. */
  64131. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  64132. /**
  64133. * Create a new Observer with the specified callback and unregisters after the next notification
  64134. * @param callback the callback that will be executed for that Observer
  64135. * @returns the new observer created for the callback
  64136. */
  64137. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  64138. /**
  64139. * Remove an Observer from the Observable object
  64140. * @param observer the instance of the Observer to remove
  64141. * @returns false if it doesn't belong to this Observable
  64142. */
  64143. remove(observer: Nullable<Observer<T>>): boolean;
  64144. /**
  64145. * Remove a callback from the Observable object
  64146. * @param callback the callback to remove
  64147. * @param scope optional scope. If used only the callbacks with this scope will be removed
  64148. * @returns false if it doesn't belong to this Observable
  64149. */
  64150. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  64151. private _deferUnregister;
  64152. private _remove;
  64153. /**
  64154. * Moves the observable to the top of the observer list making it get called first when notified
  64155. * @param observer the observer to move
  64156. */
  64157. makeObserverTopPriority(observer: Observer<T>): void;
  64158. /**
  64159. * Moves the observable to the bottom of the observer list making it get called last when notified
  64160. * @param observer the observer to move
  64161. */
  64162. makeObserverBottomPriority(observer: Observer<T>): void;
  64163. /**
  64164. * Notify all Observers by calling their respective callback with the given data
  64165. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  64166. * @param eventData defines the data to send to all observers
  64167. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  64168. * @param target defines the original target of the state
  64169. * @param currentTarget defines the current target of the state
  64170. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  64171. */
  64172. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  64173. /**
  64174. * Calling this will execute each callback, expecting it to be a promise or return a value.
  64175. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  64176. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  64177. * and it is crucial that all callbacks will be executed.
  64178. * The order of the callbacks is kept, callbacks are not executed parallel.
  64179. *
  64180. * @param eventData The data to be sent to each callback
  64181. * @param mask is used to filter observers defaults to -1
  64182. * @param target defines the callback target (see EventState)
  64183. * @param currentTarget defines he current object in the bubbling phase
  64184. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  64185. */
  64186. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  64187. /**
  64188. * Notify a specific observer
  64189. * @param observer defines the observer to notify
  64190. * @param eventData defines the data to be sent to each callback
  64191. * @param mask is used to filter observers defaults to -1
  64192. */
  64193. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  64194. /**
  64195. * Gets a boolean indicating if the observable has at least one observer
  64196. * @returns true is the Observable has at least one Observer registered
  64197. */
  64198. hasObservers(): boolean;
  64199. /**
  64200. * Clear the list of observers
  64201. */
  64202. clear(): void;
  64203. /**
  64204. * Clone the current observable
  64205. * @returns a new observable
  64206. */
  64207. clone(): Observable<T>;
  64208. /**
  64209. * Does this observable handles observer registered with a given mask
  64210. * @param mask defines the mask to be tested
  64211. * @return whether or not one observer registered with the given mask is handeled
  64212. **/
  64213. hasSpecificMask(mask?: number): boolean;
  64214. }
  64215. }
  64216. declare module BABYLON {
  64217. /**
  64218. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  64219. * Babylon.js
  64220. */
  64221. export class DomManagement {
  64222. /**
  64223. * Checks if the window object exists
  64224. * @returns true if the window object exists
  64225. */
  64226. static IsWindowObjectExist(): boolean;
  64227. /**
  64228. * Extracts text content from a DOM element hierarchy
  64229. * @param element defines the root element
  64230. * @returns a string
  64231. */
  64232. static GetDOMTextContent(element: HTMLElement): string;
  64233. }
  64234. }
  64235. declare module BABYLON {
  64236. /**
  64237. * Logger used througouht the application to allow configuration of
  64238. * the log level required for the messages.
  64239. */
  64240. export class Logger {
  64241. /**
  64242. * No log
  64243. */
  64244. static readonly NoneLogLevel: number;
  64245. /**
  64246. * Only message logs
  64247. */
  64248. static readonly MessageLogLevel: number;
  64249. /**
  64250. * Only warning logs
  64251. */
  64252. static readonly WarningLogLevel: number;
  64253. /**
  64254. * Only error logs
  64255. */
  64256. static readonly ErrorLogLevel: number;
  64257. /**
  64258. * All logs
  64259. */
  64260. static readonly AllLogLevel: number;
  64261. private static _LogCache;
  64262. /**
  64263. * Gets a value indicating the number of loading errors
  64264. * @ignorenaming
  64265. */
  64266. static errorsCount: number;
  64267. /**
  64268. * Callback called when a new log is added
  64269. */
  64270. static OnNewCacheEntry: (entry: string) => void;
  64271. private static _AddLogEntry;
  64272. private static _FormatMessage;
  64273. private static _LogDisabled;
  64274. private static _LogEnabled;
  64275. private static _WarnDisabled;
  64276. private static _WarnEnabled;
  64277. private static _ErrorDisabled;
  64278. private static _ErrorEnabled;
  64279. /**
  64280. * Log a message to the console
  64281. */
  64282. static Log: (message: string) => void;
  64283. /**
  64284. * Write a warning message to the console
  64285. */
  64286. static Warn: (message: string) => void;
  64287. /**
  64288. * Write an error message to the console
  64289. */
  64290. static Error: (message: string) => void;
  64291. /**
  64292. * Gets current log cache (list of logs)
  64293. */
  64294. static readonly LogCache: string;
  64295. /**
  64296. * Clears the log cache
  64297. */
  64298. static ClearLogCache(): void;
  64299. /**
  64300. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  64301. */
  64302. static LogLevels: number;
  64303. }
  64304. }
  64305. declare module BABYLON {
  64306. /** @hidden */
  64307. export class _TypeStore {
  64308. /** @hidden */
  64309. static RegisteredTypes: {
  64310. [key: string]: Object;
  64311. };
  64312. /** @hidden */
  64313. static GetClass(fqdn: string): any;
  64314. }
  64315. }
  64316. declare module BABYLON {
  64317. /**
  64318. * Class containing a set of static utilities functions for deep copy.
  64319. */
  64320. export class DeepCopier {
  64321. /**
  64322. * Tries to copy an object by duplicating every property
  64323. * @param source defines the source object
  64324. * @param destination defines the target object
  64325. * @param doNotCopyList defines a list of properties to avoid
  64326. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  64327. */
  64328. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  64329. }
  64330. }
  64331. declare module BABYLON {
  64332. /**
  64333. * Class containing a set of static utilities functions for precision date
  64334. */
  64335. export class PrecisionDate {
  64336. /**
  64337. * Gets either window.performance.now() if supported or Date.now() else
  64338. */
  64339. static readonly Now: number;
  64340. }
  64341. }
  64342. declare module BABYLON {
  64343. /** @hidden */
  64344. export class _DevTools {
  64345. static WarnImport(name: string): string;
  64346. }
  64347. }
  64348. declare module BABYLON {
  64349. /**
  64350. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  64351. */
  64352. export class WebRequest {
  64353. private _xhr;
  64354. /**
  64355. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  64356. * i.e. when loading files, where the server/service expects an Authorization header
  64357. */
  64358. static CustomRequestHeaders: {
  64359. [key: string]: string;
  64360. };
  64361. /**
  64362. * Add callback functions in this array to update all the requests before they get sent to the network
  64363. */
  64364. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  64365. private _injectCustomRequestHeaders;
  64366. /**
  64367. * Gets or sets a function to be called when loading progress changes
  64368. */
  64369. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  64370. /**
  64371. * Returns client's state
  64372. */
  64373. readonly readyState: number;
  64374. /**
  64375. * Returns client's status
  64376. */
  64377. readonly status: number;
  64378. /**
  64379. * Returns client's status as a text
  64380. */
  64381. readonly statusText: string;
  64382. /**
  64383. * Returns client's response
  64384. */
  64385. readonly response: any;
  64386. /**
  64387. * Returns client's response url
  64388. */
  64389. readonly responseURL: string;
  64390. /**
  64391. * Returns client's response as text
  64392. */
  64393. readonly responseText: string;
  64394. /**
  64395. * Gets or sets the expected response type
  64396. */
  64397. responseType: XMLHttpRequestResponseType;
  64398. /** @hidden */
  64399. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  64400. /** @hidden */
  64401. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  64402. /**
  64403. * Cancels any network activity
  64404. */
  64405. abort(): void;
  64406. /**
  64407. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  64408. * @param body defines an optional request body
  64409. */
  64410. send(body?: Document | BodyInit | null): void;
  64411. /**
  64412. * Sets the request method, request URL
  64413. * @param method defines the method to use (GET, POST, etc..)
  64414. * @param url defines the url to connect with
  64415. */
  64416. open(method: string, url: string): void;
  64417. }
  64418. }
  64419. declare module BABYLON {
  64420. /**
  64421. * File request interface
  64422. */
  64423. export interface IFileRequest {
  64424. /**
  64425. * Raised when the request is complete (success or error).
  64426. */
  64427. onCompleteObservable: Observable<IFileRequest>;
  64428. /**
  64429. * Aborts the request for a file.
  64430. */
  64431. abort: () => void;
  64432. }
  64433. }
  64434. declare module BABYLON {
  64435. /**
  64436. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  64437. */
  64438. export class PerformanceMonitor {
  64439. private _enabled;
  64440. private _rollingFrameTime;
  64441. private _lastFrameTimeMs;
  64442. /**
  64443. * constructor
  64444. * @param frameSampleSize The number of samples required to saturate the sliding window
  64445. */
  64446. constructor(frameSampleSize?: number);
  64447. /**
  64448. * Samples current frame
  64449. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  64450. */
  64451. sampleFrame(timeMs?: number): void;
  64452. /**
  64453. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  64454. */
  64455. readonly averageFrameTime: number;
  64456. /**
  64457. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  64458. */
  64459. readonly averageFrameTimeVariance: number;
  64460. /**
  64461. * Returns the frame time of the most recent frame
  64462. */
  64463. readonly instantaneousFrameTime: number;
  64464. /**
  64465. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  64466. */
  64467. readonly averageFPS: number;
  64468. /**
  64469. * Returns the average framerate in frames per second using the most recent frame time
  64470. */
  64471. readonly instantaneousFPS: number;
  64472. /**
  64473. * Returns true if enough samples have been taken to completely fill the sliding window
  64474. */
  64475. readonly isSaturated: boolean;
  64476. /**
  64477. * Enables contributions to the sliding window sample set
  64478. */
  64479. enable(): void;
  64480. /**
  64481. * Disables contributions to the sliding window sample set
  64482. * Samples will not be interpolated over the disabled period
  64483. */
  64484. disable(): void;
  64485. /**
  64486. * Returns true if sampling is enabled
  64487. */
  64488. readonly isEnabled: boolean;
  64489. /**
  64490. * Resets performance monitor
  64491. */
  64492. reset(): void;
  64493. }
  64494. /**
  64495. * RollingAverage
  64496. *
  64497. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  64498. */
  64499. export class RollingAverage {
  64500. /**
  64501. * Current average
  64502. */
  64503. average: number;
  64504. /**
  64505. * Current variance
  64506. */
  64507. variance: number;
  64508. protected _samples: Array<number>;
  64509. protected _sampleCount: number;
  64510. protected _pos: number;
  64511. protected _m2: number;
  64512. /**
  64513. * constructor
  64514. * @param length The number of samples required to saturate the sliding window
  64515. */
  64516. constructor(length: number);
  64517. /**
  64518. * Adds a sample to the sample set
  64519. * @param v The sample value
  64520. */
  64521. add(v: number): void;
  64522. /**
  64523. * Returns previously added values or null if outside of history or outside the sliding window domain
  64524. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  64525. * @return Value previously recorded with add() or null if outside of range
  64526. */
  64527. history(i: number): number;
  64528. /**
  64529. * Returns true if enough samples have been taken to completely fill the sliding window
  64530. * @return true if sample-set saturated
  64531. */
  64532. isSaturated(): boolean;
  64533. /**
  64534. * Resets the rolling average (equivalent to 0 samples taken so far)
  64535. */
  64536. reset(): void;
  64537. /**
  64538. * Wraps a value around the sample range boundaries
  64539. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  64540. * @return Wrapped position in sample range
  64541. */
  64542. protected _wrapPosition(i: number): number;
  64543. }
  64544. }
  64545. declare module BABYLON {
  64546. /**
  64547. * This class implement a typical dictionary using a string as key and the generic type T as value.
  64548. * The underlying implementation relies on an associative array to ensure the best performances.
  64549. * The value can be anything including 'null' but except 'undefined'
  64550. */
  64551. export class StringDictionary<T> {
  64552. /**
  64553. * This will clear this dictionary and copy the content from the 'source' one.
  64554. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  64555. * @param source the dictionary to take the content from and copy to this dictionary
  64556. */
  64557. copyFrom(source: StringDictionary<T>): void;
  64558. /**
  64559. * Get a value based from its key
  64560. * @param key the given key to get the matching value from
  64561. * @return the value if found, otherwise undefined is returned
  64562. */
  64563. get(key: string): T | undefined;
  64564. /**
  64565. * Get a value from its key or add it if it doesn't exist.
  64566. * This method will ensure you that a given key/data will be present in the dictionary.
  64567. * @param key the given key to get the matching value from
  64568. * @param factory the factory that will create the value if the key is not present in the dictionary.
  64569. * The factory will only be invoked if there's no data for the given key.
  64570. * @return the value corresponding to the key.
  64571. */
  64572. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  64573. /**
  64574. * Get a value from its key if present in the dictionary otherwise add it
  64575. * @param key the key to get the value from
  64576. * @param val if there's no such key/value pair in the dictionary add it with this value
  64577. * @return the value corresponding to the key
  64578. */
  64579. getOrAdd(key: string, val: T): T;
  64580. /**
  64581. * Check if there's a given key in the dictionary
  64582. * @param key the key to check for
  64583. * @return true if the key is present, false otherwise
  64584. */
  64585. contains(key: string): boolean;
  64586. /**
  64587. * Add a new key and its corresponding value
  64588. * @param key the key to add
  64589. * @param value the value corresponding to the key
  64590. * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
  64591. */
  64592. add(key: string, value: T): boolean;
  64593. /**
  64594. * Update a specific value associated to a key
  64595. * @param key defines the key to use
  64596. * @param value defines the value to store
  64597. * @returns true if the value was updated (or false if the key was not found)
  64598. */
  64599. set(key: string, value: T): boolean;
  64600. /**
  64601. * Get the element of the given key and remove it from the dictionary
  64602. * @param key defines the key to search
  64603. * @returns the value associated with the key or null if not found
  64604. */
  64605. getAndRemove(key: string): Nullable<T>;
  64606. /**
  64607. * Remove a key/value from the dictionary.
  64608. * @param key the key to remove
  64609. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  64610. */
  64611. remove(key: string): boolean;
  64612. /**
  64613. * Clear the whole content of the dictionary
  64614. */
  64615. clear(): void;
  64616. /**
  64617. * Gets the current count
  64618. */
  64619. readonly count: number;
  64620. /**
  64621. * Execute a callback on each key/val of the dictionary.
  64622. * Note that you can remove any element in this dictionary in the callback implementation
  64623. * @param callback the callback to execute on a given key/value pair
  64624. */
  64625. forEach(callback: (key: string, val: T) => void): void;
  64626. /**
  64627. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  64628. * If the callback returns null or undefined the method will iterate to the next key/value pair
  64629. * Note that you can remove any element in this dictionary in the callback implementation
  64630. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  64631. * @returns the first item
  64632. */
  64633. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  64634. private _count;
  64635. private _data;
  64636. }
  64637. }
  64638. declare module BABYLON {
  64639. /**
  64640. * Class used to store gfx data (like WebGLBuffer)
  64641. */
  64642. export class DataBuffer {
  64643. /**
  64644. * Gets or sets the number of objects referencing this buffer
  64645. */
  64646. references: number;
  64647. /** Gets or sets the size of the underlying buffer */
  64648. capacity: number;
  64649. /**
  64650. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  64651. */
  64652. is32Bits: boolean;
  64653. /**
  64654. * Gets the underlying buffer
  64655. */
  64656. readonly underlyingResource: any;
  64657. }
  64658. }
  64659. declare module BABYLON {
  64660. /**
  64661. * Class used to store data that will be store in GPU memory
  64662. */
  64663. export class Buffer {
  64664. private _engine;
  64665. private _buffer;
  64666. /** @hidden */
  64667. _data: Nullable<DataArray>;
  64668. private _updatable;
  64669. private _instanced;
  64670. /**
  64671. * Gets the byte stride.
  64672. */
  64673. readonly byteStride: number;
  64674. /**
  64675. * Constructor
  64676. * @param engine the engine
  64677. * @param data the data to use for this buffer
  64678. * @param updatable whether the data is updatable
  64679. * @param stride the stride (optional)
  64680. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  64681. * @param instanced whether the buffer is instanced (optional)
  64682. * @param useBytes set to true if the stride in in bytes (optional)
  64683. */
  64684. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  64685. /**
  64686. * Create a new VertexBuffer based on the current buffer
  64687. * @param kind defines the vertex buffer kind (position, normal, etc.)
  64688. * @param offset defines offset in the buffer (0 by default)
  64689. * @param size defines the size in floats of attributes (position is 3 for instance)
  64690. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  64691. * @param instanced defines if the vertex buffer contains indexed data
  64692. * @param useBytes defines if the offset and stride are in bytes
  64693. * @returns the new vertex buffer
  64694. */
  64695. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  64696. /**
  64697. * Gets a boolean indicating if the Buffer is updatable?
  64698. * @returns true if the buffer is updatable
  64699. */
  64700. isUpdatable(): boolean;
  64701. /**
  64702. * Gets current buffer's data
  64703. * @returns a DataArray or null
  64704. */
  64705. getData(): Nullable<DataArray>;
  64706. /**
  64707. * Gets underlying native buffer
  64708. * @returns underlying native buffer
  64709. */
  64710. getBuffer(): Nullable<DataBuffer>;
  64711. /**
  64712. * Gets the stride in float32 units (i.e. byte stride / 4).
  64713. * May not be an integer if the byte stride is not divisible by 4.
  64714. * DEPRECATED. Use byteStride instead.
  64715. * @returns the stride in float32 units
  64716. */
  64717. getStrideSize(): number;
  64718. /**
  64719. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  64720. * @param data defines the data to store
  64721. */
  64722. create(data?: Nullable<DataArray>): void;
  64723. /** @hidden */
  64724. _rebuild(): void;
  64725. /**
  64726. * Update current buffer data
  64727. * @param data defines the data to store
  64728. */
  64729. update(data: DataArray): void;
  64730. /**
  64731. * Updates the data directly.
  64732. * @param data the new data
  64733. * @param offset the new offset
  64734. * @param vertexCount the vertex count (optional)
  64735. * @param useBytes set to true if the offset is in bytes
  64736. */
  64737. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  64738. /**
  64739. * Release all resources
  64740. */
  64741. dispose(): void;
  64742. }
  64743. /**
  64744. * Specialized buffer used to store vertex data
  64745. */
  64746. export class VertexBuffer {
  64747. /** @hidden */
  64748. _buffer: Buffer;
  64749. private _kind;
  64750. private _size;
  64751. private _ownsBuffer;
  64752. private _instanced;
  64753. private _instanceDivisor;
  64754. /**
  64755. * The byte type.
  64756. */
  64757. static readonly BYTE: number;
  64758. /**
  64759. * The unsigned byte type.
  64760. */
  64761. static readonly UNSIGNED_BYTE: number;
  64762. /**
  64763. * The short type.
  64764. */
  64765. static readonly SHORT: number;
  64766. /**
  64767. * The unsigned short type.
  64768. */
  64769. static readonly UNSIGNED_SHORT: number;
  64770. /**
  64771. * The integer type.
  64772. */
  64773. static readonly INT: number;
  64774. /**
  64775. * The unsigned integer type.
  64776. */
  64777. static readonly UNSIGNED_INT: number;
  64778. /**
  64779. * The float type.
  64780. */
  64781. static readonly FLOAT: number;
  64782. /**
  64783. * Gets or sets the instance divisor when in instanced mode
  64784. */
  64785. instanceDivisor: number;
  64786. /**
  64787. * Gets the byte stride.
  64788. */
  64789. readonly byteStride: number;
  64790. /**
  64791. * Gets the byte offset.
  64792. */
  64793. readonly byteOffset: number;
  64794. /**
  64795. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  64796. */
  64797. readonly normalized: boolean;
  64798. /**
  64799. * Gets the data type of each component in the array.
  64800. */
  64801. readonly type: number;
  64802. /**
  64803. * Constructor
  64804. * @param engine the engine
  64805. * @param data the data to use for this vertex buffer
  64806. * @param kind the vertex buffer kind
  64807. * @param updatable whether the data is updatable
  64808. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  64809. * @param stride the stride (optional)
  64810. * @param instanced whether the buffer is instanced (optional)
  64811. * @param offset the offset of the data (optional)
  64812. * @param size the number of components (optional)
  64813. * @param type the type of the component (optional)
  64814. * @param normalized whether the data contains normalized data (optional)
  64815. * @param useBytes set to true if stride and offset are in bytes (optional)
  64816. */
  64817. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean);
  64818. /** @hidden */
  64819. _rebuild(): void;
  64820. /**
  64821. * Returns the kind of the VertexBuffer (string)
  64822. * @returns a string
  64823. */
  64824. getKind(): string;
  64825. /**
  64826. * Gets a boolean indicating if the VertexBuffer is updatable?
  64827. * @returns true if the buffer is updatable
  64828. */
  64829. isUpdatable(): boolean;
  64830. /**
  64831. * Gets current buffer's data
  64832. * @returns a DataArray or null
  64833. */
  64834. getData(): Nullable<DataArray>;
  64835. /**
  64836. * Gets underlying native buffer
  64837. * @returns underlying native buffer
  64838. */
  64839. getBuffer(): Nullable<DataBuffer>;
  64840. /**
  64841. * Gets the stride in float32 units (i.e. byte stride / 4).
  64842. * May not be an integer if the byte stride is not divisible by 4.
  64843. * DEPRECATED. Use byteStride instead.
  64844. * @returns the stride in float32 units
  64845. */
  64846. getStrideSize(): number;
  64847. /**
  64848. * Returns the offset as a multiple of the type byte length.
  64849. * DEPRECATED. Use byteOffset instead.
  64850. * @returns the offset in bytes
  64851. */
  64852. getOffset(): number;
  64853. /**
  64854. * Returns the number of components per vertex attribute (integer)
  64855. * @returns the size in float
  64856. */
  64857. getSize(): number;
  64858. /**
  64859. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  64860. * @returns true if this buffer is instanced
  64861. */
  64862. getIsInstanced(): boolean;
  64863. /**
  64864. * Returns the instancing divisor, zero for non-instanced (integer).
  64865. * @returns a number
  64866. */
  64867. getInstanceDivisor(): number;
  64868. /**
  64869. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  64870. * @param data defines the data to store
  64871. */
  64872. create(data?: DataArray): void;
  64873. /**
  64874. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  64875. * This function will create a new buffer if the current one is not updatable
  64876. * @param data defines the data to store
  64877. */
  64878. update(data: DataArray): void;
  64879. /**
  64880. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  64881. * Returns the directly updated WebGLBuffer.
  64882. * @param data the new data
  64883. * @param offset the new offset
  64884. * @param useBytes set to true if the offset is in bytes
  64885. */
  64886. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  64887. /**
  64888. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  64889. */
  64890. dispose(): void;
  64891. /**
  64892. * Enumerates each value of this vertex buffer as numbers.
  64893. * @param count the number of values to enumerate
  64894. * @param callback the callback function called for each value
  64895. */
  64896. forEach(count: number, callback: (value: number, index: number) => void): void;
  64897. /**
  64898. * Positions
  64899. */
  64900. static readonly PositionKind: string;
  64901. /**
  64902. * Normals
  64903. */
  64904. static readonly NormalKind: string;
  64905. /**
  64906. * Tangents
  64907. */
  64908. static readonly TangentKind: string;
  64909. /**
  64910. * Texture coordinates
  64911. */
  64912. static readonly UVKind: string;
  64913. /**
  64914. * Texture coordinates 2
  64915. */
  64916. static readonly UV2Kind: string;
  64917. /**
  64918. * Texture coordinates 3
  64919. */
  64920. static readonly UV3Kind: string;
  64921. /**
  64922. * Texture coordinates 4
  64923. */
  64924. static readonly UV4Kind: string;
  64925. /**
  64926. * Texture coordinates 5
  64927. */
  64928. static readonly UV5Kind: string;
  64929. /**
  64930. * Texture coordinates 6
  64931. */
  64932. static readonly UV6Kind: string;
  64933. /**
  64934. * Colors
  64935. */
  64936. static readonly ColorKind: string;
  64937. /**
  64938. * Matrix indices (for bones)
  64939. */
  64940. static readonly MatricesIndicesKind: string;
  64941. /**
  64942. * Matrix weights (for bones)
  64943. */
  64944. static readonly MatricesWeightsKind: string;
  64945. /**
  64946. * Additional matrix indices (for bones)
  64947. */
  64948. static readonly MatricesIndicesExtraKind: string;
  64949. /**
  64950. * Additional matrix weights (for bones)
  64951. */
  64952. static readonly MatricesWeightsExtraKind: string;
  64953. /**
  64954. * Deduces the stride given a kind.
  64955. * @param kind The kind string to deduce
  64956. * @returns The deduced stride
  64957. */
  64958. static DeduceStride(kind: string): number;
  64959. /**
  64960. * Gets the byte length of the given type.
  64961. * @param type the type
  64962. * @returns the number of bytes
  64963. */
  64964. static GetTypeByteLength(type: number): number;
  64965. /**
  64966. * Enumerates each value of the given parameters as numbers.
  64967. * @param data the data to enumerate
  64968. * @param byteOffset the byte offset of the data
  64969. * @param byteStride the byte stride of the data
  64970. * @param componentCount the number of components per element
  64971. * @param componentType the type of the component
  64972. * @param count the number of values to enumerate
  64973. * @param normalized whether the data is normalized
  64974. * @param callback the callback function called for each value
  64975. */
  64976. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  64977. private static _GetFloatValue;
  64978. }
  64979. }
  64980. declare module BABYLON {
  64981. /**
  64982. * Scalar computation library
  64983. */
  64984. export class Scalar {
  64985. /**
  64986. * Two pi constants convenient for computation.
  64987. */
  64988. static TwoPi: number;
  64989. /**
  64990. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  64991. * @param a number
  64992. * @param b number
  64993. * @param epsilon (default = 1.401298E-45)
  64994. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  64995. */
  64996. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  64997. /**
  64998. * Returns a string : the upper case translation of the number i to hexadecimal.
  64999. * @param i number
  65000. * @returns the upper case translation of the number i to hexadecimal.
  65001. */
  65002. static ToHex(i: number): string;
  65003. /**
  65004. * Returns -1 if value is negative and +1 is value is positive.
  65005. * @param value the value
  65006. * @returns the value itself if it's equal to zero.
  65007. */
  65008. static Sign(value: number): number;
  65009. /**
  65010. * Returns the value itself if it's between min and max.
  65011. * Returns min if the value is lower than min.
  65012. * Returns max if the value is greater than max.
  65013. * @param value the value to clmap
  65014. * @param min the min value to clamp to (default: 0)
  65015. * @param max the max value to clamp to (default: 1)
  65016. * @returns the clamped value
  65017. */
  65018. static Clamp(value: number, min?: number, max?: number): number;
  65019. /**
  65020. * the log2 of value.
  65021. * @param value the value to compute log2 of
  65022. * @returns the log2 of value.
  65023. */
  65024. static Log2(value: number): number;
  65025. /**
  65026. * Loops the value, so that it is never larger than length and never smaller than 0.
  65027. *
  65028. * This is similar to the modulo operator but it works with floating point numbers.
  65029. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  65030. * With t = 5 and length = 2.5, the result would be 0.0.
  65031. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  65032. * @param value the value
  65033. * @param length the length
  65034. * @returns the looped value
  65035. */
  65036. static Repeat(value: number, length: number): number;
  65037. /**
  65038. * Normalize the value between 0.0 and 1.0 using min and max values
  65039. * @param value value to normalize
  65040. * @param min max to normalize between
  65041. * @param max min to normalize between
  65042. * @returns the normalized value
  65043. */
  65044. static Normalize(value: number, min: number, max: number): number;
  65045. /**
  65046. * Denormalize the value from 0.0 and 1.0 using min and max values
  65047. * @param normalized value to denormalize
  65048. * @param min max to denormalize between
  65049. * @param max min to denormalize between
  65050. * @returns the denormalized value
  65051. */
  65052. static Denormalize(normalized: number, min: number, max: number): number;
  65053. /**
  65054. * Calculates the shortest difference between two given angles given in degrees.
  65055. * @param current current angle in degrees
  65056. * @param target target angle in degrees
  65057. * @returns the delta
  65058. */
  65059. static DeltaAngle(current: number, target: number): number;
  65060. /**
  65061. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  65062. * @param tx value
  65063. * @param length length
  65064. * @returns The returned value will move back and forth between 0 and length
  65065. */
  65066. static PingPong(tx: number, length: number): number;
  65067. /**
  65068. * Interpolates between min and max with smoothing at the limits.
  65069. *
  65070. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  65071. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  65072. * @param from from
  65073. * @param to to
  65074. * @param tx value
  65075. * @returns the smooth stepped value
  65076. */
  65077. static SmoothStep(from: number, to: number, tx: number): number;
  65078. /**
  65079. * Moves a value current towards target.
  65080. *
  65081. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  65082. * Negative values of maxDelta pushes the value away from target.
  65083. * @param current current value
  65084. * @param target target value
  65085. * @param maxDelta max distance to move
  65086. * @returns resulting value
  65087. */
  65088. static MoveTowards(current: number, target: number, maxDelta: number): number;
  65089. /**
  65090. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  65091. *
  65092. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  65093. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  65094. * @param current current value
  65095. * @param target target value
  65096. * @param maxDelta max distance to move
  65097. * @returns resulting angle
  65098. */
  65099. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  65100. /**
  65101. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  65102. * @param start start value
  65103. * @param end target value
  65104. * @param amount amount to lerp between
  65105. * @returns the lerped value
  65106. */
  65107. static Lerp(start: number, end: number, amount: number): number;
  65108. /**
  65109. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  65110. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  65111. * @param start start value
  65112. * @param end target value
  65113. * @param amount amount to lerp between
  65114. * @returns the lerped value
  65115. */
  65116. static LerpAngle(start: number, end: number, amount: number): number;
  65117. /**
  65118. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  65119. * @param a start value
  65120. * @param b target value
  65121. * @param value value between a and b
  65122. * @returns the inverseLerp value
  65123. */
  65124. static InverseLerp(a: number, b: number, value: number): number;
  65125. /**
  65126. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  65127. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  65128. * @param value1 spline value
  65129. * @param tangent1 spline value
  65130. * @param value2 spline value
  65131. * @param tangent2 spline value
  65132. * @param amount input value
  65133. * @returns hermite result
  65134. */
  65135. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  65136. /**
  65137. * Returns a random float number between and min and max values
  65138. * @param min min value of random
  65139. * @param max max value of random
  65140. * @returns random value
  65141. */
  65142. static RandomRange(min: number, max: number): number;
  65143. /**
  65144. * This function returns percentage of a number in a given range.
  65145. *
  65146. * RangeToPercent(40,20,60) will return 0.5 (50%)
  65147. * RangeToPercent(34,0,100) will return 0.34 (34%)
  65148. * @param number to convert to percentage
  65149. * @param min min range
  65150. * @param max max range
  65151. * @returns the percentage
  65152. */
  65153. static RangeToPercent(number: number, min: number, max: number): number;
  65154. /**
  65155. * This function returns number that corresponds to the percentage in a given range.
  65156. *
  65157. * PercentToRange(0.34,0,100) will return 34.
  65158. * @param percent to convert to number
  65159. * @param min min range
  65160. * @param max max range
  65161. * @returns the number
  65162. */
  65163. static PercentToRange(percent: number, min: number, max: number): number;
  65164. /**
  65165. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  65166. * @param angle The angle to normalize in radian.
  65167. * @return The converted angle.
  65168. */
  65169. static NormalizeRadians(angle: number): number;
  65170. }
  65171. }
  65172. declare module BABYLON {
  65173. /**
  65174. * Constant used to convert a value to gamma space
  65175. * @ignorenaming
  65176. */
  65177. export const ToGammaSpace: number;
  65178. /**
  65179. * Constant used to convert a value to linear space
  65180. * @ignorenaming
  65181. */
  65182. export const ToLinearSpace = 2.2;
  65183. /**
  65184. * Constant used to define the minimal number value in Babylon.js
  65185. * @ignorenaming
  65186. */
  65187. let Epsilon: number;
  65188. }
  65189. declare module BABYLON {
  65190. /**
  65191. * Class used to represent a viewport on screen
  65192. */
  65193. export class Viewport {
  65194. /** viewport left coordinate */
  65195. x: number;
  65196. /** viewport top coordinate */
  65197. y: number;
  65198. /**viewport width */
  65199. width: number;
  65200. /** viewport height */
  65201. height: number;
  65202. /**
  65203. * Creates a Viewport object located at (x, y) and sized (width, height)
  65204. * @param x defines viewport left coordinate
  65205. * @param y defines viewport top coordinate
  65206. * @param width defines the viewport width
  65207. * @param height defines the viewport height
  65208. */
  65209. constructor(
  65210. /** viewport left coordinate */
  65211. x: number,
  65212. /** viewport top coordinate */
  65213. y: number,
  65214. /**viewport width */
  65215. width: number,
  65216. /** viewport height */
  65217. height: number);
  65218. /**
  65219. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  65220. * @param renderWidth defines the rendering width
  65221. * @param renderHeight defines the rendering height
  65222. * @returns a new Viewport
  65223. */
  65224. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  65225. /**
  65226. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  65227. * @param renderWidth defines the rendering width
  65228. * @param renderHeight defines the rendering height
  65229. * @param ref defines the target viewport
  65230. * @returns the current viewport
  65231. */
  65232. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  65233. /**
  65234. * Returns a new Viewport copied from the current one
  65235. * @returns a new Viewport
  65236. */
  65237. clone(): Viewport;
  65238. }
  65239. }
  65240. declare module BABYLON {
  65241. /**
  65242. * Class containing a set of static utilities functions for arrays.
  65243. */
  65244. export class ArrayTools {
  65245. /**
  65246. * Returns an array of the given size filled with element built from the given constructor and the paramters
  65247. * @param size the number of element to construct and put in the array
  65248. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  65249. * @returns a new array filled with new objects
  65250. */
  65251. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  65252. }
  65253. }
  65254. declare module BABYLON {
  65255. /**
  65256. * @hidden
  65257. */
  65258. export interface IColor4Like {
  65259. r: float;
  65260. g: float;
  65261. b: float;
  65262. a: float;
  65263. }
  65264. /**
  65265. * @hidden
  65266. */
  65267. export interface IColor3Like {
  65268. r: float;
  65269. g: float;
  65270. b: float;
  65271. }
  65272. /**
  65273. * @hidden
  65274. */
  65275. export interface IVector4Like {
  65276. x: float;
  65277. y: float;
  65278. z: float;
  65279. w: float;
  65280. }
  65281. /**
  65282. * @hidden
  65283. */
  65284. export interface IVector3Like {
  65285. x: float;
  65286. y: float;
  65287. z: float;
  65288. }
  65289. /**
  65290. * @hidden
  65291. */
  65292. export interface IVector2Like {
  65293. x: float;
  65294. y: float;
  65295. }
  65296. /**
  65297. * @hidden
  65298. */
  65299. export interface IMatrixLike {
  65300. toArray(): DeepImmutable<Float32Array>;
  65301. updateFlag: int;
  65302. }
  65303. /**
  65304. * @hidden
  65305. */
  65306. export interface IViewportLike {
  65307. x: float;
  65308. y: float;
  65309. width: float;
  65310. height: float;
  65311. }
  65312. /**
  65313. * @hidden
  65314. */
  65315. export interface IPlaneLike {
  65316. normal: IVector3Like;
  65317. d: float;
  65318. normalize(): void;
  65319. }
  65320. }
  65321. declare module BABYLON {
  65322. /**
  65323. * Class representing a vector containing 2 coordinates
  65324. */
  65325. export class Vector2 {
  65326. /** defines the first coordinate */
  65327. x: number;
  65328. /** defines the second coordinate */
  65329. y: number;
  65330. /**
  65331. * Creates a new Vector2 from the given x and y coordinates
  65332. * @param x defines the first coordinate
  65333. * @param y defines the second coordinate
  65334. */
  65335. constructor(
  65336. /** defines the first coordinate */
  65337. x?: number,
  65338. /** defines the second coordinate */
  65339. y?: number);
  65340. /**
  65341. * Gets a string with the Vector2 coordinates
  65342. * @returns a string with the Vector2 coordinates
  65343. */
  65344. toString(): string;
  65345. /**
  65346. * Gets class name
  65347. * @returns the string "Vector2"
  65348. */
  65349. getClassName(): string;
  65350. /**
  65351. * Gets current vector hash code
  65352. * @returns the Vector2 hash code as a number
  65353. */
  65354. getHashCode(): number;
  65355. /**
  65356. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  65357. * @param array defines the source array
  65358. * @param index defines the offset in source array
  65359. * @returns the current Vector2
  65360. */
  65361. toArray(array: FloatArray, index?: number): Vector2;
  65362. /**
  65363. * Copy the current vector to an array
  65364. * @returns a new array with 2 elements: the Vector2 coordinates.
  65365. */
  65366. asArray(): number[];
  65367. /**
  65368. * Sets the Vector2 coordinates with the given Vector2 coordinates
  65369. * @param source defines the source Vector2
  65370. * @returns the current updated Vector2
  65371. */
  65372. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  65373. /**
  65374. * Sets the Vector2 coordinates with the given floats
  65375. * @param x defines the first coordinate
  65376. * @param y defines the second coordinate
  65377. * @returns the current updated Vector2
  65378. */
  65379. copyFromFloats(x: number, y: number): Vector2;
  65380. /**
  65381. * Sets the Vector2 coordinates with the given floats
  65382. * @param x defines the first coordinate
  65383. * @param y defines the second coordinate
  65384. * @returns the current updated Vector2
  65385. */
  65386. set(x: number, y: number): Vector2;
  65387. /**
  65388. * Add another vector with the current one
  65389. * @param otherVector defines the other vector
  65390. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  65391. */
  65392. add(otherVector: DeepImmutable<Vector2>): Vector2;
  65393. /**
  65394. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  65395. * @param otherVector defines the other vector
  65396. * @param result defines the target vector
  65397. * @returns the unmodified current Vector2
  65398. */
  65399. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65400. /**
  65401. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  65402. * @param otherVector defines the other vector
  65403. * @returns the current updated Vector2
  65404. */
  65405. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65406. /**
  65407. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  65408. * @param otherVector defines the other vector
  65409. * @returns a new Vector2
  65410. */
  65411. addVector3(otherVector: Vector3): Vector2;
  65412. /**
  65413. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  65414. * @param otherVector defines the other vector
  65415. * @returns a new Vector2
  65416. */
  65417. subtract(otherVector: Vector2): Vector2;
  65418. /**
  65419. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  65420. * @param otherVector defines the other vector
  65421. * @param result defines the target vector
  65422. * @returns the unmodified current Vector2
  65423. */
  65424. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65425. /**
  65426. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  65427. * @param otherVector defines the other vector
  65428. * @returns the current updated Vector2
  65429. */
  65430. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65431. /**
  65432. * Multiplies in place the current Vector2 coordinates by the given ones
  65433. * @param otherVector defines the other vector
  65434. * @returns the current updated Vector2
  65435. */
  65436. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65437. /**
  65438. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  65439. * @param otherVector defines the other vector
  65440. * @returns a new Vector2
  65441. */
  65442. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  65443. /**
  65444. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  65445. * @param otherVector defines the other vector
  65446. * @param result defines the target vector
  65447. * @returns the unmodified current Vector2
  65448. */
  65449. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65450. /**
  65451. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  65452. * @param x defines the first coordinate
  65453. * @param y defines the second coordinate
  65454. * @returns a new Vector2
  65455. */
  65456. multiplyByFloats(x: number, y: number): Vector2;
  65457. /**
  65458. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  65459. * @param otherVector defines the other vector
  65460. * @returns a new Vector2
  65461. */
  65462. divide(otherVector: Vector2): Vector2;
  65463. /**
  65464. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  65465. * @param otherVector defines the other vector
  65466. * @param result defines the target vector
  65467. * @returns the unmodified current Vector2
  65468. */
  65469. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65470. /**
  65471. * Divides the current Vector2 coordinates by the given ones
  65472. * @param otherVector defines the other vector
  65473. * @returns the current updated Vector2
  65474. */
  65475. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65476. /**
  65477. * Gets a new Vector2 with current Vector2 negated coordinates
  65478. * @returns a new Vector2
  65479. */
  65480. negate(): Vector2;
  65481. /**
  65482. * Multiply the Vector2 coordinates by scale
  65483. * @param scale defines the scaling factor
  65484. * @returns the current updated Vector2
  65485. */
  65486. scaleInPlace(scale: number): Vector2;
  65487. /**
  65488. * Returns a new Vector2 scaled by "scale" from the current Vector2
  65489. * @param scale defines the scaling factor
  65490. * @returns a new Vector2
  65491. */
  65492. scale(scale: number): Vector2;
  65493. /**
  65494. * Scale the current Vector2 values by a factor to a given Vector2
  65495. * @param scale defines the scale factor
  65496. * @param result defines the Vector2 object where to store the result
  65497. * @returns the unmodified current Vector2
  65498. */
  65499. scaleToRef(scale: number, result: Vector2): Vector2;
  65500. /**
  65501. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  65502. * @param scale defines the scale factor
  65503. * @param result defines the Vector2 object where to store the result
  65504. * @returns the unmodified current Vector2
  65505. */
  65506. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  65507. /**
  65508. * Gets a boolean if two vectors are equals
  65509. * @param otherVector defines the other vector
  65510. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  65511. */
  65512. equals(otherVector: DeepImmutable<Vector2>): boolean;
  65513. /**
  65514. * Gets a boolean if two vectors are equals (using an epsilon value)
  65515. * @param otherVector defines the other vector
  65516. * @param epsilon defines the minimal distance to consider equality
  65517. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  65518. */
  65519. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  65520. /**
  65521. * Gets a new Vector2 from current Vector2 floored values
  65522. * @returns a new Vector2
  65523. */
  65524. floor(): Vector2;
  65525. /**
  65526. * Gets a new Vector2 from current Vector2 floored values
  65527. * @returns a new Vector2
  65528. */
  65529. fract(): Vector2;
  65530. /**
  65531. * Gets the length of the vector
  65532. * @returns the vector length (float)
  65533. */
  65534. length(): number;
  65535. /**
  65536. * Gets the vector squared length
  65537. * @returns the vector squared length (float)
  65538. */
  65539. lengthSquared(): number;
  65540. /**
  65541. * Normalize the vector
  65542. * @returns the current updated Vector2
  65543. */
  65544. normalize(): Vector2;
  65545. /**
  65546. * Gets a new Vector2 copied from the Vector2
  65547. * @returns a new Vector2
  65548. */
  65549. clone(): Vector2;
  65550. /**
  65551. * Gets a new Vector2(0, 0)
  65552. * @returns a new Vector2
  65553. */
  65554. static Zero(): Vector2;
  65555. /**
  65556. * Gets a new Vector2(1, 1)
  65557. * @returns a new Vector2
  65558. */
  65559. static One(): Vector2;
  65560. /**
  65561. * Gets a new Vector2 set from the given index element of the given array
  65562. * @param array defines the data source
  65563. * @param offset defines the offset in the data source
  65564. * @returns a new Vector2
  65565. */
  65566. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  65567. /**
  65568. * Sets "result" from the given index element of the given array
  65569. * @param array defines the data source
  65570. * @param offset defines the offset in the data source
  65571. * @param result defines the target vector
  65572. */
  65573. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  65574. /**
  65575. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  65576. * @param value1 defines 1st point of control
  65577. * @param value2 defines 2nd point of control
  65578. * @param value3 defines 3rd point of control
  65579. * @param value4 defines 4th point of control
  65580. * @param amount defines the interpolation factor
  65581. * @returns a new Vector2
  65582. */
  65583. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  65584. /**
  65585. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  65586. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  65587. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  65588. * @param value defines the value to clamp
  65589. * @param min defines the lower limit
  65590. * @param max defines the upper limit
  65591. * @returns a new Vector2
  65592. */
  65593. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  65594. /**
  65595. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  65596. * @param value1 defines the 1st control point
  65597. * @param tangent1 defines the outgoing tangent
  65598. * @param value2 defines the 2nd control point
  65599. * @param tangent2 defines the incoming tangent
  65600. * @param amount defines the interpolation factor
  65601. * @returns a new Vector2
  65602. */
  65603. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  65604. /**
  65605. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  65606. * @param start defines the start vector
  65607. * @param end defines the end vector
  65608. * @param amount defines the interpolation factor
  65609. * @returns a new Vector2
  65610. */
  65611. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  65612. /**
  65613. * Gets the dot product of the vector "left" and the vector "right"
  65614. * @param left defines first vector
  65615. * @param right defines second vector
  65616. * @returns the dot product (float)
  65617. */
  65618. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  65619. /**
  65620. * Returns a new Vector2 equal to the normalized given vector
  65621. * @param vector defines the vector to normalize
  65622. * @returns a new Vector2
  65623. */
  65624. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  65625. /**
  65626. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  65627. * @param left defines 1st vector
  65628. * @param right defines 2nd vector
  65629. * @returns a new Vector2
  65630. */
  65631. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  65632. /**
  65633. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  65634. * @param left defines 1st vector
  65635. * @param right defines 2nd vector
  65636. * @returns a new Vector2
  65637. */
  65638. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  65639. /**
  65640. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  65641. * @param vector defines the vector to transform
  65642. * @param transformation defines the matrix to apply
  65643. * @returns a new Vector2
  65644. */
  65645. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  65646. /**
  65647. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  65648. * @param vector defines the vector to transform
  65649. * @param transformation defines the matrix to apply
  65650. * @param result defines the target vector
  65651. */
  65652. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  65653. /**
  65654. * Determines if a given vector is included in a triangle
  65655. * @param p defines the vector to test
  65656. * @param p0 defines 1st triangle point
  65657. * @param p1 defines 2nd triangle point
  65658. * @param p2 defines 3rd triangle point
  65659. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  65660. */
  65661. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  65662. /**
  65663. * Gets the distance between the vectors "value1" and "value2"
  65664. * @param value1 defines first vector
  65665. * @param value2 defines second vector
  65666. * @returns the distance between vectors
  65667. */
  65668. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  65669. /**
  65670. * Returns the squared distance between the vectors "value1" and "value2"
  65671. * @param value1 defines first vector
  65672. * @param value2 defines second vector
  65673. * @returns the squared distance between vectors
  65674. */
  65675. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  65676. /**
  65677. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  65678. * @param value1 defines first vector
  65679. * @param value2 defines second vector
  65680. * @returns a new Vector2
  65681. */
  65682. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  65683. /**
  65684. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  65685. * @param p defines the middle point
  65686. * @param segA defines one point of the segment
  65687. * @param segB defines the other point of the segment
  65688. * @returns the shortest distance
  65689. */
  65690. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  65691. }
  65692. /**
  65693. * Classed used to store (x,y,z) vector representation
  65694. * A Vector3 is the main object used in 3D geometry
  65695. * It can represent etiher the coordinates of a point the space, either a direction
  65696. * Reminder: js uses a left handed forward facing system
  65697. */
  65698. export class Vector3 {
  65699. /**
  65700. * Defines the first coordinates (on X axis)
  65701. */
  65702. x: number;
  65703. /**
  65704. * Defines the second coordinates (on Y axis)
  65705. */
  65706. y: number;
  65707. /**
  65708. * Defines the third coordinates (on Z axis)
  65709. */
  65710. z: number;
  65711. private static _UpReadOnly;
  65712. private static _ZeroReadOnly;
  65713. /**
  65714. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  65715. * @param x defines the first coordinates (on X axis)
  65716. * @param y defines the second coordinates (on Y axis)
  65717. * @param z defines the third coordinates (on Z axis)
  65718. */
  65719. constructor(
  65720. /**
  65721. * Defines the first coordinates (on X axis)
  65722. */
  65723. x?: number,
  65724. /**
  65725. * Defines the second coordinates (on Y axis)
  65726. */
  65727. y?: number,
  65728. /**
  65729. * Defines the third coordinates (on Z axis)
  65730. */
  65731. z?: number);
  65732. /**
  65733. * Creates a string representation of the Vector3
  65734. * @returns a string with the Vector3 coordinates.
  65735. */
  65736. toString(): string;
  65737. /**
  65738. * Gets the class name
  65739. * @returns the string "Vector3"
  65740. */
  65741. getClassName(): string;
  65742. /**
  65743. * Creates the Vector3 hash code
  65744. * @returns a number which tends to be unique between Vector3 instances
  65745. */
  65746. getHashCode(): number;
  65747. /**
  65748. * Creates an array containing three elements : the coordinates of the Vector3
  65749. * @returns a new array of numbers
  65750. */
  65751. asArray(): number[];
  65752. /**
  65753. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  65754. * @param array defines the destination array
  65755. * @param index defines the offset in the destination array
  65756. * @returns the current Vector3
  65757. */
  65758. toArray(array: FloatArray, index?: number): Vector3;
  65759. /**
  65760. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  65761. * @returns a new Quaternion object, computed from the Vector3 coordinates
  65762. */
  65763. toQuaternion(): Quaternion;
  65764. /**
  65765. * Adds the given vector to the current Vector3
  65766. * @param otherVector defines the second operand
  65767. * @returns the current updated Vector3
  65768. */
  65769. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  65770. /**
  65771. * Adds the given coordinates to the current Vector3
  65772. * @param x defines the x coordinate of the operand
  65773. * @param y defines the y coordinate of the operand
  65774. * @param z defines the z coordinate of the operand
  65775. * @returns the current updated Vector3
  65776. */
  65777. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  65778. /**
  65779. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  65780. * @param otherVector defines the second operand
  65781. * @returns the resulting Vector3
  65782. */
  65783. add(otherVector: DeepImmutable<Vector3>): Vector3;
  65784. /**
  65785. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  65786. * @param otherVector defines the second operand
  65787. * @param result defines the Vector3 object where to store the result
  65788. * @returns the current Vector3
  65789. */
  65790. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65791. /**
  65792. * Subtract the given vector from the current Vector3
  65793. * @param otherVector defines the second operand
  65794. * @returns the current updated Vector3
  65795. */
  65796. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  65797. /**
  65798. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  65799. * @param otherVector defines the second operand
  65800. * @returns the resulting Vector3
  65801. */
  65802. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  65803. /**
  65804. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  65805. * @param otherVector defines the second operand
  65806. * @param result defines the Vector3 object where to store the result
  65807. * @returns the current Vector3
  65808. */
  65809. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65810. /**
  65811. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  65812. * @param x defines the x coordinate of the operand
  65813. * @param y defines the y coordinate of the operand
  65814. * @param z defines the z coordinate of the operand
  65815. * @returns the resulting Vector3
  65816. */
  65817. subtractFromFloats(x: number, y: number, z: number): Vector3;
  65818. /**
  65819. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  65820. * @param x defines the x coordinate of the operand
  65821. * @param y defines the y coordinate of the operand
  65822. * @param z defines the z coordinate of the operand
  65823. * @param result defines the Vector3 object where to store the result
  65824. * @returns the current Vector3
  65825. */
  65826. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  65827. /**
  65828. * Gets a new Vector3 set with the current Vector3 negated coordinates
  65829. * @returns a new Vector3
  65830. */
  65831. negate(): Vector3;
  65832. /**
  65833. * Multiplies the Vector3 coordinates by the float "scale"
  65834. * @param scale defines the multiplier factor
  65835. * @returns the current updated Vector3
  65836. */
  65837. scaleInPlace(scale: number): Vector3;
  65838. /**
  65839. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  65840. * @param scale defines the multiplier factor
  65841. * @returns a new Vector3
  65842. */
  65843. scale(scale: number): Vector3;
  65844. /**
  65845. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  65846. * @param scale defines the multiplier factor
  65847. * @param result defines the Vector3 object where to store the result
  65848. * @returns the current Vector3
  65849. */
  65850. scaleToRef(scale: number, result: Vector3): Vector3;
  65851. /**
  65852. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  65853. * @param scale defines the scale factor
  65854. * @param result defines the Vector3 object where to store the result
  65855. * @returns the unmodified current Vector3
  65856. */
  65857. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  65858. /**
  65859. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  65860. * @param otherVector defines the second operand
  65861. * @returns true if both vectors are equals
  65862. */
  65863. equals(otherVector: DeepImmutable<Vector3>): boolean;
  65864. /**
  65865. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  65866. * @param otherVector defines the second operand
  65867. * @param epsilon defines the minimal distance to define values as equals
  65868. * @returns true if both vectors are distant less than epsilon
  65869. */
  65870. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  65871. /**
  65872. * Returns true if the current Vector3 coordinates equals the given floats
  65873. * @param x defines the x coordinate of the operand
  65874. * @param y defines the y coordinate of the operand
  65875. * @param z defines the z coordinate of the operand
  65876. * @returns true if both vectors are equals
  65877. */
  65878. equalsToFloats(x: number, y: number, z: number): boolean;
  65879. /**
  65880. * Multiplies the current Vector3 coordinates by the given ones
  65881. * @param otherVector defines the second operand
  65882. * @returns the current updated Vector3
  65883. */
  65884. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  65885. /**
  65886. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  65887. * @param otherVector defines the second operand
  65888. * @returns the new Vector3
  65889. */
  65890. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  65891. /**
  65892. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  65893. * @param otherVector defines the second operand
  65894. * @param result defines the Vector3 object where to store the result
  65895. * @returns the current Vector3
  65896. */
  65897. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65898. /**
  65899. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  65900. * @param x defines the x coordinate of the operand
  65901. * @param y defines the y coordinate of the operand
  65902. * @param z defines the z coordinate of the operand
  65903. * @returns the new Vector3
  65904. */
  65905. multiplyByFloats(x: number, y: number, z: number): Vector3;
  65906. /**
  65907. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  65908. * @param otherVector defines the second operand
  65909. * @returns the new Vector3
  65910. */
  65911. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  65912. /**
  65913. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  65914. * @param otherVector defines the second operand
  65915. * @param result defines the Vector3 object where to store the result
  65916. * @returns the current Vector3
  65917. */
  65918. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65919. /**
  65920. * Divides the current Vector3 coordinates by the given ones.
  65921. * @param otherVector defines the second operand
  65922. * @returns the current updated Vector3
  65923. */
  65924. divideInPlace(otherVector: Vector3): Vector3;
  65925. /**
  65926. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  65927. * @param other defines the second operand
  65928. * @returns the current updated Vector3
  65929. */
  65930. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  65931. /**
  65932. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  65933. * @param other defines the second operand
  65934. * @returns the current updated Vector3
  65935. */
  65936. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  65937. /**
  65938. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  65939. * @param x defines the x coordinate of the operand
  65940. * @param y defines the y coordinate of the operand
  65941. * @param z defines the z coordinate of the operand
  65942. * @returns the current updated Vector3
  65943. */
  65944. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  65945. /**
  65946. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  65947. * @param x defines the x coordinate of the operand
  65948. * @param y defines the y coordinate of the operand
  65949. * @param z defines the z coordinate of the operand
  65950. * @returns the current updated Vector3
  65951. */
  65952. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  65953. /**
  65954. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  65955. * Check if is non uniform within a certain amount of decimal places to account for this
  65956. * @param epsilon the amount the values can differ
  65957. * @returns if the the vector is non uniform to a certain number of decimal places
  65958. */
  65959. isNonUniformWithinEpsilon(epsilon: number): boolean;
  65960. /**
  65961. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  65962. */
  65963. readonly isNonUniform: boolean;
  65964. /**
  65965. * Gets a new Vector3 from current Vector3 floored values
  65966. * @returns a new Vector3
  65967. */
  65968. floor(): Vector3;
  65969. /**
  65970. * Gets a new Vector3 from current Vector3 floored values
  65971. * @returns a new Vector3
  65972. */
  65973. fract(): Vector3;
  65974. /**
  65975. * Gets the length of the Vector3
  65976. * @returns the length of the Vector3
  65977. */
  65978. length(): number;
  65979. /**
  65980. * Gets the squared length of the Vector3
  65981. * @returns squared length of the Vector3
  65982. */
  65983. lengthSquared(): number;
  65984. /**
  65985. * Normalize the current Vector3.
  65986. * Please note that this is an in place operation.
  65987. * @returns the current updated Vector3
  65988. */
  65989. normalize(): Vector3;
  65990. /**
  65991. * Reorders the x y z properties of the vector in place
  65992. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  65993. * @returns the current updated vector
  65994. */
  65995. reorderInPlace(order: string): this;
  65996. /**
  65997. * Rotates the vector around 0,0,0 by a quaternion
  65998. * @param quaternion the rotation quaternion
  65999. * @param result vector to store the result
  66000. * @returns the resulting vector
  66001. */
  66002. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  66003. /**
  66004. * Rotates a vector around a given point
  66005. * @param quaternion the rotation quaternion
  66006. * @param point the point to rotate around
  66007. * @param result vector to store the result
  66008. * @returns the resulting vector
  66009. */
  66010. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  66011. /**
  66012. * Normalize the current Vector3 with the given input length.
  66013. * Please note that this is an in place operation.
  66014. * @param len the length of the vector
  66015. * @returns the current updated Vector3
  66016. */
  66017. normalizeFromLength(len: number): Vector3;
  66018. /**
  66019. * Normalize the current Vector3 to a new vector
  66020. * @returns the new Vector3
  66021. */
  66022. normalizeToNew(): Vector3;
  66023. /**
  66024. * Normalize the current Vector3 to the reference
  66025. * @param reference define the Vector3 to update
  66026. * @returns the updated Vector3
  66027. */
  66028. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  66029. /**
  66030. * Creates a new Vector3 copied from the current Vector3
  66031. * @returns the new Vector3
  66032. */
  66033. clone(): Vector3;
  66034. /**
  66035. * Copies the given vector coordinates to the current Vector3 ones
  66036. * @param source defines the source Vector3
  66037. * @returns the current updated Vector3
  66038. */
  66039. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  66040. /**
  66041. * Copies the given floats to the current Vector3 coordinates
  66042. * @param x defines the x coordinate of the operand
  66043. * @param y defines the y coordinate of the operand
  66044. * @param z defines the z coordinate of the operand
  66045. * @returns the current updated Vector3
  66046. */
  66047. copyFromFloats(x: number, y: number, z: number): Vector3;
  66048. /**
  66049. * Copies the given floats to the current Vector3 coordinates
  66050. * @param x defines the x coordinate of the operand
  66051. * @param y defines the y coordinate of the operand
  66052. * @param z defines the z coordinate of the operand
  66053. * @returns the current updated Vector3
  66054. */
  66055. set(x: number, y: number, z: number): Vector3;
  66056. /**
  66057. * Copies the given float to the current Vector3 coordinates
  66058. * @param v defines the x, y and z coordinates of the operand
  66059. * @returns the current updated Vector3
  66060. */
  66061. setAll(v: number): Vector3;
  66062. /**
  66063. * Get the clip factor between two vectors
  66064. * @param vector0 defines the first operand
  66065. * @param vector1 defines the second operand
  66066. * @param axis defines the axis to use
  66067. * @param size defines the size along the axis
  66068. * @returns the clip factor
  66069. */
  66070. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  66071. /**
  66072. * Get angle between two vectors
  66073. * @param vector0 angle between vector0 and vector1
  66074. * @param vector1 angle between vector0 and vector1
  66075. * @param normal direction of the normal
  66076. * @return the angle between vector0 and vector1
  66077. */
  66078. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  66079. /**
  66080. * Returns a new Vector3 set from the index "offset" of the given array
  66081. * @param array defines the source array
  66082. * @param offset defines the offset in the source array
  66083. * @returns the new Vector3
  66084. */
  66085. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  66086. /**
  66087. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  66088. * This function is deprecated. Use FromArray instead
  66089. * @param array defines the source array
  66090. * @param offset defines the offset in the source array
  66091. * @returns the new Vector3
  66092. */
  66093. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  66094. /**
  66095. * Sets the given vector "result" with the element values from the index "offset" of the given array
  66096. * @param array defines the source array
  66097. * @param offset defines the offset in the source array
  66098. * @param result defines the Vector3 where to store the result
  66099. */
  66100. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  66101. /**
  66102. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  66103. * This function is deprecated. Use FromArrayToRef instead.
  66104. * @param array defines the source array
  66105. * @param offset defines the offset in the source array
  66106. * @param result defines the Vector3 where to store the result
  66107. */
  66108. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  66109. /**
  66110. * Sets the given vector "result" with the given floats.
  66111. * @param x defines the x coordinate of the source
  66112. * @param y defines the y coordinate of the source
  66113. * @param z defines the z coordinate of the source
  66114. * @param result defines the Vector3 where to store the result
  66115. */
  66116. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  66117. /**
  66118. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  66119. * @returns a new empty Vector3
  66120. */
  66121. static Zero(): Vector3;
  66122. /**
  66123. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  66124. * @returns a new unit Vector3
  66125. */
  66126. static One(): Vector3;
  66127. /**
  66128. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  66129. * @returns a new up Vector3
  66130. */
  66131. static Up(): Vector3;
  66132. /**
  66133. * Gets a up Vector3 that must not be updated
  66134. */
  66135. static readonly UpReadOnly: DeepImmutable<Vector3>;
  66136. /**
  66137. * Gets a zero Vector3 that must not be updated
  66138. */
  66139. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  66140. /**
  66141. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  66142. * @returns a new down Vector3
  66143. */
  66144. static Down(): Vector3;
  66145. /**
  66146. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  66147. * @returns a new forward Vector3
  66148. */
  66149. static Forward(): Vector3;
  66150. /**
  66151. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  66152. * @returns a new forward Vector3
  66153. */
  66154. static Backward(): Vector3;
  66155. /**
  66156. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  66157. * @returns a new right Vector3
  66158. */
  66159. static Right(): Vector3;
  66160. /**
  66161. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  66162. * @returns a new left Vector3
  66163. */
  66164. static Left(): Vector3;
  66165. /**
  66166. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  66167. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  66168. * @param vector defines the Vector3 to transform
  66169. * @param transformation defines the transformation matrix
  66170. * @returns the transformed Vector3
  66171. */
  66172. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  66173. /**
  66174. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  66175. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  66176. * @param vector defines the Vector3 to transform
  66177. * @param transformation defines the transformation matrix
  66178. * @param result defines the Vector3 where to store the result
  66179. */
  66180. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66181. /**
  66182. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  66183. * This method computes tranformed coordinates only, not transformed direction vectors
  66184. * @param x define the x coordinate of the source vector
  66185. * @param y define the y coordinate of the source vector
  66186. * @param z define the z coordinate of the source vector
  66187. * @param transformation defines the transformation matrix
  66188. * @param result defines the Vector3 where to store the result
  66189. */
  66190. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66191. /**
  66192. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  66193. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  66194. * @param vector defines the Vector3 to transform
  66195. * @param transformation defines the transformation matrix
  66196. * @returns the new Vector3
  66197. */
  66198. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  66199. /**
  66200. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  66201. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  66202. * @param vector defines the Vector3 to transform
  66203. * @param transformation defines the transformation matrix
  66204. * @param result defines the Vector3 where to store the result
  66205. */
  66206. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66207. /**
  66208. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  66209. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  66210. * @param x define the x coordinate of the source vector
  66211. * @param y define the y coordinate of the source vector
  66212. * @param z define the z coordinate of the source vector
  66213. * @param transformation defines the transformation matrix
  66214. * @param result defines the Vector3 where to store the result
  66215. */
  66216. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66217. /**
  66218. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  66219. * @param value1 defines the first control point
  66220. * @param value2 defines the second control point
  66221. * @param value3 defines the third control point
  66222. * @param value4 defines the fourth control point
  66223. * @param amount defines the amount on the spline to use
  66224. * @returns the new Vector3
  66225. */
  66226. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  66227. /**
  66228. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  66229. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  66230. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  66231. * @param value defines the current value
  66232. * @param min defines the lower range value
  66233. * @param max defines the upper range value
  66234. * @returns the new Vector3
  66235. */
  66236. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  66237. /**
  66238. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  66239. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  66240. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  66241. * @param value defines the current value
  66242. * @param min defines the lower range value
  66243. * @param max defines the upper range value
  66244. * @param result defines the Vector3 where to store the result
  66245. */
  66246. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  66247. /**
  66248. * Checks if a given vector is inside a specific range
  66249. * @param v defines the vector to test
  66250. * @param min defines the minimum range
  66251. * @param max defines the maximum range
  66252. */
  66253. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  66254. /**
  66255. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  66256. * @param value1 defines the first control point
  66257. * @param tangent1 defines the first tangent vector
  66258. * @param value2 defines the second control point
  66259. * @param tangent2 defines the second tangent vector
  66260. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  66261. * @returns the new Vector3
  66262. */
  66263. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  66264. /**
  66265. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  66266. * @param start defines the start value
  66267. * @param end defines the end value
  66268. * @param amount max defines amount between both (between 0 and 1)
  66269. * @returns the new Vector3
  66270. */
  66271. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  66272. /**
  66273. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  66274. * @param start defines the start value
  66275. * @param end defines the end value
  66276. * @param amount max defines amount between both (between 0 and 1)
  66277. * @param result defines the Vector3 where to store the result
  66278. */
  66279. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  66280. /**
  66281. * Returns the dot product (float) between the vectors "left" and "right"
  66282. * @param left defines the left operand
  66283. * @param right defines the right operand
  66284. * @returns the dot product
  66285. */
  66286. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  66287. /**
  66288. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  66289. * The cross product is then orthogonal to both "left" and "right"
  66290. * @param left defines the left operand
  66291. * @param right defines the right operand
  66292. * @returns the cross product
  66293. */
  66294. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66295. /**
  66296. * Sets the given vector "result" with the cross product of "left" and "right"
  66297. * The cross product is then orthogonal to both "left" and "right"
  66298. * @param left defines the left operand
  66299. * @param right defines the right operand
  66300. * @param result defines the Vector3 where to store the result
  66301. */
  66302. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  66303. /**
  66304. * Returns a new Vector3 as the normalization of the given vector
  66305. * @param vector defines the Vector3 to normalize
  66306. * @returns the new Vector3
  66307. */
  66308. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  66309. /**
  66310. * Sets the given vector "result" with the normalization of the given first vector
  66311. * @param vector defines the Vector3 to normalize
  66312. * @param result defines the Vector3 where to store the result
  66313. */
  66314. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  66315. /**
  66316. * Project a Vector3 onto screen space
  66317. * @param vector defines the Vector3 to project
  66318. * @param world defines the world matrix to use
  66319. * @param transform defines the transform (view x projection) matrix to use
  66320. * @param viewport defines the screen viewport to use
  66321. * @returns the new Vector3
  66322. */
  66323. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  66324. /** @hidden */
  66325. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  66326. /**
  66327. * Unproject from screen space to object space
  66328. * @param source defines the screen space Vector3 to use
  66329. * @param viewportWidth defines the current width of the viewport
  66330. * @param viewportHeight defines the current height of the viewport
  66331. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66332. * @param transform defines the transform (view x projection) matrix to use
  66333. * @returns the new Vector3
  66334. */
  66335. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  66336. /**
  66337. * Unproject from screen space to object space
  66338. * @param source defines the screen space Vector3 to use
  66339. * @param viewportWidth defines the current width of the viewport
  66340. * @param viewportHeight defines the current height of the viewport
  66341. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66342. * @param view defines the view matrix to use
  66343. * @param projection defines the projection matrix to use
  66344. * @returns the new Vector3
  66345. */
  66346. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  66347. /**
  66348. * Unproject from screen space to object space
  66349. * @param source defines the screen space Vector3 to use
  66350. * @param viewportWidth defines the current width of the viewport
  66351. * @param viewportHeight defines the current height of the viewport
  66352. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66353. * @param view defines the view matrix to use
  66354. * @param projection defines the projection matrix to use
  66355. * @param result defines the Vector3 where to store the result
  66356. */
  66357. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  66358. /**
  66359. * Unproject from screen space to object space
  66360. * @param sourceX defines the screen space x coordinate to use
  66361. * @param sourceY defines the screen space y coordinate to use
  66362. * @param sourceZ defines the screen space z coordinate to use
  66363. * @param viewportWidth defines the current width of the viewport
  66364. * @param viewportHeight defines the current height of the viewport
  66365. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66366. * @param view defines the view matrix to use
  66367. * @param projection defines the projection matrix to use
  66368. * @param result defines the Vector3 where to store the result
  66369. */
  66370. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  66371. /**
  66372. * Gets the minimal coordinate values between two Vector3
  66373. * @param left defines the first operand
  66374. * @param right defines the second operand
  66375. * @returns the new Vector3
  66376. */
  66377. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66378. /**
  66379. * Gets the maximal coordinate values between two Vector3
  66380. * @param left defines the first operand
  66381. * @param right defines the second operand
  66382. * @returns the new Vector3
  66383. */
  66384. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66385. /**
  66386. * Returns the distance between the vectors "value1" and "value2"
  66387. * @param value1 defines the first operand
  66388. * @param value2 defines the second operand
  66389. * @returns the distance
  66390. */
  66391. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  66392. /**
  66393. * Returns the squared distance between the vectors "value1" and "value2"
  66394. * @param value1 defines the first operand
  66395. * @param value2 defines the second operand
  66396. * @returns the squared distance
  66397. */
  66398. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  66399. /**
  66400. * Returns a new Vector3 located at the center between "value1" and "value2"
  66401. * @param value1 defines the first operand
  66402. * @param value2 defines the second operand
  66403. * @returns the new Vector3
  66404. */
  66405. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  66406. /**
  66407. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  66408. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  66409. * to something in order to rotate it from its local system to the given target system
  66410. * Note: axis1, axis2 and axis3 are normalized during this operation
  66411. * @param axis1 defines the first axis
  66412. * @param axis2 defines the second axis
  66413. * @param axis3 defines the third axis
  66414. * @returns a new Vector3
  66415. */
  66416. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  66417. /**
  66418. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  66419. * @param axis1 defines the first axis
  66420. * @param axis2 defines the second axis
  66421. * @param axis3 defines the third axis
  66422. * @param ref defines the Vector3 where to store the result
  66423. */
  66424. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  66425. }
  66426. /**
  66427. * Vector4 class created for EulerAngle class conversion to Quaternion
  66428. */
  66429. export class Vector4 {
  66430. /** x value of the vector */
  66431. x: number;
  66432. /** y value of the vector */
  66433. y: number;
  66434. /** z value of the vector */
  66435. z: number;
  66436. /** w value of the vector */
  66437. w: number;
  66438. /**
  66439. * Creates a Vector4 object from the given floats.
  66440. * @param x x value of the vector
  66441. * @param y y value of the vector
  66442. * @param z z value of the vector
  66443. * @param w w value of the vector
  66444. */
  66445. constructor(
  66446. /** x value of the vector */
  66447. x: number,
  66448. /** y value of the vector */
  66449. y: number,
  66450. /** z value of the vector */
  66451. z: number,
  66452. /** w value of the vector */
  66453. w: number);
  66454. /**
  66455. * Returns the string with the Vector4 coordinates.
  66456. * @returns a string containing all the vector values
  66457. */
  66458. toString(): string;
  66459. /**
  66460. * Returns the string "Vector4".
  66461. * @returns "Vector4"
  66462. */
  66463. getClassName(): string;
  66464. /**
  66465. * Returns the Vector4 hash code.
  66466. * @returns a unique hash code
  66467. */
  66468. getHashCode(): number;
  66469. /**
  66470. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  66471. * @returns the resulting array
  66472. */
  66473. asArray(): number[];
  66474. /**
  66475. * Populates the given array from the given index with the Vector4 coordinates.
  66476. * @param array array to populate
  66477. * @param index index of the array to start at (default: 0)
  66478. * @returns the Vector4.
  66479. */
  66480. toArray(array: FloatArray, index?: number): Vector4;
  66481. /**
  66482. * Adds the given vector to the current Vector4.
  66483. * @param otherVector the vector to add
  66484. * @returns the updated Vector4.
  66485. */
  66486. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  66487. /**
  66488. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  66489. * @param otherVector the vector to add
  66490. * @returns the resulting vector
  66491. */
  66492. add(otherVector: DeepImmutable<Vector4>): Vector4;
  66493. /**
  66494. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  66495. * @param otherVector the vector to add
  66496. * @param result the vector to store the result
  66497. * @returns the current Vector4.
  66498. */
  66499. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66500. /**
  66501. * Subtract in place the given vector from the current Vector4.
  66502. * @param otherVector the vector to subtract
  66503. * @returns the updated Vector4.
  66504. */
  66505. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  66506. /**
  66507. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  66508. * @param otherVector the vector to add
  66509. * @returns the new vector with the result
  66510. */
  66511. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  66512. /**
  66513. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  66514. * @param otherVector the vector to subtract
  66515. * @param result the vector to store the result
  66516. * @returns the current Vector4.
  66517. */
  66518. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66519. /**
  66520. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  66521. */
  66522. /**
  66523. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  66524. * @param x value to subtract
  66525. * @param y value to subtract
  66526. * @param z value to subtract
  66527. * @param w value to subtract
  66528. * @returns new vector containing the result
  66529. */
  66530. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  66531. /**
  66532. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  66533. * @param x value to subtract
  66534. * @param y value to subtract
  66535. * @param z value to subtract
  66536. * @param w value to subtract
  66537. * @param result the vector to store the result in
  66538. * @returns the current Vector4.
  66539. */
  66540. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  66541. /**
  66542. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  66543. * @returns a new vector with the negated values
  66544. */
  66545. negate(): Vector4;
  66546. /**
  66547. * Multiplies the current Vector4 coordinates by scale (float).
  66548. * @param scale the number to scale with
  66549. * @returns the updated Vector4.
  66550. */
  66551. scaleInPlace(scale: number): Vector4;
  66552. /**
  66553. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  66554. * @param scale the number to scale with
  66555. * @returns a new vector with the result
  66556. */
  66557. scale(scale: number): Vector4;
  66558. /**
  66559. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  66560. * @param scale the number to scale with
  66561. * @param result a vector to store the result in
  66562. * @returns the current Vector4.
  66563. */
  66564. scaleToRef(scale: number, result: Vector4): Vector4;
  66565. /**
  66566. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  66567. * @param scale defines the scale factor
  66568. * @param result defines the Vector4 object where to store the result
  66569. * @returns the unmodified current Vector4
  66570. */
  66571. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  66572. /**
  66573. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  66574. * @param otherVector the vector to compare against
  66575. * @returns true if they are equal
  66576. */
  66577. equals(otherVector: DeepImmutable<Vector4>): boolean;
  66578. /**
  66579. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  66580. * @param otherVector vector to compare against
  66581. * @param epsilon (Default: very small number)
  66582. * @returns true if they are equal
  66583. */
  66584. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  66585. /**
  66586. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  66587. * @param x x value to compare against
  66588. * @param y y value to compare against
  66589. * @param z z value to compare against
  66590. * @param w w value to compare against
  66591. * @returns true if equal
  66592. */
  66593. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  66594. /**
  66595. * Multiplies in place the current Vector4 by the given one.
  66596. * @param otherVector vector to multiple with
  66597. * @returns the updated Vector4.
  66598. */
  66599. multiplyInPlace(otherVector: Vector4): Vector4;
  66600. /**
  66601. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  66602. * @param otherVector vector to multiple with
  66603. * @returns resulting new vector
  66604. */
  66605. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  66606. /**
  66607. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  66608. * @param otherVector vector to multiple with
  66609. * @param result vector to store the result
  66610. * @returns the current Vector4.
  66611. */
  66612. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66613. /**
  66614. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  66615. * @param x x value multiply with
  66616. * @param y y value multiply with
  66617. * @param z z value multiply with
  66618. * @param w w value multiply with
  66619. * @returns resulting new vector
  66620. */
  66621. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  66622. /**
  66623. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  66624. * @param otherVector vector to devide with
  66625. * @returns resulting new vector
  66626. */
  66627. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  66628. /**
  66629. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  66630. * @param otherVector vector to devide with
  66631. * @param result vector to store the result
  66632. * @returns the current Vector4.
  66633. */
  66634. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66635. /**
  66636. * Divides the current Vector3 coordinates by the given ones.
  66637. * @param otherVector vector to devide with
  66638. * @returns the updated Vector3.
  66639. */
  66640. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  66641. /**
  66642. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  66643. * @param other defines the second operand
  66644. * @returns the current updated Vector4
  66645. */
  66646. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  66647. /**
  66648. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  66649. * @param other defines the second operand
  66650. * @returns the current updated Vector4
  66651. */
  66652. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  66653. /**
  66654. * Gets a new Vector4 from current Vector4 floored values
  66655. * @returns a new Vector4
  66656. */
  66657. floor(): Vector4;
  66658. /**
  66659. * Gets a new Vector4 from current Vector3 floored values
  66660. * @returns a new Vector4
  66661. */
  66662. fract(): Vector4;
  66663. /**
  66664. * Returns the Vector4 length (float).
  66665. * @returns the length
  66666. */
  66667. length(): number;
  66668. /**
  66669. * Returns the Vector4 squared length (float).
  66670. * @returns the length squared
  66671. */
  66672. lengthSquared(): number;
  66673. /**
  66674. * Normalizes in place the Vector4.
  66675. * @returns the updated Vector4.
  66676. */
  66677. normalize(): Vector4;
  66678. /**
  66679. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  66680. * @returns this converted to a new vector3
  66681. */
  66682. toVector3(): Vector3;
  66683. /**
  66684. * Returns a new Vector4 copied from the current one.
  66685. * @returns the new cloned vector
  66686. */
  66687. clone(): Vector4;
  66688. /**
  66689. * Updates the current Vector4 with the given one coordinates.
  66690. * @param source the source vector to copy from
  66691. * @returns the updated Vector4.
  66692. */
  66693. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  66694. /**
  66695. * Updates the current Vector4 coordinates with the given floats.
  66696. * @param x float to copy from
  66697. * @param y float to copy from
  66698. * @param z float to copy from
  66699. * @param w float to copy from
  66700. * @returns the updated Vector4.
  66701. */
  66702. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  66703. /**
  66704. * Updates the current Vector4 coordinates with the given floats.
  66705. * @param x float to set from
  66706. * @param y float to set from
  66707. * @param z float to set from
  66708. * @param w float to set from
  66709. * @returns the updated Vector4.
  66710. */
  66711. set(x: number, y: number, z: number, w: number): Vector4;
  66712. /**
  66713. * Copies the given float to the current Vector3 coordinates
  66714. * @param v defines the x, y, z and w coordinates of the operand
  66715. * @returns the current updated Vector3
  66716. */
  66717. setAll(v: number): Vector4;
  66718. /**
  66719. * Returns a new Vector4 set from the starting index of the given array.
  66720. * @param array the array to pull values from
  66721. * @param offset the offset into the array to start at
  66722. * @returns the new vector
  66723. */
  66724. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  66725. /**
  66726. * Updates the given vector "result" from the starting index of the given array.
  66727. * @param array the array to pull values from
  66728. * @param offset the offset into the array to start at
  66729. * @param result the vector to store the result in
  66730. */
  66731. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  66732. /**
  66733. * Updates the given vector "result" from the starting index of the given Float32Array.
  66734. * @param array the array to pull values from
  66735. * @param offset the offset into the array to start at
  66736. * @param result the vector to store the result in
  66737. */
  66738. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  66739. /**
  66740. * Updates the given vector "result" coordinates from the given floats.
  66741. * @param x float to set from
  66742. * @param y float to set from
  66743. * @param z float to set from
  66744. * @param w float to set from
  66745. * @param result the vector to the floats in
  66746. */
  66747. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  66748. /**
  66749. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  66750. * @returns the new vector
  66751. */
  66752. static Zero(): Vector4;
  66753. /**
  66754. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  66755. * @returns the new vector
  66756. */
  66757. static One(): Vector4;
  66758. /**
  66759. * Returns a new normalized Vector4 from the given one.
  66760. * @param vector the vector to normalize
  66761. * @returns the vector
  66762. */
  66763. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  66764. /**
  66765. * Updates the given vector "result" from the normalization of the given one.
  66766. * @param vector the vector to normalize
  66767. * @param result the vector to store the result in
  66768. */
  66769. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  66770. /**
  66771. * Returns a vector with the minimum values from the left and right vectors
  66772. * @param left left vector to minimize
  66773. * @param right right vector to minimize
  66774. * @returns a new vector with the minimum of the left and right vector values
  66775. */
  66776. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  66777. /**
  66778. * Returns a vector with the maximum values from the left and right vectors
  66779. * @param left left vector to maximize
  66780. * @param right right vector to maximize
  66781. * @returns a new vector with the maximum of the left and right vector values
  66782. */
  66783. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  66784. /**
  66785. * Returns the distance (float) between the vectors "value1" and "value2".
  66786. * @param value1 value to calulate the distance between
  66787. * @param value2 value to calulate the distance between
  66788. * @return the distance between the two vectors
  66789. */
  66790. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  66791. /**
  66792. * Returns the squared distance (float) between the vectors "value1" and "value2".
  66793. * @param value1 value to calulate the distance between
  66794. * @param value2 value to calulate the distance between
  66795. * @return the distance between the two vectors squared
  66796. */
  66797. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  66798. /**
  66799. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  66800. * @param value1 value to calulate the center between
  66801. * @param value2 value to calulate the center between
  66802. * @return the center between the two vectors
  66803. */
  66804. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  66805. /**
  66806. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  66807. * This methods computes transformed normalized direction vectors only.
  66808. * @param vector the vector to transform
  66809. * @param transformation the transformation matrix to apply
  66810. * @returns the new vector
  66811. */
  66812. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  66813. /**
  66814. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  66815. * This methods computes transformed normalized direction vectors only.
  66816. * @param vector the vector to transform
  66817. * @param transformation the transformation matrix to apply
  66818. * @param result the vector to store the result in
  66819. */
  66820. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  66821. /**
  66822. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  66823. * This methods computes transformed normalized direction vectors only.
  66824. * @param x value to transform
  66825. * @param y value to transform
  66826. * @param z value to transform
  66827. * @param w value to transform
  66828. * @param transformation the transformation matrix to apply
  66829. * @param result the vector to store the results in
  66830. */
  66831. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  66832. /**
  66833. * Creates a new Vector4 from a Vector3
  66834. * @param source defines the source data
  66835. * @param w defines the 4th component (default is 0)
  66836. * @returns a new Vector4
  66837. */
  66838. static FromVector3(source: Vector3, w?: number): Vector4;
  66839. }
  66840. /**
  66841. * Class used to store quaternion data
  66842. * @see https://en.wikipedia.org/wiki/Quaternion
  66843. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  66844. */
  66845. export class Quaternion {
  66846. /** defines the first component (0 by default) */
  66847. x: number;
  66848. /** defines the second component (0 by default) */
  66849. y: number;
  66850. /** defines the third component (0 by default) */
  66851. z: number;
  66852. /** defines the fourth component (1.0 by default) */
  66853. w: number;
  66854. /**
  66855. * Creates a new Quaternion from the given floats
  66856. * @param x defines the first component (0 by default)
  66857. * @param y defines the second component (0 by default)
  66858. * @param z defines the third component (0 by default)
  66859. * @param w defines the fourth component (1.0 by default)
  66860. */
  66861. constructor(
  66862. /** defines the first component (0 by default) */
  66863. x?: number,
  66864. /** defines the second component (0 by default) */
  66865. y?: number,
  66866. /** defines the third component (0 by default) */
  66867. z?: number,
  66868. /** defines the fourth component (1.0 by default) */
  66869. w?: number);
  66870. /**
  66871. * Gets a string representation for the current quaternion
  66872. * @returns a string with the Quaternion coordinates
  66873. */
  66874. toString(): string;
  66875. /**
  66876. * Gets the class name of the quaternion
  66877. * @returns the string "Quaternion"
  66878. */
  66879. getClassName(): string;
  66880. /**
  66881. * Gets a hash code for this quaternion
  66882. * @returns the quaternion hash code
  66883. */
  66884. getHashCode(): number;
  66885. /**
  66886. * Copy the quaternion to an array
  66887. * @returns a new array populated with 4 elements from the quaternion coordinates
  66888. */
  66889. asArray(): number[];
  66890. /**
  66891. * Check if two quaternions are equals
  66892. * @param otherQuaternion defines the second operand
  66893. * @return true if the current quaternion and the given one coordinates are strictly equals
  66894. */
  66895. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  66896. /**
  66897. * Clone the current quaternion
  66898. * @returns a new quaternion copied from the current one
  66899. */
  66900. clone(): Quaternion;
  66901. /**
  66902. * Copy a quaternion to the current one
  66903. * @param other defines the other quaternion
  66904. * @returns the updated current quaternion
  66905. */
  66906. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  66907. /**
  66908. * Updates the current quaternion with the given float coordinates
  66909. * @param x defines the x coordinate
  66910. * @param y defines the y coordinate
  66911. * @param z defines the z coordinate
  66912. * @param w defines the w coordinate
  66913. * @returns the updated current quaternion
  66914. */
  66915. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  66916. /**
  66917. * Updates the current quaternion from the given float coordinates
  66918. * @param x defines the x coordinate
  66919. * @param y defines the y coordinate
  66920. * @param z defines the z coordinate
  66921. * @param w defines the w coordinate
  66922. * @returns the updated current quaternion
  66923. */
  66924. set(x: number, y: number, z: number, w: number): Quaternion;
  66925. /**
  66926. * Adds two quaternions
  66927. * @param other defines the second operand
  66928. * @returns a new quaternion as the addition result of the given one and the current quaternion
  66929. */
  66930. add(other: DeepImmutable<Quaternion>): Quaternion;
  66931. /**
  66932. * Add a quaternion to the current one
  66933. * @param other defines the quaternion to add
  66934. * @returns the current quaternion
  66935. */
  66936. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  66937. /**
  66938. * Subtract two quaternions
  66939. * @param other defines the second operand
  66940. * @returns a new quaternion as the subtraction result of the given one from the current one
  66941. */
  66942. subtract(other: Quaternion): Quaternion;
  66943. /**
  66944. * Multiplies the current quaternion by a scale factor
  66945. * @param value defines the scale factor
  66946. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  66947. */
  66948. scale(value: number): Quaternion;
  66949. /**
  66950. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  66951. * @param scale defines the scale factor
  66952. * @param result defines the Quaternion object where to store the result
  66953. * @returns the unmodified current quaternion
  66954. */
  66955. scaleToRef(scale: number, result: Quaternion): Quaternion;
  66956. /**
  66957. * Multiplies in place the current quaternion by a scale factor
  66958. * @param value defines the scale factor
  66959. * @returns the current modified quaternion
  66960. */
  66961. scaleInPlace(value: number): Quaternion;
  66962. /**
  66963. * Scale the current quaternion values by a factor and add the result to a given quaternion
  66964. * @param scale defines the scale factor
  66965. * @param result defines the Quaternion object where to store the result
  66966. * @returns the unmodified current quaternion
  66967. */
  66968. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  66969. /**
  66970. * Multiplies two quaternions
  66971. * @param q1 defines the second operand
  66972. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  66973. */
  66974. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  66975. /**
  66976. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  66977. * @param q1 defines the second operand
  66978. * @param result defines the target quaternion
  66979. * @returns the current quaternion
  66980. */
  66981. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  66982. /**
  66983. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  66984. * @param q1 defines the second operand
  66985. * @returns the currentupdated quaternion
  66986. */
  66987. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  66988. /**
  66989. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  66990. * @param ref defines the target quaternion
  66991. * @returns the current quaternion
  66992. */
  66993. conjugateToRef(ref: Quaternion): Quaternion;
  66994. /**
  66995. * Conjugates in place (1-q) the current quaternion
  66996. * @returns the current updated quaternion
  66997. */
  66998. conjugateInPlace(): Quaternion;
  66999. /**
  67000. * Conjugates in place (1-q) the current quaternion
  67001. * @returns a new quaternion
  67002. */
  67003. conjugate(): Quaternion;
  67004. /**
  67005. * Gets length of current quaternion
  67006. * @returns the quaternion length (float)
  67007. */
  67008. length(): number;
  67009. /**
  67010. * Normalize in place the current quaternion
  67011. * @returns the current updated quaternion
  67012. */
  67013. normalize(): Quaternion;
  67014. /**
  67015. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  67016. * @param order is a reserved parameter and is ignore for now
  67017. * @returns a new Vector3 containing the Euler angles
  67018. */
  67019. toEulerAngles(order?: string): Vector3;
  67020. /**
  67021. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  67022. * @param result defines the vector which will be filled with the Euler angles
  67023. * @param order is a reserved parameter and is ignore for now
  67024. * @returns the current unchanged quaternion
  67025. */
  67026. toEulerAnglesToRef(result: Vector3): Quaternion;
  67027. /**
  67028. * Updates the given rotation matrix with the current quaternion values
  67029. * @param result defines the target matrix
  67030. * @returns the current unchanged quaternion
  67031. */
  67032. toRotationMatrix(result: Matrix): Quaternion;
  67033. /**
  67034. * Updates the current quaternion from the given rotation matrix values
  67035. * @param matrix defines the source matrix
  67036. * @returns the current updated quaternion
  67037. */
  67038. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  67039. /**
  67040. * Creates a new quaternion from a rotation matrix
  67041. * @param matrix defines the source matrix
  67042. * @returns a new quaternion created from the given rotation matrix values
  67043. */
  67044. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  67045. /**
  67046. * Updates the given quaternion with the given rotation matrix values
  67047. * @param matrix defines the source matrix
  67048. * @param result defines the target quaternion
  67049. */
  67050. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  67051. /**
  67052. * Returns the dot product (float) between the quaternions "left" and "right"
  67053. * @param left defines the left operand
  67054. * @param right defines the right operand
  67055. * @returns the dot product
  67056. */
  67057. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  67058. /**
  67059. * Checks if the two quaternions are close to each other
  67060. * @param quat0 defines the first quaternion to check
  67061. * @param quat1 defines the second quaternion to check
  67062. * @returns true if the two quaternions are close to each other
  67063. */
  67064. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  67065. /**
  67066. * Creates an empty quaternion
  67067. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  67068. */
  67069. static Zero(): Quaternion;
  67070. /**
  67071. * Inverse a given quaternion
  67072. * @param q defines the source quaternion
  67073. * @returns a new quaternion as the inverted current quaternion
  67074. */
  67075. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  67076. /**
  67077. * Inverse a given quaternion
  67078. * @param q defines the source quaternion
  67079. * @param result the quaternion the result will be stored in
  67080. * @returns the result quaternion
  67081. */
  67082. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  67083. /**
  67084. * Creates an identity quaternion
  67085. * @returns the identity quaternion
  67086. */
  67087. static Identity(): Quaternion;
  67088. /**
  67089. * Gets a boolean indicating if the given quaternion is identity
  67090. * @param quaternion defines the quaternion to check
  67091. * @returns true if the quaternion is identity
  67092. */
  67093. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  67094. /**
  67095. * Creates a quaternion from a rotation around an axis
  67096. * @param axis defines the axis to use
  67097. * @param angle defines the angle to use
  67098. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  67099. */
  67100. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  67101. /**
  67102. * Creates a rotation around an axis and stores it into the given quaternion
  67103. * @param axis defines the axis to use
  67104. * @param angle defines the angle to use
  67105. * @param result defines the target quaternion
  67106. * @returns the target quaternion
  67107. */
  67108. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  67109. /**
  67110. * Creates a new quaternion from data stored into an array
  67111. * @param array defines the data source
  67112. * @param offset defines the offset in the source array where the data starts
  67113. * @returns a new quaternion
  67114. */
  67115. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  67116. /**
  67117. * Create a quaternion from Euler rotation angles
  67118. * @param x Pitch
  67119. * @param y Yaw
  67120. * @param z Roll
  67121. * @returns the new Quaternion
  67122. */
  67123. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  67124. /**
  67125. * Updates a quaternion from Euler rotation angles
  67126. * @param x Pitch
  67127. * @param y Yaw
  67128. * @param z Roll
  67129. * @param result the quaternion to store the result
  67130. * @returns the updated quaternion
  67131. */
  67132. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  67133. /**
  67134. * Create a quaternion from Euler rotation vector
  67135. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  67136. * @returns the new Quaternion
  67137. */
  67138. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  67139. /**
  67140. * Updates a quaternion from Euler rotation vector
  67141. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  67142. * @param result the quaternion to store the result
  67143. * @returns the updated quaternion
  67144. */
  67145. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  67146. /**
  67147. * Creates a new quaternion from the given Euler float angles (y, x, z)
  67148. * @param yaw defines the rotation around Y axis
  67149. * @param pitch defines the rotation around X axis
  67150. * @param roll defines the rotation around Z axis
  67151. * @returns the new quaternion
  67152. */
  67153. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  67154. /**
  67155. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  67156. * @param yaw defines the rotation around Y axis
  67157. * @param pitch defines the rotation around X axis
  67158. * @param roll defines the rotation around Z axis
  67159. * @param result defines the target quaternion
  67160. */
  67161. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  67162. /**
  67163. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  67164. * @param alpha defines the rotation around first axis
  67165. * @param beta defines the rotation around second axis
  67166. * @param gamma defines the rotation around third axis
  67167. * @returns the new quaternion
  67168. */
  67169. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  67170. /**
  67171. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  67172. * @param alpha defines the rotation around first axis
  67173. * @param beta defines the rotation around second axis
  67174. * @param gamma defines the rotation around third axis
  67175. * @param result defines the target quaternion
  67176. */
  67177. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  67178. /**
  67179. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  67180. * @param axis1 defines the first axis
  67181. * @param axis2 defines the second axis
  67182. * @param axis3 defines the third axis
  67183. * @returns the new quaternion
  67184. */
  67185. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  67186. /**
  67187. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  67188. * @param axis1 defines the first axis
  67189. * @param axis2 defines the second axis
  67190. * @param axis3 defines the third axis
  67191. * @param ref defines the target quaternion
  67192. */
  67193. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  67194. /**
  67195. * Interpolates between two quaternions
  67196. * @param left defines first quaternion
  67197. * @param right defines second quaternion
  67198. * @param amount defines the gradient to use
  67199. * @returns the new interpolated quaternion
  67200. */
  67201. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  67202. /**
  67203. * Interpolates between two quaternions and stores it into a target quaternion
  67204. * @param left defines first quaternion
  67205. * @param right defines second quaternion
  67206. * @param amount defines the gradient to use
  67207. * @param result defines the target quaternion
  67208. */
  67209. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  67210. /**
  67211. * Interpolate between two quaternions using Hermite interpolation
  67212. * @param value1 defines first quaternion
  67213. * @param tangent1 defines the incoming tangent
  67214. * @param value2 defines second quaternion
  67215. * @param tangent2 defines the outgoing tangent
  67216. * @param amount defines the target quaternion
  67217. * @returns the new interpolated quaternion
  67218. */
  67219. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  67220. }
  67221. /**
  67222. * Class used to store matrix data (4x4)
  67223. */
  67224. export class Matrix {
  67225. private static _updateFlagSeed;
  67226. private static _identityReadOnly;
  67227. private _isIdentity;
  67228. private _isIdentityDirty;
  67229. private _isIdentity3x2;
  67230. private _isIdentity3x2Dirty;
  67231. /**
  67232. * Gets the update flag of the matrix which is an unique number for the matrix.
  67233. * It will be incremented every time the matrix data change.
  67234. * You can use it to speed the comparison between two versions of the same matrix.
  67235. */
  67236. updateFlag: number;
  67237. private readonly _m;
  67238. /**
  67239. * Gets the internal data of the matrix
  67240. */
  67241. readonly m: DeepImmutable<Float32Array>;
  67242. /** @hidden */
  67243. _markAsUpdated(): void;
  67244. /** @hidden */
  67245. private _updateIdentityStatus;
  67246. /**
  67247. * Creates an empty matrix (filled with zeros)
  67248. */
  67249. constructor();
  67250. /**
  67251. * Check if the current matrix is identity
  67252. * @returns true is the matrix is the identity matrix
  67253. */
  67254. isIdentity(): boolean;
  67255. /**
  67256. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  67257. * @returns true is the matrix is the identity matrix
  67258. */
  67259. isIdentityAs3x2(): boolean;
  67260. /**
  67261. * Gets the determinant of the matrix
  67262. * @returns the matrix determinant
  67263. */
  67264. determinant(): number;
  67265. /**
  67266. * Returns the matrix as a Float32Array
  67267. * @returns the matrix underlying array
  67268. */
  67269. toArray(): DeepImmutable<Float32Array>;
  67270. /**
  67271. * Returns the matrix as a Float32Array
  67272. * @returns the matrix underlying array.
  67273. */
  67274. asArray(): DeepImmutable<Float32Array>;
  67275. /**
  67276. * Inverts the current matrix in place
  67277. * @returns the current inverted matrix
  67278. */
  67279. invert(): Matrix;
  67280. /**
  67281. * Sets all the matrix elements to zero
  67282. * @returns the current matrix
  67283. */
  67284. reset(): Matrix;
  67285. /**
  67286. * Adds the current matrix with a second one
  67287. * @param other defines the matrix to add
  67288. * @returns a new matrix as the addition of the current matrix and the given one
  67289. */
  67290. add(other: DeepImmutable<Matrix>): Matrix;
  67291. /**
  67292. * Sets the given matrix "result" to the addition of the current matrix and the given one
  67293. * @param other defines the matrix to add
  67294. * @param result defines the target matrix
  67295. * @returns the current matrix
  67296. */
  67297. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  67298. /**
  67299. * Adds in place the given matrix to the current matrix
  67300. * @param other defines the second operand
  67301. * @returns the current updated matrix
  67302. */
  67303. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  67304. /**
  67305. * Sets the given matrix to the current inverted Matrix
  67306. * @param other defines the target matrix
  67307. * @returns the unmodified current matrix
  67308. */
  67309. invertToRef(other: Matrix): Matrix;
  67310. /**
  67311. * add a value at the specified position in the current Matrix
  67312. * @param index the index of the value within the matrix. between 0 and 15.
  67313. * @param value the value to be added
  67314. * @returns the current updated matrix
  67315. */
  67316. addAtIndex(index: number, value: number): Matrix;
  67317. /**
  67318. * mutiply the specified position in the current Matrix by a value
  67319. * @param index the index of the value within the matrix. between 0 and 15.
  67320. * @param value the value to be added
  67321. * @returns the current updated matrix
  67322. */
  67323. multiplyAtIndex(index: number, value: number): Matrix;
  67324. /**
  67325. * Inserts the translation vector (using 3 floats) in the current matrix
  67326. * @param x defines the 1st component of the translation
  67327. * @param y defines the 2nd component of the translation
  67328. * @param z defines the 3rd component of the translation
  67329. * @returns the current updated matrix
  67330. */
  67331. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  67332. /**
  67333. * Adds the translation vector (using 3 floats) in the current matrix
  67334. * @param x defines the 1st component of the translation
  67335. * @param y defines the 2nd component of the translation
  67336. * @param z defines the 3rd component of the translation
  67337. * @returns the current updated matrix
  67338. */
  67339. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  67340. /**
  67341. * Inserts the translation vector in the current matrix
  67342. * @param vector3 defines the translation to insert
  67343. * @returns the current updated matrix
  67344. */
  67345. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  67346. /**
  67347. * Gets the translation value of the current matrix
  67348. * @returns a new Vector3 as the extracted translation from the matrix
  67349. */
  67350. getTranslation(): Vector3;
  67351. /**
  67352. * Fill a Vector3 with the extracted translation from the matrix
  67353. * @param result defines the Vector3 where to store the translation
  67354. * @returns the current matrix
  67355. */
  67356. getTranslationToRef(result: Vector3): Matrix;
  67357. /**
  67358. * Remove rotation and scaling part from the matrix
  67359. * @returns the updated matrix
  67360. */
  67361. removeRotationAndScaling(): Matrix;
  67362. /**
  67363. * Multiply two matrices
  67364. * @param other defines the second operand
  67365. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  67366. */
  67367. multiply(other: DeepImmutable<Matrix>): Matrix;
  67368. /**
  67369. * Copy the current matrix from the given one
  67370. * @param other defines the source matrix
  67371. * @returns the current updated matrix
  67372. */
  67373. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  67374. /**
  67375. * Populates the given array from the starting index with the current matrix values
  67376. * @param array defines the target array
  67377. * @param offset defines the offset in the target array where to start storing values
  67378. * @returns the current matrix
  67379. */
  67380. copyToArray(array: Float32Array, offset?: number): Matrix;
  67381. /**
  67382. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  67383. * @param other defines the second operand
  67384. * @param result defines the matrix where to store the multiplication
  67385. * @returns the current matrix
  67386. */
  67387. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  67388. /**
  67389. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  67390. * @param other defines the second operand
  67391. * @param result defines the array where to store the multiplication
  67392. * @param offset defines the offset in the target array where to start storing values
  67393. * @returns the current matrix
  67394. */
  67395. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  67396. /**
  67397. * Check equality between this matrix and a second one
  67398. * @param value defines the second matrix to compare
  67399. * @returns true is the current matrix and the given one values are strictly equal
  67400. */
  67401. equals(value: DeepImmutable<Matrix>): boolean;
  67402. /**
  67403. * Clone the current matrix
  67404. * @returns a new matrix from the current matrix
  67405. */
  67406. clone(): Matrix;
  67407. /**
  67408. * Returns the name of the current matrix class
  67409. * @returns the string "Matrix"
  67410. */
  67411. getClassName(): string;
  67412. /**
  67413. * Gets the hash code of the current matrix
  67414. * @returns the hash code
  67415. */
  67416. getHashCode(): number;
  67417. /**
  67418. * Decomposes the current Matrix into a translation, rotation and scaling components
  67419. * @param scale defines the scale vector3 given as a reference to update
  67420. * @param rotation defines the rotation quaternion given as a reference to update
  67421. * @param translation defines the translation vector3 given as a reference to update
  67422. * @returns true if operation was successful
  67423. */
  67424. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  67425. /**
  67426. * Gets specific row of the matrix
  67427. * @param index defines the number of the row to get
  67428. * @returns the index-th row of the current matrix as a new Vector4
  67429. */
  67430. getRow(index: number): Nullable<Vector4>;
  67431. /**
  67432. * Sets the index-th row of the current matrix to the vector4 values
  67433. * @param index defines the number of the row to set
  67434. * @param row defines the target vector4
  67435. * @returns the updated current matrix
  67436. */
  67437. setRow(index: number, row: Vector4): Matrix;
  67438. /**
  67439. * Compute the transpose of the matrix
  67440. * @returns the new transposed matrix
  67441. */
  67442. transpose(): Matrix;
  67443. /**
  67444. * Compute the transpose of the matrix and store it in a given matrix
  67445. * @param result defines the target matrix
  67446. * @returns the current matrix
  67447. */
  67448. transposeToRef(result: Matrix): Matrix;
  67449. /**
  67450. * Sets the index-th row of the current matrix with the given 4 x float values
  67451. * @param index defines the row index
  67452. * @param x defines the x component to set
  67453. * @param y defines the y component to set
  67454. * @param z defines the z component to set
  67455. * @param w defines the w component to set
  67456. * @returns the updated current matrix
  67457. */
  67458. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  67459. /**
  67460. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  67461. * @param scale defines the scale factor
  67462. * @returns a new matrix
  67463. */
  67464. scale(scale: number): Matrix;
  67465. /**
  67466. * Scale the current matrix values by a factor to a given result matrix
  67467. * @param scale defines the scale factor
  67468. * @param result defines the matrix to store the result
  67469. * @returns the current matrix
  67470. */
  67471. scaleToRef(scale: number, result: Matrix): Matrix;
  67472. /**
  67473. * Scale the current matrix values by a factor and add the result to a given matrix
  67474. * @param scale defines the scale factor
  67475. * @param result defines the Matrix to store the result
  67476. * @returns the current matrix
  67477. */
  67478. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  67479. /**
  67480. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  67481. * @param ref matrix to store the result
  67482. */
  67483. toNormalMatrix(ref: Matrix): void;
  67484. /**
  67485. * Gets only rotation part of the current matrix
  67486. * @returns a new matrix sets to the extracted rotation matrix from the current one
  67487. */
  67488. getRotationMatrix(): Matrix;
  67489. /**
  67490. * Extracts the rotation matrix from the current one and sets it as the given "result"
  67491. * @param result defines the target matrix to store data to
  67492. * @returns the current matrix
  67493. */
  67494. getRotationMatrixToRef(result: Matrix): Matrix;
  67495. /**
  67496. * Toggles model matrix from being right handed to left handed in place and vice versa
  67497. */
  67498. toggleModelMatrixHandInPlace(): void;
  67499. /**
  67500. * Toggles projection matrix from being right handed to left handed in place and vice versa
  67501. */
  67502. toggleProjectionMatrixHandInPlace(): void;
  67503. /**
  67504. * Creates a matrix from an array
  67505. * @param array defines the source array
  67506. * @param offset defines an offset in the source array
  67507. * @returns a new Matrix set from the starting index of the given array
  67508. */
  67509. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  67510. /**
  67511. * Copy the content of an array into a given matrix
  67512. * @param array defines the source array
  67513. * @param offset defines an offset in the source array
  67514. * @param result defines the target matrix
  67515. */
  67516. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  67517. /**
  67518. * Stores an array into a matrix after having multiplied each component by a given factor
  67519. * @param array defines the source array
  67520. * @param offset defines the offset in the source array
  67521. * @param scale defines the scaling factor
  67522. * @param result defines the target matrix
  67523. */
  67524. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  67525. /**
  67526. * Gets an identity matrix that must not be updated
  67527. */
  67528. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  67529. /**
  67530. * Stores a list of values (16) inside a given matrix
  67531. * @param initialM11 defines 1st value of 1st row
  67532. * @param initialM12 defines 2nd value of 1st row
  67533. * @param initialM13 defines 3rd value of 1st row
  67534. * @param initialM14 defines 4th value of 1st row
  67535. * @param initialM21 defines 1st value of 2nd row
  67536. * @param initialM22 defines 2nd value of 2nd row
  67537. * @param initialM23 defines 3rd value of 2nd row
  67538. * @param initialM24 defines 4th value of 2nd row
  67539. * @param initialM31 defines 1st value of 3rd row
  67540. * @param initialM32 defines 2nd value of 3rd row
  67541. * @param initialM33 defines 3rd value of 3rd row
  67542. * @param initialM34 defines 4th value of 3rd row
  67543. * @param initialM41 defines 1st value of 4th row
  67544. * @param initialM42 defines 2nd value of 4th row
  67545. * @param initialM43 defines 3rd value of 4th row
  67546. * @param initialM44 defines 4th value of 4th row
  67547. * @param result defines the target matrix
  67548. */
  67549. 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;
  67550. /**
  67551. * Creates new matrix from a list of values (16)
  67552. * @param initialM11 defines 1st value of 1st row
  67553. * @param initialM12 defines 2nd value of 1st row
  67554. * @param initialM13 defines 3rd value of 1st row
  67555. * @param initialM14 defines 4th value of 1st row
  67556. * @param initialM21 defines 1st value of 2nd row
  67557. * @param initialM22 defines 2nd value of 2nd row
  67558. * @param initialM23 defines 3rd value of 2nd row
  67559. * @param initialM24 defines 4th value of 2nd row
  67560. * @param initialM31 defines 1st value of 3rd row
  67561. * @param initialM32 defines 2nd value of 3rd row
  67562. * @param initialM33 defines 3rd value of 3rd row
  67563. * @param initialM34 defines 4th value of 3rd row
  67564. * @param initialM41 defines 1st value of 4th row
  67565. * @param initialM42 defines 2nd value of 4th row
  67566. * @param initialM43 defines 3rd value of 4th row
  67567. * @param initialM44 defines 4th value of 4th row
  67568. * @returns the new matrix
  67569. */
  67570. 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;
  67571. /**
  67572. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  67573. * @param scale defines the scale vector3
  67574. * @param rotation defines the rotation quaternion
  67575. * @param translation defines the translation vector3
  67576. * @returns a new matrix
  67577. */
  67578. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  67579. /**
  67580. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  67581. * @param scale defines the scale vector3
  67582. * @param rotation defines the rotation quaternion
  67583. * @param translation defines the translation vector3
  67584. * @param result defines the target matrix
  67585. */
  67586. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  67587. /**
  67588. * Creates a new identity matrix
  67589. * @returns a new identity matrix
  67590. */
  67591. static Identity(): Matrix;
  67592. /**
  67593. * Creates a new identity matrix and stores the result in a given matrix
  67594. * @param result defines the target matrix
  67595. */
  67596. static IdentityToRef(result: Matrix): void;
  67597. /**
  67598. * Creates a new zero matrix
  67599. * @returns a new zero matrix
  67600. */
  67601. static Zero(): Matrix;
  67602. /**
  67603. * Creates a new rotation matrix for "angle" radians around the X axis
  67604. * @param angle defines the angle (in radians) to use
  67605. * @return the new matrix
  67606. */
  67607. static RotationX(angle: number): Matrix;
  67608. /**
  67609. * Creates a new matrix as the invert of a given matrix
  67610. * @param source defines the source matrix
  67611. * @returns the new matrix
  67612. */
  67613. static Invert(source: DeepImmutable<Matrix>): Matrix;
  67614. /**
  67615. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  67616. * @param angle defines the angle (in radians) to use
  67617. * @param result defines the target matrix
  67618. */
  67619. static RotationXToRef(angle: number, result: Matrix): void;
  67620. /**
  67621. * Creates a new rotation matrix for "angle" radians around the Y axis
  67622. * @param angle defines the angle (in radians) to use
  67623. * @return the new matrix
  67624. */
  67625. static RotationY(angle: number): Matrix;
  67626. /**
  67627. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  67628. * @param angle defines the angle (in radians) to use
  67629. * @param result defines the target matrix
  67630. */
  67631. static RotationYToRef(angle: number, result: Matrix): void;
  67632. /**
  67633. * Creates a new rotation matrix for "angle" radians around the Z axis
  67634. * @param angle defines the angle (in radians) to use
  67635. * @return the new matrix
  67636. */
  67637. static RotationZ(angle: number): Matrix;
  67638. /**
  67639. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  67640. * @param angle defines the angle (in radians) to use
  67641. * @param result defines the target matrix
  67642. */
  67643. static RotationZToRef(angle: number, result: Matrix): void;
  67644. /**
  67645. * Creates a new rotation matrix for "angle" radians around the given axis
  67646. * @param axis defines the axis to use
  67647. * @param angle defines the angle (in radians) to use
  67648. * @return the new matrix
  67649. */
  67650. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  67651. /**
  67652. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  67653. * @param axis defines the axis to use
  67654. * @param angle defines the angle (in radians) to use
  67655. * @param result defines the target matrix
  67656. */
  67657. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  67658. /**
  67659. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  67660. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  67661. * @param from defines the vector to align
  67662. * @param to defines the vector to align to
  67663. * @param result defines the target matrix
  67664. */
  67665. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  67666. /**
  67667. * Creates a rotation matrix
  67668. * @param yaw defines the yaw angle in radians (Y axis)
  67669. * @param pitch defines the pitch angle in radians (X axis)
  67670. * @param roll defines the roll angle in radians (X axis)
  67671. * @returns the new rotation matrix
  67672. */
  67673. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  67674. /**
  67675. * Creates a rotation matrix and stores it in a given matrix
  67676. * @param yaw defines the yaw angle in radians (Y axis)
  67677. * @param pitch defines the pitch angle in radians (X axis)
  67678. * @param roll defines the roll angle in radians (X axis)
  67679. * @param result defines the target matrix
  67680. */
  67681. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  67682. /**
  67683. * Creates a scaling matrix
  67684. * @param x defines the scale factor on X axis
  67685. * @param y defines the scale factor on Y axis
  67686. * @param z defines the scale factor on Z axis
  67687. * @returns the new matrix
  67688. */
  67689. static Scaling(x: number, y: number, z: number): Matrix;
  67690. /**
  67691. * Creates a scaling matrix and stores it in a given matrix
  67692. * @param x defines the scale factor on X axis
  67693. * @param y defines the scale factor on Y axis
  67694. * @param z defines the scale factor on Z axis
  67695. * @param result defines the target matrix
  67696. */
  67697. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  67698. /**
  67699. * Creates a translation matrix
  67700. * @param x defines the translation on X axis
  67701. * @param y defines the translation on Y axis
  67702. * @param z defines the translationon Z axis
  67703. * @returns the new matrix
  67704. */
  67705. static Translation(x: number, y: number, z: number): Matrix;
  67706. /**
  67707. * Creates a translation matrix and stores it in a given matrix
  67708. * @param x defines the translation on X axis
  67709. * @param y defines the translation on Y axis
  67710. * @param z defines the translationon Z axis
  67711. * @param result defines the target matrix
  67712. */
  67713. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  67714. /**
  67715. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  67716. * @param startValue defines the start value
  67717. * @param endValue defines the end value
  67718. * @param gradient defines the gradient factor
  67719. * @returns the new matrix
  67720. */
  67721. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  67722. /**
  67723. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  67724. * @param startValue defines the start value
  67725. * @param endValue defines the end value
  67726. * @param gradient defines the gradient factor
  67727. * @param result defines the Matrix object where to store data
  67728. */
  67729. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  67730. /**
  67731. * Builds a new matrix whose values are computed by:
  67732. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  67733. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  67734. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  67735. * @param startValue defines the first matrix
  67736. * @param endValue defines the second matrix
  67737. * @param gradient defines the gradient between the two matrices
  67738. * @returns the new matrix
  67739. */
  67740. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  67741. /**
  67742. * Update a matrix to values which are computed by:
  67743. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  67744. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  67745. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  67746. * @param startValue defines the first matrix
  67747. * @param endValue defines the second matrix
  67748. * @param gradient defines the gradient between the two matrices
  67749. * @param result defines the target matrix
  67750. */
  67751. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  67752. /**
  67753. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  67754. * This function works in left handed mode
  67755. * @param eye defines the final position of the entity
  67756. * @param target defines where the entity should look at
  67757. * @param up defines the up vector for the entity
  67758. * @returns the new matrix
  67759. */
  67760. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  67761. /**
  67762. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  67763. * This function works in left handed mode
  67764. * @param eye defines the final position of the entity
  67765. * @param target defines where the entity should look at
  67766. * @param up defines the up vector for the entity
  67767. * @param result defines the target matrix
  67768. */
  67769. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  67770. /**
  67771. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  67772. * This function works in right handed mode
  67773. * @param eye defines the final position of the entity
  67774. * @param target defines where the entity should look at
  67775. * @param up defines the up vector for the entity
  67776. * @returns the new matrix
  67777. */
  67778. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  67779. /**
  67780. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  67781. * This function works in right handed mode
  67782. * @param eye defines the final position of the entity
  67783. * @param target defines where the entity should look at
  67784. * @param up defines the up vector for the entity
  67785. * @param result defines the target matrix
  67786. */
  67787. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  67788. /**
  67789. * Create a left-handed orthographic projection matrix
  67790. * @param width defines the viewport width
  67791. * @param height defines the viewport height
  67792. * @param znear defines the near clip plane
  67793. * @param zfar defines the far clip plane
  67794. * @returns a new matrix as a left-handed orthographic projection matrix
  67795. */
  67796. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  67797. /**
  67798. * Store a left-handed orthographic projection to a given matrix
  67799. * @param width defines the viewport width
  67800. * @param height defines the viewport height
  67801. * @param znear defines the near clip plane
  67802. * @param zfar defines the far clip plane
  67803. * @param result defines the target matrix
  67804. */
  67805. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  67806. /**
  67807. * Create a left-handed orthographic projection matrix
  67808. * @param left defines the viewport left coordinate
  67809. * @param right defines the viewport right coordinate
  67810. * @param bottom defines the viewport bottom coordinate
  67811. * @param top defines the viewport top coordinate
  67812. * @param znear defines the near clip plane
  67813. * @param zfar defines the far clip plane
  67814. * @returns a new matrix as a left-handed orthographic projection matrix
  67815. */
  67816. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  67817. /**
  67818. * Stores a left-handed orthographic projection into a given matrix
  67819. * @param left defines the viewport left coordinate
  67820. * @param right defines the viewport right coordinate
  67821. * @param bottom defines the viewport bottom coordinate
  67822. * @param top defines the viewport top coordinate
  67823. * @param znear defines the near clip plane
  67824. * @param zfar defines the far clip plane
  67825. * @param result defines the target matrix
  67826. */
  67827. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  67828. /**
  67829. * Creates a right-handed orthographic projection matrix
  67830. * @param left defines the viewport left coordinate
  67831. * @param right defines the viewport right coordinate
  67832. * @param bottom defines the viewport bottom coordinate
  67833. * @param top defines the viewport top coordinate
  67834. * @param znear defines the near clip plane
  67835. * @param zfar defines the far clip plane
  67836. * @returns a new matrix as a right-handed orthographic projection matrix
  67837. */
  67838. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  67839. /**
  67840. * Stores a right-handed orthographic projection into a given matrix
  67841. * @param left defines the viewport left coordinate
  67842. * @param right defines the viewport right coordinate
  67843. * @param bottom defines the viewport bottom coordinate
  67844. * @param top defines the viewport top coordinate
  67845. * @param znear defines the near clip plane
  67846. * @param zfar defines the far clip plane
  67847. * @param result defines the target matrix
  67848. */
  67849. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  67850. /**
  67851. * Creates a left-handed perspective projection matrix
  67852. * @param width defines the viewport width
  67853. * @param height defines the viewport height
  67854. * @param znear defines the near clip plane
  67855. * @param zfar defines the far clip plane
  67856. * @returns a new matrix as a left-handed perspective projection matrix
  67857. */
  67858. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  67859. /**
  67860. * Creates a left-handed perspective projection matrix
  67861. * @param fov defines the horizontal field of view
  67862. * @param aspect defines the aspect ratio
  67863. * @param znear defines the near clip plane
  67864. * @param zfar defines the far clip plane
  67865. * @returns a new matrix as a left-handed perspective projection matrix
  67866. */
  67867. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  67868. /**
  67869. * Stores a left-handed perspective projection into a given matrix
  67870. * @param fov defines the horizontal field of view
  67871. * @param aspect defines the aspect ratio
  67872. * @param znear defines the near clip plane
  67873. * @param zfar defines the far clip plane
  67874. * @param result defines the target matrix
  67875. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  67876. */
  67877. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  67878. /**
  67879. * Creates a right-handed perspective projection matrix
  67880. * @param fov defines the horizontal field of view
  67881. * @param aspect defines the aspect ratio
  67882. * @param znear defines the near clip plane
  67883. * @param zfar defines the far clip plane
  67884. * @returns a new matrix as a right-handed perspective projection matrix
  67885. */
  67886. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  67887. /**
  67888. * Stores a right-handed perspective projection into a given matrix
  67889. * @param fov defines the horizontal field of view
  67890. * @param aspect defines the aspect ratio
  67891. * @param znear defines the near clip plane
  67892. * @param zfar defines the far clip plane
  67893. * @param result defines the target matrix
  67894. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  67895. */
  67896. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  67897. /**
  67898. * Stores a perspective projection for WebVR info a given matrix
  67899. * @param fov defines the field of view
  67900. * @param znear defines the near clip plane
  67901. * @param zfar defines the far clip plane
  67902. * @param result defines the target matrix
  67903. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  67904. */
  67905. static PerspectiveFovWebVRToRef(fov: {
  67906. upDegrees: number;
  67907. downDegrees: number;
  67908. leftDegrees: number;
  67909. rightDegrees: number;
  67910. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  67911. /**
  67912. * Computes a complete transformation matrix
  67913. * @param viewport defines the viewport to use
  67914. * @param world defines the world matrix
  67915. * @param view defines the view matrix
  67916. * @param projection defines the projection matrix
  67917. * @param zmin defines the near clip plane
  67918. * @param zmax defines the far clip plane
  67919. * @returns the transformation matrix
  67920. */
  67921. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  67922. /**
  67923. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  67924. * @param matrix defines the matrix to use
  67925. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  67926. */
  67927. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  67928. /**
  67929. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  67930. * @param matrix defines the matrix to use
  67931. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  67932. */
  67933. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  67934. /**
  67935. * Compute the transpose of a given matrix
  67936. * @param matrix defines the matrix to transpose
  67937. * @returns the new matrix
  67938. */
  67939. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  67940. /**
  67941. * Compute the transpose of a matrix and store it in a target matrix
  67942. * @param matrix defines the matrix to transpose
  67943. * @param result defines the target matrix
  67944. */
  67945. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  67946. /**
  67947. * Computes a reflection matrix from a plane
  67948. * @param plane defines the reflection plane
  67949. * @returns a new matrix
  67950. */
  67951. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  67952. /**
  67953. * Computes a reflection matrix from a plane
  67954. * @param plane defines the reflection plane
  67955. * @param result defines the target matrix
  67956. */
  67957. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  67958. /**
  67959. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  67960. * @param xaxis defines the value of the 1st axis
  67961. * @param yaxis defines the value of the 2nd axis
  67962. * @param zaxis defines the value of the 3rd axis
  67963. * @param result defines the target matrix
  67964. */
  67965. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  67966. /**
  67967. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  67968. * @param quat defines the quaternion to use
  67969. * @param result defines the target matrix
  67970. */
  67971. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  67972. }
  67973. /**
  67974. * @hidden
  67975. */
  67976. export class TmpVectors {
  67977. static Vector2: Vector2[];
  67978. static Vector3: Vector3[];
  67979. static Vector4: Vector4[];
  67980. static Quaternion: Quaternion[];
  67981. static Matrix: Matrix[];
  67982. }
  67983. }
  67984. declare module BABYLON {
  67985. /** Defines the cross module used constants to avoid circular dependncies */
  67986. export class Constants {
  67987. /** Defines that alpha blending is disabled */
  67988. static readonly ALPHA_DISABLE: number;
  67989. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  67990. static readonly ALPHA_ADD: number;
  67991. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  67992. static readonly ALPHA_COMBINE: number;
  67993. /** Defines that alpha blending to DEST - SRC * DEST */
  67994. static readonly ALPHA_SUBTRACT: number;
  67995. /** Defines that alpha blending to SRC * DEST */
  67996. static readonly ALPHA_MULTIPLY: number;
  67997. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  67998. static readonly ALPHA_MAXIMIZED: number;
  67999. /** Defines that alpha blending to SRC + DEST */
  68000. static readonly ALPHA_ONEONE: number;
  68001. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  68002. static readonly ALPHA_PREMULTIPLIED: number;
  68003. /**
  68004. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  68005. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  68006. */
  68007. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  68008. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  68009. static readonly ALPHA_INTERPOLATE: number;
  68010. /**
  68011. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  68012. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  68013. */
  68014. static readonly ALPHA_SCREENMODE: number;
  68015. /** Defines that the ressource is not delayed*/
  68016. static readonly DELAYLOADSTATE_NONE: number;
  68017. /** Defines that the ressource was successfully delay loaded */
  68018. static readonly DELAYLOADSTATE_LOADED: number;
  68019. /** Defines that the ressource is currently delay loading */
  68020. static readonly DELAYLOADSTATE_LOADING: number;
  68021. /** Defines that the ressource is delayed and has not started loading */
  68022. static readonly DELAYLOADSTATE_NOTLOADED: number;
  68023. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  68024. static readonly NEVER: number;
  68025. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  68026. static readonly ALWAYS: number;
  68027. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  68028. static readonly LESS: number;
  68029. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  68030. static readonly EQUAL: number;
  68031. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  68032. static readonly LEQUAL: number;
  68033. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  68034. static readonly GREATER: number;
  68035. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  68036. static readonly GEQUAL: number;
  68037. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  68038. static readonly NOTEQUAL: number;
  68039. /** Passed to stencilOperation to specify that stencil value must be kept */
  68040. static readonly KEEP: number;
  68041. /** Passed to stencilOperation to specify that stencil value must be replaced */
  68042. static readonly REPLACE: number;
  68043. /** Passed to stencilOperation to specify that stencil value must be incremented */
  68044. static readonly INCR: number;
  68045. /** Passed to stencilOperation to specify that stencil value must be decremented */
  68046. static readonly DECR: number;
  68047. /** Passed to stencilOperation to specify that stencil value must be inverted */
  68048. static readonly INVERT: number;
  68049. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  68050. static readonly INCR_WRAP: number;
  68051. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  68052. static readonly DECR_WRAP: number;
  68053. /** Texture is not repeating outside of 0..1 UVs */
  68054. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  68055. /** Texture is repeating outside of 0..1 UVs */
  68056. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  68057. /** Texture is repeating and mirrored */
  68058. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  68059. /** ALPHA */
  68060. static readonly TEXTUREFORMAT_ALPHA: number;
  68061. /** LUMINANCE */
  68062. static readonly TEXTUREFORMAT_LUMINANCE: number;
  68063. /** LUMINANCE_ALPHA */
  68064. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  68065. /** RGB */
  68066. static readonly TEXTUREFORMAT_RGB: number;
  68067. /** RGBA */
  68068. static readonly TEXTUREFORMAT_RGBA: number;
  68069. /** RED */
  68070. static readonly TEXTUREFORMAT_RED: number;
  68071. /** RED (2nd reference) */
  68072. static readonly TEXTUREFORMAT_R: number;
  68073. /** RG */
  68074. static readonly TEXTUREFORMAT_RG: number;
  68075. /** RED_INTEGER */
  68076. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  68077. /** RED_INTEGER (2nd reference) */
  68078. static readonly TEXTUREFORMAT_R_INTEGER: number;
  68079. /** RG_INTEGER */
  68080. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  68081. /** RGB_INTEGER */
  68082. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  68083. /** RGBA_INTEGER */
  68084. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  68085. /** UNSIGNED_BYTE */
  68086. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  68087. /** UNSIGNED_BYTE (2nd reference) */
  68088. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  68089. /** FLOAT */
  68090. static readonly TEXTURETYPE_FLOAT: number;
  68091. /** HALF_FLOAT */
  68092. static readonly TEXTURETYPE_HALF_FLOAT: number;
  68093. /** BYTE */
  68094. static readonly TEXTURETYPE_BYTE: number;
  68095. /** SHORT */
  68096. static readonly TEXTURETYPE_SHORT: number;
  68097. /** UNSIGNED_SHORT */
  68098. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  68099. /** INT */
  68100. static readonly TEXTURETYPE_INT: number;
  68101. /** UNSIGNED_INT */
  68102. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  68103. /** UNSIGNED_SHORT_4_4_4_4 */
  68104. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  68105. /** UNSIGNED_SHORT_5_5_5_1 */
  68106. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  68107. /** UNSIGNED_SHORT_5_6_5 */
  68108. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  68109. /** UNSIGNED_INT_2_10_10_10_REV */
  68110. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  68111. /** UNSIGNED_INT_24_8 */
  68112. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  68113. /** UNSIGNED_INT_10F_11F_11F_REV */
  68114. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  68115. /** UNSIGNED_INT_5_9_9_9_REV */
  68116. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  68117. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  68118. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  68119. /** nearest is mag = nearest and min = nearest and mip = linear */
  68120. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  68121. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68122. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  68123. /** Trilinear is mag = linear and min = linear and mip = linear */
  68124. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  68125. /** nearest is mag = nearest and min = nearest and mip = linear */
  68126. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  68127. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68128. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  68129. /** Trilinear is mag = linear and min = linear and mip = linear */
  68130. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  68131. /** mag = nearest and min = nearest and mip = nearest */
  68132. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  68133. /** mag = nearest and min = linear and mip = nearest */
  68134. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  68135. /** mag = nearest and min = linear and mip = linear */
  68136. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  68137. /** mag = nearest and min = linear and mip = none */
  68138. static readonly TEXTURE_NEAREST_LINEAR: number;
  68139. /** mag = nearest and min = nearest and mip = none */
  68140. static readonly TEXTURE_NEAREST_NEAREST: number;
  68141. /** mag = linear and min = nearest and mip = nearest */
  68142. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  68143. /** mag = linear and min = nearest and mip = linear */
  68144. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  68145. /** mag = linear and min = linear and mip = none */
  68146. static readonly TEXTURE_LINEAR_LINEAR: number;
  68147. /** mag = linear and min = nearest and mip = none */
  68148. static readonly TEXTURE_LINEAR_NEAREST: number;
  68149. /** Explicit coordinates mode */
  68150. static readonly TEXTURE_EXPLICIT_MODE: number;
  68151. /** Spherical coordinates mode */
  68152. static readonly TEXTURE_SPHERICAL_MODE: number;
  68153. /** Planar coordinates mode */
  68154. static readonly TEXTURE_PLANAR_MODE: number;
  68155. /** Cubic coordinates mode */
  68156. static readonly TEXTURE_CUBIC_MODE: number;
  68157. /** Projection coordinates mode */
  68158. static readonly TEXTURE_PROJECTION_MODE: number;
  68159. /** Skybox coordinates mode */
  68160. static readonly TEXTURE_SKYBOX_MODE: number;
  68161. /** Inverse Cubic coordinates mode */
  68162. static readonly TEXTURE_INVCUBIC_MODE: number;
  68163. /** Equirectangular coordinates mode */
  68164. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  68165. /** Equirectangular Fixed coordinates mode */
  68166. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  68167. /** Equirectangular Fixed Mirrored coordinates mode */
  68168. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  68169. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  68170. static readonly SCALEMODE_FLOOR: number;
  68171. /** Defines that texture rescaling will look for the nearest power of 2 size */
  68172. static readonly SCALEMODE_NEAREST: number;
  68173. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  68174. static readonly SCALEMODE_CEILING: number;
  68175. /**
  68176. * The dirty texture flag value
  68177. */
  68178. static readonly MATERIAL_TextureDirtyFlag: number;
  68179. /**
  68180. * The dirty light flag value
  68181. */
  68182. static readonly MATERIAL_LightDirtyFlag: number;
  68183. /**
  68184. * The dirty fresnel flag value
  68185. */
  68186. static readonly MATERIAL_FresnelDirtyFlag: number;
  68187. /**
  68188. * The dirty attribute flag value
  68189. */
  68190. static readonly MATERIAL_AttributesDirtyFlag: number;
  68191. /**
  68192. * The dirty misc flag value
  68193. */
  68194. static readonly MATERIAL_MiscDirtyFlag: number;
  68195. /**
  68196. * The all dirty flag value
  68197. */
  68198. static readonly MATERIAL_AllDirtyFlag: number;
  68199. /**
  68200. * Returns the triangle fill mode
  68201. */
  68202. static readonly MATERIAL_TriangleFillMode: number;
  68203. /**
  68204. * Returns the wireframe mode
  68205. */
  68206. static readonly MATERIAL_WireFrameFillMode: number;
  68207. /**
  68208. * Returns the point fill mode
  68209. */
  68210. static readonly MATERIAL_PointFillMode: number;
  68211. /**
  68212. * Returns the point list draw mode
  68213. */
  68214. static readonly MATERIAL_PointListDrawMode: number;
  68215. /**
  68216. * Returns the line list draw mode
  68217. */
  68218. static readonly MATERIAL_LineListDrawMode: number;
  68219. /**
  68220. * Returns the line loop draw mode
  68221. */
  68222. static readonly MATERIAL_LineLoopDrawMode: number;
  68223. /**
  68224. * Returns the line strip draw mode
  68225. */
  68226. static readonly MATERIAL_LineStripDrawMode: number;
  68227. /**
  68228. * Returns the triangle strip draw mode
  68229. */
  68230. static readonly MATERIAL_TriangleStripDrawMode: number;
  68231. /**
  68232. * Returns the triangle fan draw mode
  68233. */
  68234. static readonly MATERIAL_TriangleFanDrawMode: number;
  68235. /**
  68236. * Stores the clock-wise side orientation
  68237. */
  68238. static readonly MATERIAL_ClockWiseSideOrientation: number;
  68239. /**
  68240. * Stores the counter clock-wise side orientation
  68241. */
  68242. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  68243. /**
  68244. * Nothing
  68245. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68246. */
  68247. static readonly ACTION_NothingTrigger: number;
  68248. /**
  68249. * On pick
  68250. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68251. */
  68252. static readonly ACTION_OnPickTrigger: number;
  68253. /**
  68254. * On left pick
  68255. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68256. */
  68257. static readonly ACTION_OnLeftPickTrigger: number;
  68258. /**
  68259. * On right pick
  68260. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68261. */
  68262. static readonly ACTION_OnRightPickTrigger: number;
  68263. /**
  68264. * On center pick
  68265. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68266. */
  68267. static readonly ACTION_OnCenterPickTrigger: number;
  68268. /**
  68269. * On pick down
  68270. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68271. */
  68272. static readonly ACTION_OnPickDownTrigger: number;
  68273. /**
  68274. * On double pick
  68275. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68276. */
  68277. static readonly ACTION_OnDoublePickTrigger: number;
  68278. /**
  68279. * On pick up
  68280. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68281. */
  68282. static readonly ACTION_OnPickUpTrigger: number;
  68283. /**
  68284. * On pick out.
  68285. * This trigger will only be raised if you also declared a OnPickDown
  68286. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68287. */
  68288. static readonly ACTION_OnPickOutTrigger: number;
  68289. /**
  68290. * On long press
  68291. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68292. */
  68293. static readonly ACTION_OnLongPressTrigger: number;
  68294. /**
  68295. * On pointer over
  68296. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68297. */
  68298. static readonly ACTION_OnPointerOverTrigger: number;
  68299. /**
  68300. * On pointer out
  68301. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68302. */
  68303. static readonly ACTION_OnPointerOutTrigger: number;
  68304. /**
  68305. * On every frame
  68306. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68307. */
  68308. static readonly ACTION_OnEveryFrameTrigger: number;
  68309. /**
  68310. * On intersection enter
  68311. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68312. */
  68313. static readonly ACTION_OnIntersectionEnterTrigger: number;
  68314. /**
  68315. * On intersection exit
  68316. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68317. */
  68318. static readonly ACTION_OnIntersectionExitTrigger: number;
  68319. /**
  68320. * On key down
  68321. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68322. */
  68323. static readonly ACTION_OnKeyDownTrigger: number;
  68324. /**
  68325. * On key up
  68326. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68327. */
  68328. static readonly ACTION_OnKeyUpTrigger: number;
  68329. /**
  68330. * Billboard mode will only apply to Y axis
  68331. */
  68332. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  68333. /**
  68334. * Billboard mode will apply to all axes
  68335. */
  68336. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  68337. /**
  68338. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  68339. */
  68340. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  68341. /**
  68342. * Gets or sets base Assets URL
  68343. */
  68344. static PARTICLES_BaseAssetsUrl: string;
  68345. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  68346. * Test order :
  68347. * Is the bounding sphere outside the frustum ?
  68348. * If not, are the bounding box vertices outside the frustum ?
  68349. * It not, then the cullable object is in the frustum.
  68350. */
  68351. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  68352. /** Culling strategy : Bounding Sphere Only.
  68353. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  68354. * It's also less accurate than the standard because some not visible objects can still be selected.
  68355. * Test : is the bounding sphere outside the frustum ?
  68356. * If not, then the cullable object is in the frustum.
  68357. */
  68358. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  68359. /** Culling strategy : Optimistic Inclusion.
  68360. * This in an inclusion test first, then the standard exclusion test.
  68361. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  68362. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  68363. * Anyway, it's as accurate as the standard strategy.
  68364. * Test :
  68365. * Is the cullable object bounding sphere center in the frustum ?
  68366. * If not, apply the default culling strategy.
  68367. */
  68368. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  68369. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  68370. * This in an inclusion test first, then the bounding sphere only exclusion test.
  68371. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  68372. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  68373. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  68374. * Test :
  68375. * Is the cullable object bounding sphere center in the frustum ?
  68376. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  68377. */
  68378. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  68379. /**
  68380. * No logging while loading
  68381. */
  68382. static readonly SCENELOADER_NO_LOGGING: number;
  68383. /**
  68384. * Minimal logging while loading
  68385. */
  68386. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  68387. /**
  68388. * Summary logging while loading
  68389. */
  68390. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  68391. /**
  68392. * Detailled logging while loading
  68393. */
  68394. static readonly SCENELOADER_DETAILED_LOGGING: number;
  68395. }
  68396. }
  68397. declare module BABYLON {
  68398. /**
  68399. * Class used to store and describe the pipeline context associated with an effect
  68400. */
  68401. export interface IPipelineContext {
  68402. /**
  68403. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  68404. */
  68405. isAsync: boolean;
  68406. /**
  68407. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  68408. */
  68409. isReady: boolean;
  68410. /** @hidden */
  68411. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  68412. }
  68413. }
  68414. declare module BABYLON {
  68415. /** @hidden */
  68416. export interface IShaderProcessor {
  68417. attributeProcessor?: (attribute: string) => string;
  68418. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  68419. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  68420. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  68421. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  68422. lineProcessor?: (line: string, isFragment: boolean) => string;
  68423. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  68424. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  68425. }
  68426. }
  68427. declare module BABYLON {
  68428. /** @hidden */
  68429. export interface ProcessingOptions {
  68430. defines: string[];
  68431. indexParameters: any;
  68432. isFragment: boolean;
  68433. shouldUseHighPrecisionShader: boolean;
  68434. supportsUniformBuffers: boolean;
  68435. shadersRepository: string;
  68436. includesShadersStore: {
  68437. [key: string]: string;
  68438. };
  68439. processor?: IShaderProcessor;
  68440. version: string;
  68441. platformName: string;
  68442. lookForClosingBracketForUniformBuffer?: boolean;
  68443. }
  68444. }
  68445. declare module BABYLON {
  68446. /**
  68447. * Helper to manipulate strings
  68448. */
  68449. export class StringTools {
  68450. /**
  68451. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  68452. * @param str Source string
  68453. * @param suffix Suffix to search for in the source string
  68454. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68455. */
  68456. static EndsWith(str: string, suffix: string): boolean;
  68457. /**
  68458. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  68459. * @param str Source string
  68460. * @param suffix Suffix to search for in the source string
  68461. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68462. */
  68463. static StartsWith(str: string, suffix: string): boolean;
  68464. }
  68465. }
  68466. declare module BABYLON {
  68467. /** @hidden */
  68468. export class ShaderCodeNode {
  68469. line: string;
  68470. children: ShaderCodeNode[];
  68471. additionalDefineKey?: string;
  68472. additionalDefineValue?: string;
  68473. isValid(preprocessors: {
  68474. [key: string]: string;
  68475. }): boolean;
  68476. process(preprocessors: {
  68477. [key: string]: string;
  68478. }, options: ProcessingOptions): string;
  68479. }
  68480. }
  68481. declare module BABYLON {
  68482. /** @hidden */
  68483. export class ShaderCodeCursor {
  68484. private _lines;
  68485. lineIndex: number;
  68486. readonly currentLine: string;
  68487. readonly canRead: boolean;
  68488. lines: string[];
  68489. }
  68490. }
  68491. declare module BABYLON {
  68492. /** @hidden */
  68493. export class ShaderCodeConditionNode extends ShaderCodeNode {
  68494. process(preprocessors: {
  68495. [key: string]: string;
  68496. }, options: ProcessingOptions): string;
  68497. }
  68498. }
  68499. declare module BABYLON {
  68500. /** @hidden */
  68501. export class ShaderDefineExpression {
  68502. isTrue(preprocessors: {
  68503. [key: string]: string;
  68504. }): boolean;
  68505. }
  68506. }
  68507. declare module BABYLON {
  68508. /** @hidden */
  68509. export class ShaderCodeTestNode extends ShaderCodeNode {
  68510. testExpression: ShaderDefineExpression;
  68511. isValid(preprocessors: {
  68512. [key: string]: string;
  68513. }): boolean;
  68514. }
  68515. }
  68516. declare module BABYLON {
  68517. /** @hidden */
  68518. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  68519. define: string;
  68520. not: boolean;
  68521. constructor(define: string, not?: boolean);
  68522. isTrue(preprocessors: {
  68523. [key: string]: string;
  68524. }): boolean;
  68525. }
  68526. }
  68527. declare module BABYLON {
  68528. /** @hidden */
  68529. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  68530. leftOperand: ShaderDefineExpression;
  68531. rightOperand: ShaderDefineExpression;
  68532. isTrue(preprocessors: {
  68533. [key: string]: string;
  68534. }): boolean;
  68535. }
  68536. }
  68537. declare module BABYLON {
  68538. /** @hidden */
  68539. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  68540. leftOperand: ShaderDefineExpression;
  68541. rightOperand: ShaderDefineExpression;
  68542. isTrue(preprocessors: {
  68543. [key: string]: string;
  68544. }): boolean;
  68545. }
  68546. }
  68547. declare module BABYLON {
  68548. /** @hidden */
  68549. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  68550. define: string;
  68551. operand: string;
  68552. testValue: string;
  68553. constructor(define: string, operand: string, testValue: string);
  68554. isTrue(preprocessors: {
  68555. [key: string]: string;
  68556. }): boolean;
  68557. }
  68558. }
  68559. declare module BABYLON {
  68560. /**
  68561. * @ignore
  68562. * Application error to support additional information when loading a file
  68563. */
  68564. export class LoadFileError extends Error {
  68565. /** defines the optional web request */
  68566. request?: WebRequest | undefined;
  68567. private static _setPrototypeOf;
  68568. /**
  68569. * Creates a new LoadFileError
  68570. * @param message defines the message of the error
  68571. * @param request defines the optional web request
  68572. */
  68573. constructor(message: string,
  68574. /** defines the optional web request */
  68575. request?: WebRequest | undefined);
  68576. }
  68577. }
  68578. declare module BABYLON {
  68579. /**
  68580. * Class used to enable access to offline support
  68581. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  68582. */
  68583. export interface IOfflineProvider {
  68584. /**
  68585. * Gets a boolean indicating if scene must be saved in the database
  68586. */
  68587. enableSceneOffline: boolean;
  68588. /**
  68589. * Gets a boolean indicating if textures must be saved in the database
  68590. */
  68591. enableTexturesOffline: boolean;
  68592. /**
  68593. * Open the offline support and make it available
  68594. * @param successCallback defines the callback to call on success
  68595. * @param errorCallback defines the callback to call on error
  68596. */
  68597. open(successCallback: () => void, errorCallback: () => void): void;
  68598. /**
  68599. * Loads an image from the offline support
  68600. * @param url defines the url to load from
  68601. * @param image defines the target DOM image
  68602. */
  68603. loadImage(url: string, image: HTMLImageElement): void;
  68604. /**
  68605. * Loads a file from offline support
  68606. * @param url defines the URL to load from
  68607. * @param sceneLoaded defines a callback to call on success
  68608. * @param progressCallBack defines a callback to call when progress changed
  68609. * @param errorCallback defines a callback to call on error
  68610. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  68611. */
  68612. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  68613. }
  68614. }
  68615. declare module BABYLON {
  68616. /**
  68617. * Class used to help managing file picking and drag'n'drop
  68618. * File Storage
  68619. */
  68620. export class FilesInputStore {
  68621. /**
  68622. * List of files ready to be loaded
  68623. */
  68624. static FilesToLoad: {
  68625. [key: string]: File;
  68626. };
  68627. }
  68628. }
  68629. declare module BABYLON {
  68630. /**
  68631. * Class used to define a retry strategy when error happens while loading assets
  68632. */
  68633. export class RetryStrategy {
  68634. /**
  68635. * Function used to defines an exponential back off strategy
  68636. * @param maxRetries defines the maximum number of retries (3 by default)
  68637. * @param baseInterval defines the interval between retries
  68638. * @returns the strategy function to use
  68639. */
  68640. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  68641. }
  68642. }
  68643. declare module BABYLON {
  68644. /**
  68645. * @hidden
  68646. */
  68647. export class FileTools {
  68648. /**
  68649. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  68650. */
  68651. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  68652. /**
  68653. * Gets or sets the base URL to use to load assets
  68654. */
  68655. static BaseUrl: string;
  68656. /**
  68657. * Default behaviour for cors in the application.
  68658. * It can be a string if the expected behavior is identical in the entire app.
  68659. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  68660. */
  68661. static CorsBehavior: string | ((url: string | string[]) => string);
  68662. /**
  68663. * Gets or sets a function used to pre-process url before using them to load assets
  68664. */
  68665. static PreprocessUrl: (url: string) => string;
  68666. /**
  68667. * Removes unwanted characters from an url
  68668. * @param url defines the url to clean
  68669. * @returns the cleaned url
  68670. */
  68671. private static _CleanUrl;
  68672. /**
  68673. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  68674. * @param url define the url we are trying
  68675. * @param element define the dom element where to configure the cors policy
  68676. */
  68677. static SetCorsBehavior(url: string | string[], element: {
  68678. crossOrigin: string | null;
  68679. }): void;
  68680. /**
  68681. * Loads an image as an HTMLImageElement.
  68682. * @param input url string, ArrayBuffer, or Blob to load
  68683. * @param onLoad callback called when the image successfully loads
  68684. * @param onError callback called when the image fails to load
  68685. * @param offlineProvider offline provider for caching
  68686. * @returns the HTMLImageElement of the loaded image
  68687. */
  68688. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  68689. /**
  68690. * Loads a file
  68691. * @param fileToLoad defines the file to load
  68692. * @param callback defines the callback to call when data is loaded
  68693. * @param progressCallBack defines the callback to call during loading process
  68694. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  68695. * @returns a file request object
  68696. */
  68697. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  68698. /**
  68699. * Loads a file
  68700. * @param url url string, ArrayBuffer, or Blob to load
  68701. * @param onSuccess callback called when the file successfully loads
  68702. * @param onProgress callback called while file is loading (if the server supports this mode)
  68703. * @param offlineProvider defines the offline provider for caching
  68704. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  68705. * @param onError callback called when the file fails to load
  68706. * @returns a file request object
  68707. */
  68708. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  68709. /**
  68710. * Checks if the loaded document was accessed via `file:`-Protocol.
  68711. * @returns boolean
  68712. */
  68713. static IsFileURL(): boolean;
  68714. }
  68715. }
  68716. declare module BABYLON {
  68717. /** @hidden */
  68718. export class ShaderProcessor {
  68719. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  68720. private static _ProcessPrecision;
  68721. private static _ExtractOperation;
  68722. private static _BuildSubExpression;
  68723. private static _BuildExpression;
  68724. private static _MoveCursorWithinIf;
  68725. private static _MoveCursor;
  68726. private static _EvaluatePreProcessors;
  68727. private static _PreparePreProcessors;
  68728. private static _ProcessShaderConversion;
  68729. private static _ProcessIncludes;
  68730. }
  68731. }
  68732. declare module BABYLON {
  68733. /**
  68734. * Class used to hold a RBG color
  68735. */
  68736. export class Color3 {
  68737. /**
  68738. * Defines the red component (between 0 and 1, default is 0)
  68739. */
  68740. r: number;
  68741. /**
  68742. * Defines the green component (between 0 and 1, default is 0)
  68743. */
  68744. g: number;
  68745. /**
  68746. * Defines the blue component (between 0 and 1, default is 0)
  68747. */
  68748. b: number;
  68749. /**
  68750. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  68751. * @param r defines the red component (between 0 and 1, default is 0)
  68752. * @param g defines the green component (between 0 and 1, default is 0)
  68753. * @param b defines the blue component (between 0 and 1, default is 0)
  68754. */
  68755. constructor(
  68756. /**
  68757. * Defines the red component (between 0 and 1, default is 0)
  68758. */
  68759. r?: number,
  68760. /**
  68761. * Defines the green component (between 0 and 1, default is 0)
  68762. */
  68763. g?: number,
  68764. /**
  68765. * Defines the blue component (between 0 and 1, default is 0)
  68766. */
  68767. b?: number);
  68768. /**
  68769. * Creates a string with the Color3 current values
  68770. * @returns the string representation of the Color3 object
  68771. */
  68772. toString(): string;
  68773. /**
  68774. * Returns the string "Color3"
  68775. * @returns "Color3"
  68776. */
  68777. getClassName(): string;
  68778. /**
  68779. * Compute the Color3 hash code
  68780. * @returns an unique number that can be used to hash Color3 objects
  68781. */
  68782. getHashCode(): number;
  68783. /**
  68784. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  68785. * @param array defines the array where to store the r,g,b components
  68786. * @param index defines an optional index in the target array to define where to start storing values
  68787. * @returns the current Color3 object
  68788. */
  68789. toArray(array: FloatArray, index?: number): Color3;
  68790. /**
  68791. * Returns a new Color4 object from the current Color3 and the given alpha
  68792. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  68793. * @returns a new Color4 object
  68794. */
  68795. toColor4(alpha?: number): Color4;
  68796. /**
  68797. * Returns a new array populated with 3 numeric elements : red, green and blue values
  68798. * @returns the new array
  68799. */
  68800. asArray(): number[];
  68801. /**
  68802. * Returns the luminance value
  68803. * @returns a float value
  68804. */
  68805. toLuminance(): number;
  68806. /**
  68807. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  68808. * @param otherColor defines the second operand
  68809. * @returns the new Color3 object
  68810. */
  68811. multiply(otherColor: DeepImmutable<Color3>): Color3;
  68812. /**
  68813. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  68814. * @param otherColor defines the second operand
  68815. * @param result defines the Color3 object where to store the result
  68816. * @returns the current Color3
  68817. */
  68818. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  68819. /**
  68820. * Determines equality between Color3 objects
  68821. * @param otherColor defines the second operand
  68822. * @returns true if the rgb values are equal to the given ones
  68823. */
  68824. equals(otherColor: DeepImmutable<Color3>): boolean;
  68825. /**
  68826. * Determines equality between the current Color3 object and a set of r,b,g values
  68827. * @param r defines the red component to check
  68828. * @param g defines the green component to check
  68829. * @param b defines the blue component to check
  68830. * @returns true if the rgb values are equal to the given ones
  68831. */
  68832. equalsFloats(r: number, g: number, b: number): boolean;
  68833. /**
  68834. * Multiplies in place each rgb value by scale
  68835. * @param scale defines the scaling factor
  68836. * @returns the updated Color3
  68837. */
  68838. scale(scale: number): Color3;
  68839. /**
  68840. * Multiplies the rgb values by scale and stores the result into "result"
  68841. * @param scale defines the scaling factor
  68842. * @param result defines the Color3 object where to store the result
  68843. * @returns the unmodified current Color3
  68844. */
  68845. scaleToRef(scale: number, result: Color3): Color3;
  68846. /**
  68847. * Scale the current Color3 values by a factor and add the result to a given Color3
  68848. * @param scale defines the scale factor
  68849. * @param result defines color to store the result into
  68850. * @returns the unmodified current Color3
  68851. */
  68852. scaleAndAddToRef(scale: number, result: Color3): Color3;
  68853. /**
  68854. * Clamps the rgb values by the min and max values and stores the result into "result"
  68855. * @param min defines minimum clamping value (default is 0)
  68856. * @param max defines maximum clamping value (default is 1)
  68857. * @param result defines color to store the result into
  68858. * @returns the original Color3
  68859. */
  68860. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  68861. /**
  68862. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  68863. * @param otherColor defines the second operand
  68864. * @returns the new Color3
  68865. */
  68866. add(otherColor: DeepImmutable<Color3>): Color3;
  68867. /**
  68868. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  68869. * @param otherColor defines the second operand
  68870. * @param result defines Color3 object to store the result into
  68871. * @returns the unmodified current Color3
  68872. */
  68873. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  68874. /**
  68875. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  68876. * @param otherColor defines the second operand
  68877. * @returns the new Color3
  68878. */
  68879. subtract(otherColor: DeepImmutable<Color3>): Color3;
  68880. /**
  68881. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  68882. * @param otherColor defines the second operand
  68883. * @param result defines Color3 object to store the result into
  68884. * @returns the unmodified current Color3
  68885. */
  68886. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  68887. /**
  68888. * Copy the current object
  68889. * @returns a new Color3 copied the current one
  68890. */
  68891. clone(): Color3;
  68892. /**
  68893. * Copies the rgb values from the source in the current Color3
  68894. * @param source defines the source Color3 object
  68895. * @returns the updated Color3 object
  68896. */
  68897. copyFrom(source: DeepImmutable<Color3>): Color3;
  68898. /**
  68899. * Updates the Color3 rgb values from the given floats
  68900. * @param r defines the red component to read from
  68901. * @param g defines the green component to read from
  68902. * @param b defines the blue component to read from
  68903. * @returns the current Color3 object
  68904. */
  68905. copyFromFloats(r: number, g: number, b: number): Color3;
  68906. /**
  68907. * Updates the Color3 rgb values from the given floats
  68908. * @param r defines the red component to read from
  68909. * @param g defines the green component to read from
  68910. * @param b defines the blue component to read from
  68911. * @returns the current Color3 object
  68912. */
  68913. set(r: number, g: number, b: number): Color3;
  68914. /**
  68915. * Compute the Color3 hexadecimal code as a string
  68916. * @returns a string containing the hexadecimal representation of the Color3 object
  68917. */
  68918. toHexString(): string;
  68919. /**
  68920. * Computes a new Color3 converted from the current one to linear space
  68921. * @returns a new Color3 object
  68922. */
  68923. toLinearSpace(): Color3;
  68924. /**
  68925. * Converts current color in rgb space to HSV values
  68926. * @returns a new color3 representing the HSV values
  68927. */
  68928. toHSV(): Color3;
  68929. /**
  68930. * Converts current color in rgb space to HSV values
  68931. * @param result defines the Color3 where to store the HSV values
  68932. */
  68933. toHSVToRef(result: Color3): void;
  68934. /**
  68935. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  68936. * @param convertedColor defines the Color3 object where to store the linear space version
  68937. * @returns the unmodified Color3
  68938. */
  68939. toLinearSpaceToRef(convertedColor: Color3): Color3;
  68940. /**
  68941. * Computes a new Color3 converted from the current one to gamma space
  68942. * @returns a new Color3 object
  68943. */
  68944. toGammaSpace(): Color3;
  68945. /**
  68946. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  68947. * @param convertedColor defines the Color3 object where to store the gamma space version
  68948. * @returns the unmodified Color3
  68949. */
  68950. toGammaSpaceToRef(convertedColor: Color3): Color3;
  68951. private static _BlackReadOnly;
  68952. /**
  68953. * Convert Hue, saturation and value to a Color3 (RGB)
  68954. * @param hue defines the hue
  68955. * @param saturation defines the saturation
  68956. * @param value defines the value
  68957. * @param result defines the Color3 where to store the RGB values
  68958. */
  68959. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  68960. /**
  68961. * Creates a new Color3 from the string containing valid hexadecimal values
  68962. * @param hex defines a string containing valid hexadecimal values
  68963. * @returns a new Color3 object
  68964. */
  68965. static FromHexString(hex: string): Color3;
  68966. /**
  68967. * Creates a new Color3 from the starting index of the given array
  68968. * @param array defines the source array
  68969. * @param offset defines an offset in the source array
  68970. * @returns a new Color3 object
  68971. */
  68972. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  68973. /**
  68974. * Creates a new Color3 from integer values (< 256)
  68975. * @param r defines the red component to read from (value between 0 and 255)
  68976. * @param g defines the green component to read from (value between 0 and 255)
  68977. * @param b defines the blue component to read from (value between 0 and 255)
  68978. * @returns a new Color3 object
  68979. */
  68980. static FromInts(r: number, g: number, b: number): Color3;
  68981. /**
  68982. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  68983. * @param start defines the start Color3 value
  68984. * @param end defines the end Color3 value
  68985. * @param amount defines the gradient value between start and end
  68986. * @returns a new Color3 object
  68987. */
  68988. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  68989. /**
  68990. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  68991. * @param left defines the start value
  68992. * @param right defines the end value
  68993. * @param amount defines the gradient factor
  68994. * @param result defines the Color3 object where to store the result
  68995. */
  68996. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  68997. /**
  68998. * Returns a Color3 value containing a red color
  68999. * @returns a new Color3 object
  69000. */
  69001. static Red(): Color3;
  69002. /**
  69003. * Returns a Color3 value containing a green color
  69004. * @returns a new Color3 object
  69005. */
  69006. static Green(): Color3;
  69007. /**
  69008. * Returns a Color3 value containing a blue color
  69009. * @returns a new Color3 object
  69010. */
  69011. static Blue(): Color3;
  69012. /**
  69013. * Returns a Color3 value containing a black color
  69014. * @returns a new Color3 object
  69015. */
  69016. static Black(): Color3;
  69017. /**
  69018. * Gets a Color3 value containing a black color that must not be updated
  69019. */
  69020. static readonly BlackReadOnly: DeepImmutable<Color3>;
  69021. /**
  69022. * Returns a Color3 value containing a white color
  69023. * @returns a new Color3 object
  69024. */
  69025. static White(): Color3;
  69026. /**
  69027. * Returns a Color3 value containing a purple color
  69028. * @returns a new Color3 object
  69029. */
  69030. static Purple(): Color3;
  69031. /**
  69032. * Returns a Color3 value containing a magenta color
  69033. * @returns a new Color3 object
  69034. */
  69035. static Magenta(): Color3;
  69036. /**
  69037. * Returns a Color3 value containing a yellow color
  69038. * @returns a new Color3 object
  69039. */
  69040. static Yellow(): Color3;
  69041. /**
  69042. * Returns a Color3 value containing a gray color
  69043. * @returns a new Color3 object
  69044. */
  69045. static Gray(): Color3;
  69046. /**
  69047. * Returns a Color3 value containing a teal color
  69048. * @returns a new Color3 object
  69049. */
  69050. static Teal(): Color3;
  69051. /**
  69052. * Returns a Color3 value containing a random color
  69053. * @returns a new Color3 object
  69054. */
  69055. static Random(): Color3;
  69056. }
  69057. /**
  69058. * Class used to hold a RBGA color
  69059. */
  69060. export class Color4 {
  69061. /**
  69062. * Defines the red component (between 0 and 1, default is 0)
  69063. */
  69064. r: number;
  69065. /**
  69066. * Defines the green component (between 0 and 1, default is 0)
  69067. */
  69068. g: number;
  69069. /**
  69070. * Defines the blue component (between 0 and 1, default is 0)
  69071. */
  69072. b: number;
  69073. /**
  69074. * Defines the alpha component (between 0 and 1, default is 1)
  69075. */
  69076. a: number;
  69077. /**
  69078. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  69079. * @param r defines the red component (between 0 and 1, default is 0)
  69080. * @param g defines the green component (between 0 and 1, default is 0)
  69081. * @param b defines the blue component (between 0 and 1, default is 0)
  69082. * @param a defines the alpha component (between 0 and 1, default is 1)
  69083. */
  69084. constructor(
  69085. /**
  69086. * Defines the red component (between 0 and 1, default is 0)
  69087. */
  69088. r?: number,
  69089. /**
  69090. * Defines the green component (between 0 and 1, default is 0)
  69091. */
  69092. g?: number,
  69093. /**
  69094. * Defines the blue component (between 0 and 1, default is 0)
  69095. */
  69096. b?: number,
  69097. /**
  69098. * Defines the alpha component (between 0 and 1, default is 1)
  69099. */
  69100. a?: number);
  69101. /**
  69102. * Adds in place the given Color4 values to the current Color4 object
  69103. * @param right defines the second operand
  69104. * @returns the current updated Color4 object
  69105. */
  69106. addInPlace(right: DeepImmutable<Color4>): Color4;
  69107. /**
  69108. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  69109. * @returns the new array
  69110. */
  69111. asArray(): number[];
  69112. /**
  69113. * Stores from the starting index in the given array the Color4 successive values
  69114. * @param array defines the array where to store the r,g,b components
  69115. * @param index defines an optional index in the target array to define where to start storing values
  69116. * @returns the current Color4 object
  69117. */
  69118. toArray(array: number[], index?: number): Color4;
  69119. /**
  69120. * Determines equality between Color4 objects
  69121. * @param otherColor defines the second operand
  69122. * @returns true if the rgba values are equal to the given ones
  69123. */
  69124. equals(otherColor: DeepImmutable<Color4>): boolean;
  69125. /**
  69126. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  69127. * @param right defines the second operand
  69128. * @returns a new Color4 object
  69129. */
  69130. add(right: DeepImmutable<Color4>): Color4;
  69131. /**
  69132. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  69133. * @param right defines the second operand
  69134. * @returns a new Color4 object
  69135. */
  69136. subtract(right: DeepImmutable<Color4>): Color4;
  69137. /**
  69138. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  69139. * @param right defines the second operand
  69140. * @param result defines the Color4 object where to store the result
  69141. * @returns the current Color4 object
  69142. */
  69143. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  69144. /**
  69145. * Creates a new Color4 with the current Color4 values multiplied by scale
  69146. * @param scale defines the scaling factor to apply
  69147. * @returns a new Color4 object
  69148. */
  69149. scale(scale: number): Color4;
  69150. /**
  69151. * Multiplies the current Color4 values by scale and stores the result in "result"
  69152. * @param scale defines the scaling factor to apply
  69153. * @param result defines the Color4 object where to store the result
  69154. * @returns the current unmodified Color4
  69155. */
  69156. scaleToRef(scale: number, result: Color4): Color4;
  69157. /**
  69158. * Scale the current Color4 values by a factor and add the result to a given Color4
  69159. * @param scale defines the scale factor
  69160. * @param result defines the Color4 object where to store the result
  69161. * @returns the unmodified current Color4
  69162. */
  69163. scaleAndAddToRef(scale: number, result: Color4): Color4;
  69164. /**
  69165. * Clamps the rgb values by the min and max values and stores the result into "result"
  69166. * @param min defines minimum clamping value (default is 0)
  69167. * @param max defines maximum clamping value (default is 1)
  69168. * @param result defines color to store the result into.
  69169. * @returns the cuurent Color4
  69170. */
  69171. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  69172. /**
  69173. * Multipy an Color4 value by another and return a new Color4 object
  69174. * @param color defines the Color4 value to multiply by
  69175. * @returns a new Color4 object
  69176. */
  69177. multiply(color: Color4): Color4;
  69178. /**
  69179. * Multipy a Color4 value by another and push the result in a reference value
  69180. * @param color defines the Color4 value to multiply by
  69181. * @param result defines the Color4 to fill the result in
  69182. * @returns the result Color4
  69183. */
  69184. multiplyToRef(color: Color4, result: Color4): Color4;
  69185. /**
  69186. * Creates a string with the Color4 current values
  69187. * @returns the string representation of the Color4 object
  69188. */
  69189. toString(): string;
  69190. /**
  69191. * Returns the string "Color4"
  69192. * @returns "Color4"
  69193. */
  69194. getClassName(): string;
  69195. /**
  69196. * Compute the Color4 hash code
  69197. * @returns an unique number that can be used to hash Color4 objects
  69198. */
  69199. getHashCode(): number;
  69200. /**
  69201. * Creates a new Color4 copied from the current one
  69202. * @returns a new Color4 object
  69203. */
  69204. clone(): Color4;
  69205. /**
  69206. * Copies the given Color4 values into the current one
  69207. * @param source defines the source Color4 object
  69208. * @returns the current updated Color4 object
  69209. */
  69210. copyFrom(source: Color4): Color4;
  69211. /**
  69212. * Copies the given float values into the current one
  69213. * @param r defines the red component to read from
  69214. * @param g defines the green component to read from
  69215. * @param b defines the blue component to read from
  69216. * @param a defines the alpha component to read from
  69217. * @returns the current updated Color4 object
  69218. */
  69219. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  69220. /**
  69221. * Copies the given float values into the current one
  69222. * @param r defines the red component to read from
  69223. * @param g defines the green component to read from
  69224. * @param b defines the blue component to read from
  69225. * @param a defines the alpha component to read from
  69226. * @returns the current updated Color4 object
  69227. */
  69228. set(r: number, g: number, b: number, a: number): Color4;
  69229. /**
  69230. * Compute the Color4 hexadecimal code as a string
  69231. * @returns a string containing the hexadecimal representation of the Color4 object
  69232. */
  69233. toHexString(): string;
  69234. /**
  69235. * Computes a new Color4 converted from the current one to linear space
  69236. * @returns a new Color4 object
  69237. */
  69238. toLinearSpace(): Color4;
  69239. /**
  69240. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  69241. * @param convertedColor defines the Color4 object where to store the linear space version
  69242. * @returns the unmodified Color4
  69243. */
  69244. toLinearSpaceToRef(convertedColor: Color4): Color4;
  69245. /**
  69246. * Computes a new Color4 converted from the current one to gamma space
  69247. * @returns a new Color4 object
  69248. */
  69249. toGammaSpace(): Color4;
  69250. /**
  69251. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  69252. * @param convertedColor defines the Color4 object where to store the gamma space version
  69253. * @returns the unmodified Color4
  69254. */
  69255. toGammaSpaceToRef(convertedColor: Color4): Color4;
  69256. /**
  69257. * Creates a new Color4 from the string containing valid hexadecimal values
  69258. * @param hex defines a string containing valid hexadecimal values
  69259. * @returns a new Color4 object
  69260. */
  69261. static FromHexString(hex: string): Color4;
  69262. /**
  69263. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  69264. * @param left defines the start value
  69265. * @param right defines the end value
  69266. * @param amount defines the gradient factor
  69267. * @returns a new Color4 object
  69268. */
  69269. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  69270. /**
  69271. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  69272. * @param left defines the start value
  69273. * @param right defines the end value
  69274. * @param amount defines the gradient factor
  69275. * @param result defines the Color4 object where to store data
  69276. */
  69277. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  69278. /**
  69279. * Creates a new Color4 from a Color3 and an alpha value
  69280. * @param color3 defines the source Color3 to read from
  69281. * @param alpha defines the alpha component (1.0 by default)
  69282. * @returns a new Color4 object
  69283. */
  69284. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  69285. /**
  69286. * Creates a new Color4 from the starting index element of the given array
  69287. * @param array defines the source array to read from
  69288. * @param offset defines the offset in the source array
  69289. * @returns a new Color4 object
  69290. */
  69291. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  69292. /**
  69293. * Creates a new Color3 from integer values (< 256)
  69294. * @param r defines the red component to read from (value between 0 and 255)
  69295. * @param g defines the green component to read from (value between 0 and 255)
  69296. * @param b defines the blue component to read from (value between 0 and 255)
  69297. * @param a defines the alpha component to read from (value between 0 and 255)
  69298. * @returns a new Color3 object
  69299. */
  69300. static FromInts(r: number, g: number, b: number, a: number): Color4;
  69301. /**
  69302. * Check the content of a given array and convert it to an array containing RGBA data
  69303. * If the original array was already containing count * 4 values then it is returned directly
  69304. * @param colors defines the array to check
  69305. * @param count defines the number of RGBA data to expect
  69306. * @returns an array containing count * 4 values (RGBA)
  69307. */
  69308. static CheckColors4(colors: number[], count: number): number[];
  69309. }
  69310. /**
  69311. * @hidden
  69312. */
  69313. export class TmpColors {
  69314. static Color3: Color3[];
  69315. static Color4: Color4[];
  69316. }
  69317. }
  69318. declare module BABYLON {
  69319. /**
  69320. * Class representing spherical harmonics coefficients to the 3rd degree
  69321. */
  69322. export class SphericalHarmonics {
  69323. /**
  69324. * Defines whether or not the harmonics have been prescaled for rendering.
  69325. */
  69326. preScaled: boolean;
  69327. /**
  69328. * The l0,0 coefficients of the spherical harmonics
  69329. */
  69330. l00: Vector3;
  69331. /**
  69332. * The l1,-1 coefficients of the spherical harmonics
  69333. */
  69334. l1_1: Vector3;
  69335. /**
  69336. * The l1,0 coefficients of the spherical harmonics
  69337. */
  69338. l10: Vector3;
  69339. /**
  69340. * The l1,1 coefficients of the spherical harmonics
  69341. */
  69342. l11: Vector3;
  69343. /**
  69344. * The l2,-2 coefficients of the spherical harmonics
  69345. */
  69346. l2_2: Vector3;
  69347. /**
  69348. * The l2,-1 coefficients of the spherical harmonics
  69349. */
  69350. l2_1: Vector3;
  69351. /**
  69352. * The l2,0 coefficients of the spherical harmonics
  69353. */
  69354. l20: Vector3;
  69355. /**
  69356. * The l2,1 coefficients of the spherical harmonics
  69357. */
  69358. l21: Vector3;
  69359. /**
  69360. * The l2,2 coefficients of the spherical harmonics
  69361. */
  69362. l22: Vector3;
  69363. /**
  69364. * Adds a light to the spherical harmonics
  69365. * @param direction the direction of the light
  69366. * @param color the color of the light
  69367. * @param deltaSolidAngle the delta solid angle of the light
  69368. */
  69369. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  69370. /**
  69371. * Scales the spherical harmonics by the given amount
  69372. * @param scale the amount to scale
  69373. */
  69374. scaleInPlace(scale: number): void;
  69375. /**
  69376. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  69377. *
  69378. * ```
  69379. * E_lm = A_l * L_lm
  69380. * ```
  69381. *
  69382. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  69383. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  69384. * the scaling factors are given in equation 9.
  69385. */
  69386. convertIncidentRadianceToIrradiance(): void;
  69387. /**
  69388. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  69389. *
  69390. * ```
  69391. * L = (1/pi) * E * rho
  69392. * ```
  69393. *
  69394. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  69395. */
  69396. convertIrradianceToLambertianRadiance(): void;
  69397. /**
  69398. * Integrates the reconstruction coefficients directly in to the SH preventing further
  69399. * required operations at run time.
  69400. *
  69401. * This is simply done by scaling back the SH with Ylm constants parameter.
  69402. * The trigonometric part being applied by the shader at run time.
  69403. */
  69404. preScaleForRendering(): void;
  69405. /**
  69406. * Constructs a spherical harmonics from an array.
  69407. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  69408. * @returns the spherical harmonics
  69409. */
  69410. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  69411. /**
  69412. * Gets the spherical harmonics from polynomial
  69413. * @param polynomial the spherical polynomial
  69414. * @returns the spherical harmonics
  69415. */
  69416. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  69417. }
  69418. /**
  69419. * Class representing spherical polynomial coefficients to the 3rd degree
  69420. */
  69421. export class SphericalPolynomial {
  69422. private _harmonics;
  69423. /**
  69424. * The spherical harmonics used to create the polynomials.
  69425. */
  69426. readonly preScaledHarmonics: SphericalHarmonics;
  69427. /**
  69428. * The x coefficients of the spherical polynomial
  69429. */
  69430. x: Vector3;
  69431. /**
  69432. * The y coefficients of the spherical polynomial
  69433. */
  69434. y: Vector3;
  69435. /**
  69436. * The z coefficients of the spherical polynomial
  69437. */
  69438. z: Vector3;
  69439. /**
  69440. * The xx coefficients of the spherical polynomial
  69441. */
  69442. xx: Vector3;
  69443. /**
  69444. * The yy coefficients of the spherical polynomial
  69445. */
  69446. yy: Vector3;
  69447. /**
  69448. * The zz coefficients of the spherical polynomial
  69449. */
  69450. zz: Vector3;
  69451. /**
  69452. * The xy coefficients of the spherical polynomial
  69453. */
  69454. xy: Vector3;
  69455. /**
  69456. * The yz coefficients of the spherical polynomial
  69457. */
  69458. yz: Vector3;
  69459. /**
  69460. * The zx coefficients of the spherical polynomial
  69461. */
  69462. zx: Vector3;
  69463. /**
  69464. * Adds an ambient color to the spherical polynomial
  69465. * @param color the color to add
  69466. */
  69467. addAmbient(color: Color3): void;
  69468. /**
  69469. * Scales the spherical polynomial by the given amount
  69470. * @param scale the amount to scale
  69471. */
  69472. scaleInPlace(scale: number): void;
  69473. /**
  69474. * Gets the spherical polynomial from harmonics
  69475. * @param harmonics the spherical harmonics
  69476. * @returns the spherical polynomial
  69477. */
  69478. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  69479. /**
  69480. * Constructs a spherical polynomial from an array.
  69481. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  69482. * @returns the spherical polynomial
  69483. */
  69484. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  69485. }
  69486. }
  69487. declare module BABYLON {
  69488. /**
  69489. * Define options used to create a render target texture
  69490. */
  69491. export class RenderTargetCreationOptions {
  69492. /**
  69493. * Specifies is mipmaps must be generated
  69494. */
  69495. generateMipMaps?: boolean;
  69496. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  69497. generateDepthBuffer?: boolean;
  69498. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  69499. generateStencilBuffer?: boolean;
  69500. /** Defines texture type (int by default) */
  69501. type?: number;
  69502. /** Defines sampling mode (trilinear by default) */
  69503. samplingMode?: number;
  69504. /** Defines format (RGBA by default) */
  69505. format?: number;
  69506. }
  69507. }
  69508. declare module BABYLON {
  69509. /**
  69510. * @hidden
  69511. **/
  69512. export class _AlphaState {
  69513. private _isAlphaBlendDirty;
  69514. private _isBlendFunctionParametersDirty;
  69515. private _isBlendEquationParametersDirty;
  69516. private _isBlendConstantsDirty;
  69517. private _alphaBlend;
  69518. private _blendFunctionParameters;
  69519. private _blendEquationParameters;
  69520. private _blendConstants;
  69521. /**
  69522. * Initializes the state.
  69523. */
  69524. constructor();
  69525. readonly isDirty: boolean;
  69526. alphaBlend: boolean;
  69527. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  69528. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  69529. setAlphaEquationParameters(rgb: number, alpha: number): void;
  69530. reset(): void;
  69531. apply(gl: WebGLRenderingContext): void;
  69532. }
  69533. }
  69534. declare module BABYLON {
  69535. /**
  69536. * @hidden
  69537. **/
  69538. export class _DepthCullingState {
  69539. private _isDepthTestDirty;
  69540. private _isDepthMaskDirty;
  69541. private _isDepthFuncDirty;
  69542. private _isCullFaceDirty;
  69543. private _isCullDirty;
  69544. private _isZOffsetDirty;
  69545. private _isFrontFaceDirty;
  69546. private _depthTest;
  69547. private _depthMask;
  69548. private _depthFunc;
  69549. private _cull;
  69550. private _cullFace;
  69551. private _zOffset;
  69552. private _frontFace;
  69553. /**
  69554. * Initializes the state.
  69555. */
  69556. constructor();
  69557. readonly isDirty: boolean;
  69558. zOffset: number;
  69559. cullFace: Nullable<number>;
  69560. cull: Nullable<boolean>;
  69561. depthFunc: Nullable<number>;
  69562. depthMask: boolean;
  69563. depthTest: boolean;
  69564. frontFace: Nullable<number>;
  69565. reset(): void;
  69566. apply(gl: WebGLRenderingContext): void;
  69567. }
  69568. }
  69569. declare module BABYLON {
  69570. /**
  69571. * @hidden
  69572. **/
  69573. export class _StencilState {
  69574. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  69575. static readonly ALWAYS: number;
  69576. /** Passed to stencilOperation to specify that stencil value must be kept */
  69577. static readonly KEEP: number;
  69578. /** Passed to stencilOperation to specify that stencil value must be replaced */
  69579. static readonly REPLACE: number;
  69580. private _isStencilTestDirty;
  69581. private _isStencilMaskDirty;
  69582. private _isStencilFuncDirty;
  69583. private _isStencilOpDirty;
  69584. private _stencilTest;
  69585. private _stencilMask;
  69586. private _stencilFunc;
  69587. private _stencilFuncRef;
  69588. private _stencilFuncMask;
  69589. private _stencilOpStencilFail;
  69590. private _stencilOpDepthFail;
  69591. private _stencilOpStencilDepthPass;
  69592. readonly isDirty: boolean;
  69593. stencilFunc: number;
  69594. stencilFuncRef: number;
  69595. stencilFuncMask: number;
  69596. stencilOpStencilFail: number;
  69597. stencilOpDepthFail: number;
  69598. stencilOpStencilDepthPass: number;
  69599. stencilMask: number;
  69600. stencilTest: boolean;
  69601. constructor();
  69602. reset(): void;
  69603. apply(gl: WebGLRenderingContext): void;
  69604. }
  69605. }
  69606. declare module BABYLON {
  69607. /**
  69608. * @hidden
  69609. **/
  69610. export class _TimeToken {
  69611. _startTimeQuery: Nullable<WebGLQuery>;
  69612. _endTimeQuery: Nullable<WebGLQuery>;
  69613. _timeElapsedQuery: Nullable<WebGLQuery>;
  69614. _timeElapsedQueryEnded: boolean;
  69615. }
  69616. }
  69617. declare module BABYLON {
  69618. /**
  69619. * Class used to evalaute queries containing `and` and `or` operators
  69620. */
  69621. export class AndOrNotEvaluator {
  69622. /**
  69623. * Evaluate a query
  69624. * @param query defines the query to evaluate
  69625. * @param evaluateCallback defines the callback used to filter result
  69626. * @returns true if the query matches
  69627. */
  69628. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  69629. private static _HandleParenthesisContent;
  69630. private static _SimplifyNegation;
  69631. }
  69632. }
  69633. declare module BABYLON {
  69634. /**
  69635. * Class used to store custom tags
  69636. */
  69637. export class Tags {
  69638. /**
  69639. * Adds support for tags on the given object
  69640. * @param obj defines the object to use
  69641. */
  69642. static EnableFor(obj: any): void;
  69643. /**
  69644. * Removes tags support
  69645. * @param obj defines the object to use
  69646. */
  69647. static DisableFor(obj: any): void;
  69648. /**
  69649. * Gets a boolean indicating if the given object has tags
  69650. * @param obj defines the object to use
  69651. * @returns a boolean
  69652. */
  69653. static HasTags(obj: any): boolean;
  69654. /**
  69655. * Gets the tags available on a given object
  69656. * @param obj defines the object to use
  69657. * @param asString defines if the tags must be returned as a string instead of an array of strings
  69658. * @returns the tags
  69659. */
  69660. static GetTags(obj: any, asString?: boolean): any;
  69661. /**
  69662. * Adds tags to an object
  69663. * @param obj defines the object to use
  69664. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  69665. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  69666. */
  69667. static AddTagsTo(obj: any, tagsString: string): void;
  69668. /**
  69669. * @hidden
  69670. */
  69671. static _AddTagTo(obj: any, tag: string): void;
  69672. /**
  69673. * Removes specific tags from a specific object
  69674. * @param obj defines the object to use
  69675. * @param tagsString defines the tags to remove
  69676. */
  69677. static RemoveTagsFrom(obj: any, tagsString: string): void;
  69678. /**
  69679. * @hidden
  69680. */
  69681. static _RemoveTagFrom(obj: any, tag: string): void;
  69682. /**
  69683. * Defines if tags hosted on an object match a given query
  69684. * @param obj defines the object to use
  69685. * @param tagsQuery defines the tag query
  69686. * @returns a boolean
  69687. */
  69688. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  69689. }
  69690. }
  69691. declare module BABYLON {
  69692. /**
  69693. * Defines potential orientation for back face culling
  69694. */
  69695. export enum Orientation {
  69696. /**
  69697. * Clockwise
  69698. */
  69699. CW = 0,
  69700. /** Counter clockwise */
  69701. CCW = 1
  69702. }
  69703. /** Class used to represent a Bezier curve */
  69704. export class BezierCurve {
  69705. /**
  69706. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  69707. * @param t defines the time
  69708. * @param x1 defines the left coordinate on X axis
  69709. * @param y1 defines the left coordinate on Y axis
  69710. * @param x2 defines the right coordinate on X axis
  69711. * @param y2 defines the right coordinate on Y axis
  69712. * @returns the interpolated value
  69713. */
  69714. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  69715. }
  69716. /**
  69717. * Defines angle representation
  69718. */
  69719. export class Angle {
  69720. private _radians;
  69721. /**
  69722. * Creates an Angle object of "radians" radians (float).
  69723. * @param radians the angle in radians
  69724. */
  69725. constructor(radians: number);
  69726. /**
  69727. * Get value in degrees
  69728. * @returns the Angle value in degrees (float)
  69729. */
  69730. degrees(): number;
  69731. /**
  69732. * Get value in radians
  69733. * @returns the Angle value in radians (float)
  69734. */
  69735. radians(): number;
  69736. /**
  69737. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  69738. * @param a defines first vector
  69739. * @param b defines second vector
  69740. * @returns a new Angle
  69741. */
  69742. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  69743. /**
  69744. * Gets a new Angle object from the given float in radians
  69745. * @param radians defines the angle value in radians
  69746. * @returns a new Angle
  69747. */
  69748. static FromRadians(radians: number): Angle;
  69749. /**
  69750. * Gets a new Angle object from the given float in degrees
  69751. * @param degrees defines the angle value in degrees
  69752. * @returns a new Angle
  69753. */
  69754. static FromDegrees(degrees: number): Angle;
  69755. }
  69756. /**
  69757. * This represents an arc in a 2d space.
  69758. */
  69759. export class Arc2 {
  69760. /** Defines the start point of the arc */
  69761. startPoint: Vector2;
  69762. /** Defines the mid point of the arc */
  69763. midPoint: Vector2;
  69764. /** Defines the end point of the arc */
  69765. endPoint: Vector2;
  69766. /**
  69767. * Defines the center point of the arc.
  69768. */
  69769. centerPoint: Vector2;
  69770. /**
  69771. * Defines the radius of the arc.
  69772. */
  69773. radius: number;
  69774. /**
  69775. * Defines the angle of the arc (from mid point to end point).
  69776. */
  69777. angle: Angle;
  69778. /**
  69779. * Defines the start angle of the arc (from start point to middle point).
  69780. */
  69781. startAngle: Angle;
  69782. /**
  69783. * Defines the orientation of the arc (clock wise/counter clock wise).
  69784. */
  69785. orientation: Orientation;
  69786. /**
  69787. * Creates an Arc object from the three given points : start, middle and end.
  69788. * @param startPoint Defines the start point of the arc
  69789. * @param midPoint Defines the midlle point of the arc
  69790. * @param endPoint Defines the end point of the arc
  69791. */
  69792. constructor(
  69793. /** Defines the start point of the arc */
  69794. startPoint: Vector2,
  69795. /** Defines the mid point of the arc */
  69796. midPoint: Vector2,
  69797. /** Defines the end point of the arc */
  69798. endPoint: Vector2);
  69799. }
  69800. /**
  69801. * Represents a 2D path made up of multiple 2D points
  69802. */
  69803. export class Path2 {
  69804. private _points;
  69805. private _length;
  69806. /**
  69807. * If the path start and end point are the same
  69808. */
  69809. closed: boolean;
  69810. /**
  69811. * Creates a Path2 object from the starting 2D coordinates x and y.
  69812. * @param x the starting points x value
  69813. * @param y the starting points y value
  69814. */
  69815. constructor(x: number, y: number);
  69816. /**
  69817. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  69818. * @param x the added points x value
  69819. * @param y the added points y value
  69820. * @returns the updated Path2.
  69821. */
  69822. addLineTo(x: number, y: number): Path2;
  69823. /**
  69824. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  69825. * @param midX middle point x value
  69826. * @param midY middle point y value
  69827. * @param endX end point x value
  69828. * @param endY end point y value
  69829. * @param numberOfSegments (default: 36)
  69830. * @returns the updated Path2.
  69831. */
  69832. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  69833. /**
  69834. * Closes the Path2.
  69835. * @returns the Path2.
  69836. */
  69837. close(): Path2;
  69838. /**
  69839. * Gets the sum of the distance between each sequential point in the path
  69840. * @returns the Path2 total length (float).
  69841. */
  69842. length(): number;
  69843. /**
  69844. * Gets the points which construct the path
  69845. * @returns the Path2 internal array of points.
  69846. */
  69847. getPoints(): Vector2[];
  69848. /**
  69849. * Retreives the point at the distance aways from the starting point
  69850. * @param normalizedLengthPosition the length along the path to retreive the point from
  69851. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  69852. */
  69853. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  69854. /**
  69855. * Creates a new path starting from an x and y position
  69856. * @param x starting x value
  69857. * @param y starting y value
  69858. * @returns a new Path2 starting at the coordinates (x, y).
  69859. */
  69860. static StartingAt(x: number, y: number): Path2;
  69861. }
  69862. /**
  69863. * Represents a 3D path made up of multiple 3D points
  69864. */
  69865. export class Path3D {
  69866. /**
  69867. * an array of Vector3, the curve axis of the Path3D
  69868. */
  69869. path: Vector3[];
  69870. private _curve;
  69871. private _distances;
  69872. private _tangents;
  69873. private _normals;
  69874. private _binormals;
  69875. private _raw;
  69876. /**
  69877. * new Path3D(path, normal, raw)
  69878. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  69879. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  69880. * @param path an array of Vector3, the curve axis of the Path3D
  69881. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  69882. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  69883. */
  69884. constructor(
  69885. /**
  69886. * an array of Vector3, the curve axis of the Path3D
  69887. */
  69888. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  69889. /**
  69890. * Returns the Path3D array of successive Vector3 designing its curve.
  69891. * @returns the Path3D array of successive Vector3 designing its curve.
  69892. */
  69893. getCurve(): Vector3[];
  69894. /**
  69895. * Returns an array populated with tangent vectors on each Path3D curve point.
  69896. * @returns an array populated with tangent vectors on each Path3D curve point.
  69897. */
  69898. getTangents(): Vector3[];
  69899. /**
  69900. * Returns an array populated with normal vectors on each Path3D curve point.
  69901. * @returns an array populated with normal vectors on each Path3D curve point.
  69902. */
  69903. getNormals(): Vector3[];
  69904. /**
  69905. * Returns an array populated with binormal vectors on each Path3D curve point.
  69906. * @returns an array populated with binormal vectors on each Path3D curve point.
  69907. */
  69908. getBinormals(): Vector3[];
  69909. /**
  69910. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  69911. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  69912. */
  69913. getDistances(): number[];
  69914. /**
  69915. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  69916. * @param path path which all values are copied into the curves points
  69917. * @param firstNormal which should be projected onto the curve
  69918. * @returns the same object updated.
  69919. */
  69920. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  69921. private _compute;
  69922. private _getFirstNonNullVector;
  69923. private _getLastNonNullVector;
  69924. private _normalVector;
  69925. }
  69926. /**
  69927. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  69928. * A Curve3 is designed from a series of successive Vector3.
  69929. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  69930. */
  69931. export class Curve3 {
  69932. private _points;
  69933. private _length;
  69934. /**
  69935. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  69936. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  69937. * @param v1 (Vector3) the control point
  69938. * @param v2 (Vector3) the end point of the Quadratic Bezier
  69939. * @param nbPoints (integer) the wanted number of points in the curve
  69940. * @returns the created Curve3
  69941. */
  69942. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  69943. /**
  69944. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  69945. * @param v0 (Vector3) the origin point of the Cubic Bezier
  69946. * @param v1 (Vector3) the first control point
  69947. * @param v2 (Vector3) the second control point
  69948. * @param v3 (Vector3) the end point of the Cubic Bezier
  69949. * @param nbPoints (integer) the wanted number of points in the curve
  69950. * @returns the created Curve3
  69951. */
  69952. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  69953. /**
  69954. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  69955. * @param p1 (Vector3) the origin point of the Hermite Spline
  69956. * @param t1 (Vector3) the tangent vector at the origin point
  69957. * @param p2 (Vector3) the end point of the Hermite Spline
  69958. * @param t2 (Vector3) the tangent vector at the end point
  69959. * @param nbPoints (integer) the wanted number of points in the curve
  69960. * @returns the created Curve3
  69961. */
  69962. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  69963. /**
  69964. * Returns a Curve3 object along a CatmullRom Spline curve :
  69965. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  69966. * @param nbPoints (integer) the wanted number of points between each curve control points
  69967. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  69968. * @returns the created Curve3
  69969. */
  69970. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  69971. /**
  69972. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  69973. * A Curve3 is designed from a series of successive Vector3.
  69974. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  69975. * @param points points which make up the curve
  69976. */
  69977. constructor(points: Vector3[]);
  69978. /**
  69979. * @returns the Curve3 stored array of successive Vector3
  69980. */
  69981. getPoints(): Vector3[];
  69982. /**
  69983. * @returns the computed length (float) of the curve.
  69984. */
  69985. length(): number;
  69986. /**
  69987. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  69988. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  69989. * curveA and curveB keep unchanged.
  69990. * @param curve the curve to continue from this curve
  69991. * @returns the newly constructed curve
  69992. */
  69993. continue(curve: DeepImmutable<Curve3>): Curve3;
  69994. private _computeLength;
  69995. }
  69996. }
  69997. declare module BABYLON {
  69998. /**
  69999. * This represents the main contract an easing function should follow.
  70000. * Easing functions are used throughout the animation system.
  70001. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70002. */
  70003. export interface IEasingFunction {
  70004. /**
  70005. * Given an input gradient between 0 and 1, this returns the corrseponding value
  70006. * of the easing function.
  70007. * The link below provides some of the most common examples of easing functions.
  70008. * @see https://easings.net/
  70009. * @param gradient Defines the value between 0 and 1 we want the easing value for
  70010. * @returns the corresponding value on the curve defined by the easing function
  70011. */
  70012. ease(gradient: number): number;
  70013. }
  70014. /**
  70015. * Base class used for every default easing function.
  70016. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70017. */
  70018. export class EasingFunction implements IEasingFunction {
  70019. /**
  70020. * Interpolation follows the mathematical formula associated with the easing function.
  70021. */
  70022. static readonly EASINGMODE_EASEIN: number;
  70023. /**
  70024. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  70025. */
  70026. static readonly EASINGMODE_EASEOUT: number;
  70027. /**
  70028. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  70029. */
  70030. static readonly EASINGMODE_EASEINOUT: number;
  70031. private _easingMode;
  70032. /**
  70033. * Sets the easing mode of the current function.
  70034. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  70035. */
  70036. setEasingMode(easingMode: number): void;
  70037. /**
  70038. * Gets the current easing mode.
  70039. * @returns the easing mode
  70040. */
  70041. getEasingMode(): number;
  70042. /**
  70043. * @hidden
  70044. */
  70045. easeInCore(gradient: number): number;
  70046. /**
  70047. * Given an input gradient between 0 and 1, this returns the corresponding value
  70048. * of the easing function.
  70049. * @param gradient Defines the value between 0 and 1 we want the easing value for
  70050. * @returns the corresponding value on the curve defined by the easing function
  70051. */
  70052. ease(gradient: number): number;
  70053. }
  70054. /**
  70055. * Easing function with a circle shape (see link below).
  70056. * @see https://easings.net/#easeInCirc
  70057. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70058. */
  70059. export class CircleEase extends EasingFunction implements IEasingFunction {
  70060. /** @hidden */
  70061. easeInCore(gradient: number): number;
  70062. }
  70063. /**
  70064. * Easing function with a ease back shape (see link below).
  70065. * @see https://easings.net/#easeInBack
  70066. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70067. */
  70068. export class BackEase extends EasingFunction implements IEasingFunction {
  70069. /** Defines the amplitude of the function */
  70070. amplitude: number;
  70071. /**
  70072. * Instantiates a back ease easing
  70073. * @see https://easings.net/#easeInBack
  70074. * @param amplitude Defines the amplitude of the function
  70075. */
  70076. constructor(
  70077. /** Defines the amplitude of the function */
  70078. amplitude?: number);
  70079. /** @hidden */
  70080. easeInCore(gradient: number): number;
  70081. }
  70082. /**
  70083. * Easing function with a bouncing shape (see link below).
  70084. * @see https://easings.net/#easeInBounce
  70085. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70086. */
  70087. export class BounceEase extends EasingFunction implements IEasingFunction {
  70088. /** Defines the number of bounces */
  70089. bounces: number;
  70090. /** Defines the amplitude of the bounce */
  70091. bounciness: number;
  70092. /**
  70093. * Instantiates a bounce easing
  70094. * @see https://easings.net/#easeInBounce
  70095. * @param bounces Defines the number of bounces
  70096. * @param bounciness Defines the amplitude of the bounce
  70097. */
  70098. constructor(
  70099. /** Defines the number of bounces */
  70100. bounces?: number,
  70101. /** Defines the amplitude of the bounce */
  70102. bounciness?: number);
  70103. /** @hidden */
  70104. easeInCore(gradient: number): number;
  70105. }
  70106. /**
  70107. * Easing function with a power of 3 shape (see link below).
  70108. * @see https://easings.net/#easeInCubic
  70109. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70110. */
  70111. export class CubicEase extends EasingFunction implements IEasingFunction {
  70112. /** @hidden */
  70113. easeInCore(gradient: number): number;
  70114. }
  70115. /**
  70116. * Easing function with an elastic shape (see link below).
  70117. * @see https://easings.net/#easeInElastic
  70118. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70119. */
  70120. export class ElasticEase extends EasingFunction implements IEasingFunction {
  70121. /** Defines the number of oscillations*/
  70122. oscillations: number;
  70123. /** Defines the amplitude of the oscillations*/
  70124. springiness: number;
  70125. /**
  70126. * Instantiates an elastic easing function
  70127. * @see https://easings.net/#easeInElastic
  70128. * @param oscillations Defines the number of oscillations
  70129. * @param springiness Defines the amplitude of the oscillations
  70130. */
  70131. constructor(
  70132. /** Defines the number of oscillations*/
  70133. oscillations?: number,
  70134. /** Defines the amplitude of the oscillations*/
  70135. springiness?: number);
  70136. /** @hidden */
  70137. easeInCore(gradient: number): number;
  70138. }
  70139. /**
  70140. * Easing function with an exponential shape (see link below).
  70141. * @see https://easings.net/#easeInExpo
  70142. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70143. */
  70144. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  70145. /** Defines the exponent of the function */
  70146. exponent: number;
  70147. /**
  70148. * Instantiates an exponential easing function
  70149. * @see https://easings.net/#easeInExpo
  70150. * @param exponent Defines the exponent of the function
  70151. */
  70152. constructor(
  70153. /** Defines the exponent of the function */
  70154. exponent?: number);
  70155. /** @hidden */
  70156. easeInCore(gradient: number): number;
  70157. }
  70158. /**
  70159. * Easing function with a power shape (see link below).
  70160. * @see https://easings.net/#easeInQuad
  70161. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70162. */
  70163. export class PowerEase extends EasingFunction implements IEasingFunction {
  70164. /** Defines the power of the function */
  70165. power: number;
  70166. /**
  70167. * Instantiates an power base easing function
  70168. * @see https://easings.net/#easeInQuad
  70169. * @param power Defines the power of the function
  70170. */
  70171. constructor(
  70172. /** Defines the power of the function */
  70173. power?: number);
  70174. /** @hidden */
  70175. easeInCore(gradient: number): number;
  70176. }
  70177. /**
  70178. * Easing function with a power of 2 shape (see link below).
  70179. * @see https://easings.net/#easeInQuad
  70180. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70181. */
  70182. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  70183. /** @hidden */
  70184. easeInCore(gradient: number): number;
  70185. }
  70186. /**
  70187. * Easing function with a power of 4 shape (see link below).
  70188. * @see https://easings.net/#easeInQuart
  70189. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70190. */
  70191. export class QuarticEase extends EasingFunction implements IEasingFunction {
  70192. /** @hidden */
  70193. easeInCore(gradient: number): number;
  70194. }
  70195. /**
  70196. * Easing function with a power of 5 shape (see link below).
  70197. * @see https://easings.net/#easeInQuint
  70198. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70199. */
  70200. export class QuinticEase extends EasingFunction implements IEasingFunction {
  70201. /** @hidden */
  70202. easeInCore(gradient: number): number;
  70203. }
  70204. /**
  70205. * Easing function with a sin shape (see link below).
  70206. * @see https://easings.net/#easeInSine
  70207. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70208. */
  70209. export class SineEase extends EasingFunction implements IEasingFunction {
  70210. /** @hidden */
  70211. easeInCore(gradient: number): number;
  70212. }
  70213. /**
  70214. * Easing function with a bezier shape (see link below).
  70215. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  70216. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70217. */
  70218. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  70219. /** Defines the x component of the start tangent in the bezier curve */
  70220. x1: number;
  70221. /** Defines the y component of the start tangent in the bezier curve */
  70222. y1: number;
  70223. /** Defines the x component of the end tangent in the bezier curve */
  70224. x2: number;
  70225. /** Defines the y component of the end tangent in the bezier curve */
  70226. y2: number;
  70227. /**
  70228. * Instantiates a bezier function
  70229. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  70230. * @param x1 Defines the x component of the start tangent in the bezier curve
  70231. * @param y1 Defines the y component of the start tangent in the bezier curve
  70232. * @param x2 Defines the x component of the end tangent in the bezier curve
  70233. * @param y2 Defines the y component of the end tangent in the bezier curve
  70234. */
  70235. constructor(
  70236. /** Defines the x component of the start tangent in the bezier curve */
  70237. x1?: number,
  70238. /** Defines the y component of the start tangent in the bezier curve */
  70239. y1?: number,
  70240. /** Defines the x component of the end tangent in the bezier curve */
  70241. x2?: number,
  70242. /** Defines the y component of the end tangent in the bezier curve */
  70243. y2?: number);
  70244. /** @hidden */
  70245. easeInCore(gradient: number): number;
  70246. }
  70247. }
  70248. declare module BABYLON {
  70249. /**
  70250. * Defines an interface which represents an animation key frame
  70251. */
  70252. export interface IAnimationKey {
  70253. /**
  70254. * Frame of the key frame
  70255. */
  70256. frame: number;
  70257. /**
  70258. * Value at the specifies key frame
  70259. */
  70260. value: any;
  70261. /**
  70262. * The input tangent for the cubic hermite spline
  70263. */
  70264. inTangent?: any;
  70265. /**
  70266. * The output tangent for the cubic hermite spline
  70267. */
  70268. outTangent?: any;
  70269. /**
  70270. * The animation interpolation type
  70271. */
  70272. interpolation?: AnimationKeyInterpolation;
  70273. }
  70274. /**
  70275. * Enum for the animation key frame interpolation type
  70276. */
  70277. export enum AnimationKeyInterpolation {
  70278. /**
  70279. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  70280. */
  70281. STEP = 1
  70282. }
  70283. }
  70284. declare module BABYLON {
  70285. /**
  70286. * Represents the range of an animation
  70287. */
  70288. export class AnimationRange {
  70289. /**The name of the animation range**/
  70290. name: string;
  70291. /**The starting frame of the animation */
  70292. from: number;
  70293. /**The ending frame of the animation*/
  70294. to: number;
  70295. /**
  70296. * Initializes the range of an animation
  70297. * @param name The name of the animation range
  70298. * @param from The starting frame of the animation
  70299. * @param to The ending frame of the animation
  70300. */
  70301. constructor(
  70302. /**The name of the animation range**/
  70303. name: string,
  70304. /**The starting frame of the animation */
  70305. from: number,
  70306. /**The ending frame of the animation*/
  70307. to: number);
  70308. /**
  70309. * Makes a copy of the animation range
  70310. * @returns A copy of the animation range
  70311. */
  70312. clone(): AnimationRange;
  70313. }
  70314. }
  70315. declare module BABYLON {
  70316. /**
  70317. * Composed of a frame, and an action function
  70318. */
  70319. export class AnimationEvent {
  70320. /** The frame for which the event is triggered **/
  70321. frame: number;
  70322. /** The event to perform when triggered **/
  70323. action: (currentFrame: number) => void;
  70324. /** Specifies if the event should be triggered only once**/
  70325. onlyOnce?: boolean | undefined;
  70326. /**
  70327. * Specifies if the animation event is done
  70328. */
  70329. isDone: boolean;
  70330. /**
  70331. * Initializes the animation event
  70332. * @param frame The frame for which the event is triggered
  70333. * @param action The event to perform when triggered
  70334. * @param onlyOnce Specifies if the event should be triggered only once
  70335. */
  70336. constructor(
  70337. /** The frame for which the event is triggered **/
  70338. frame: number,
  70339. /** The event to perform when triggered **/
  70340. action: (currentFrame: number) => void,
  70341. /** Specifies if the event should be triggered only once**/
  70342. onlyOnce?: boolean | undefined);
  70343. /** @hidden */
  70344. _clone(): AnimationEvent;
  70345. }
  70346. }
  70347. declare module BABYLON {
  70348. /**
  70349. * Interface used to define a behavior
  70350. */
  70351. export interface Behavior<T> {
  70352. /** gets or sets behavior's name */
  70353. name: string;
  70354. /**
  70355. * Function called when the behavior needs to be initialized (after attaching it to a target)
  70356. */
  70357. init(): void;
  70358. /**
  70359. * Called when the behavior is attached to a target
  70360. * @param target defines the target where the behavior is attached to
  70361. */
  70362. attach(target: T): void;
  70363. /**
  70364. * Called when the behavior is detached from its target
  70365. */
  70366. detach(): void;
  70367. }
  70368. /**
  70369. * Interface implemented by classes supporting behaviors
  70370. */
  70371. export interface IBehaviorAware<T> {
  70372. /**
  70373. * Attach a behavior
  70374. * @param behavior defines the behavior to attach
  70375. * @returns the current host
  70376. */
  70377. addBehavior(behavior: Behavior<T>): T;
  70378. /**
  70379. * Remove a behavior from the current object
  70380. * @param behavior defines the behavior to detach
  70381. * @returns the current host
  70382. */
  70383. removeBehavior(behavior: Behavior<T>): T;
  70384. /**
  70385. * Gets a behavior using its name to search
  70386. * @param name defines the name to search
  70387. * @returns the behavior or null if not found
  70388. */
  70389. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  70390. }
  70391. }
  70392. declare module BABYLON {
  70393. /**
  70394. * Defines an array and its length.
  70395. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  70396. */
  70397. export interface ISmartArrayLike<T> {
  70398. /**
  70399. * The data of the array.
  70400. */
  70401. data: Array<T>;
  70402. /**
  70403. * The active length of the array.
  70404. */
  70405. length: number;
  70406. }
  70407. /**
  70408. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  70409. */
  70410. export class SmartArray<T> implements ISmartArrayLike<T> {
  70411. /**
  70412. * The full set of data from the array.
  70413. */
  70414. data: Array<T>;
  70415. /**
  70416. * The active length of the array.
  70417. */
  70418. length: number;
  70419. protected _id: number;
  70420. /**
  70421. * Instantiates a Smart Array.
  70422. * @param capacity defines the default capacity of the array.
  70423. */
  70424. constructor(capacity: number);
  70425. /**
  70426. * Pushes a value at the end of the active data.
  70427. * @param value defines the object to push in the array.
  70428. */
  70429. push(value: T): void;
  70430. /**
  70431. * Iterates over the active data and apply the lambda to them.
  70432. * @param func defines the action to apply on each value.
  70433. */
  70434. forEach(func: (content: T) => void): void;
  70435. /**
  70436. * Sorts the full sets of data.
  70437. * @param compareFn defines the comparison function to apply.
  70438. */
  70439. sort(compareFn: (a: T, b: T) => number): void;
  70440. /**
  70441. * Resets the active data to an empty array.
  70442. */
  70443. reset(): void;
  70444. /**
  70445. * Releases all the data from the array as well as the array.
  70446. */
  70447. dispose(): void;
  70448. /**
  70449. * Concats the active data with a given array.
  70450. * @param array defines the data to concatenate with.
  70451. */
  70452. concat(array: any): void;
  70453. /**
  70454. * Returns the position of a value in the active data.
  70455. * @param value defines the value to find the index for
  70456. * @returns the index if found in the active data otherwise -1
  70457. */
  70458. indexOf(value: T): number;
  70459. /**
  70460. * Returns whether an element is part of the active data.
  70461. * @param value defines the value to look for
  70462. * @returns true if found in the active data otherwise false
  70463. */
  70464. contains(value: T): boolean;
  70465. private static _GlobalId;
  70466. }
  70467. /**
  70468. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  70469. * The data in this array can only be present once
  70470. */
  70471. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  70472. private _duplicateId;
  70473. /**
  70474. * Pushes a value at the end of the active data.
  70475. * THIS DOES NOT PREVENT DUPPLICATE DATA
  70476. * @param value defines the object to push in the array.
  70477. */
  70478. push(value: T): void;
  70479. /**
  70480. * Pushes a value at the end of the active data.
  70481. * If the data is already present, it won t be added again
  70482. * @param value defines the object to push in the array.
  70483. * @returns true if added false if it was already present
  70484. */
  70485. pushNoDuplicate(value: T): boolean;
  70486. /**
  70487. * Resets the active data to an empty array.
  70488. */
  70489. reset(): void;
  70490. /**
  70491. * Concats the active data with a given array.
  70492. * This ensures no dupplicate will be present in the result.
  70493. * @param array defines the data to concatenate with.
  70494. */
  70495. concatWithNoDuplicate(array: any): void;
  70496. }
  70497. }
  70498. declare module BABYLON {
  70499. /**
  70500. * @ignore
  70501. * This is a list of all the different input types that are available in the application.
  70502. * Fo instance: ArcRotateCameraGamepadInput...
  70503. */
  70504. export var CameraInputTypes: {};
  70505. /**
  70506. * This is the contract to implement in order to create a new input class.
  70507. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  70508. */
  70509. export interface ICameraInput<TCamera extends Camera> {
  70510. /**
  70511. * Defines the camera the input is attached to.
  70512. */
  70513. camera: Nullable<TCamera>;
  70514. /**
  70515. * Gets the class name of the current intput.
  70516. * @returns the class name
  70517. */
  70518. getClassName(): string;
  70519. /**
  70520. * Get the friendly name associated with the input class.
  70521. * @returns the input friendly name
  70522. */
  70523. getSimpleName(): string;
  70524. /**
  70525. * Attach the input controls to a specific dom element to get the input from.
  70526. * @param element Defines the element the controls should be listened from
  70527. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  70528. */
  70529. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  70530. /**
  70531. * Detach the current controls from the specified dom element.
  70532. * @param element Defines the element to stop listening the inputs from
  70533. */
  70534. detachControl(element: Nullable<HTMLElement>): void;
  70535. /**
  70536. * Update the current camera state depending on the inputs that have been used this frame.
  70537. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  70538. */
  70539. checkInputs?: () => void;
  70540. }
  70541. /**
  70542. * Represents a map of input types to input instance or input index to input instance.
  70543. */
  70544. export interface CameraInputsMap<TCamera extends Camera> {
  70545. /**
  70546. * Accessor to the input by input type.
  70547. */
  70548. [name: string]: ICameraInput<TCamera>;
  70549. /**
  70550. * Accessor to the input by input index.
  70551. */
  70552. [idx: number]: ICameraInput<TCamera>;
  70553. }
  70554. /**
  70555. * This represents the input manager used within a camera.
  70556. * It helps dealing with all the different kind of input attached to a camera.
  70557. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  70558. */
  70559. export class CameraInputsManager<TCamera extends Camera> {
  70560. /**
  70561. * Defines the list of inputs attahed to the camera.
  70562. */
  70563. attached: CameraInputsMap<TCamera>;
  70564. /**
  70565. * Defines the dom element the camera is collecting inputs from.
  70566. * This is null if the controls have not been attached.
  70567. */
  70568. attachedElement: Nullable<HTMLElement>;
  70569. /**
  70570. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  70571. */
  70572. noPreventDefault: boolean;
  70573. /**
  70574. * Defined the camera the input manager belongs to.
  70575. */
  70576. camera: TCamera;
  70577. /**
  70578. * Update the current camera state depending on the inputs that have been used this frame.
  70579. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  70580. */
  70581. checkInputs: () => void;
  70582. /**
  70583. * Instantiate a new Camera Input Manager.
  70584. * @param camera Defines the camera the input manager blongs to
  70585. */
  70586. constructor(camera: TCamera);
  70587. /**
  70588. * Add an input method to a camera
  70589. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  70590. * @param input camera input method
  70591. */
  70592. add(input: ICameraInput<TCamera>): void;
  70593. /**
  70594. * Remove a specific input method from a camera
  70595. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  70596. * @param inputToRemove camera input method
  70597. */
  70598. remove(inputToRemove: ICameraInput<TCamera>): void;
  70599. /**
  70600. * Remove a specific input type from a camera
  70601. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  70602. * @param inputType the type of the input to remove
  70603. */
  70604. removeByType(inputType: string): void;
  70605. private _addCheckInputs;
  70606. /**
  70607. * Attach the input controls to the currently attached dom element to listen the events from.
  70608. * @param input Defines the input to attach
  70609. */
  70610. attachInput(input: ICameraInput<TCamera>): void;
  70611. /**
  70612. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  70613. * @param element Defines the dom element to collect the events from
  70614. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  70615. */
  70616. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  70617. /**
  70618. * Detach the current manager inputs controls from a specific dom element.
  70619. * @param element Defines the dom element to collect the events from
  70620. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  70621. */
  70622. detachElement(element: HTMLElement, disconnect?: boolean): void;
  70623. /**
  70624. * Rebuild the dynamic inputCheck function from the current list of
  70625. * defined inputs in the manager.
  70626. */
  70627. rebuildInputCheck(): void;
  70628. /**
  70629. * Remove all attached input methods from a camera
  70630. */
  70631. clear(): void;
  70632. /**
  70633. * Serialize the current input manager attached to a camera.
  70634. * This ensures than once parsed,
  70635. * the input associated to the camera will be identical to the current ones
  70636. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  70637. */
  70638. serialize(serializedCamera: any): void;
  70639. /**
  70640. * Parses an input manager serialized JSON to restore the previous list of inputs
  70641. * and states associated to a camera.
  70642. * @param parsedCamera Defines the JSON to parse
  70643. */
  70644. parse(parsedCamera: any): void;
  70645. }
  70646. }
  70647. declare module BABYLON {
  70648. /**
  70649. * @hidden
  70650. */
  70651. export class IntersectionInfo {
  70652. bu: Nullable<number>;
  70653. bv: Nullable<number>;
  70654. distance: number;
  70655. faceId: number;
  70656. subMeshId: number;
  70657. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  70658. }
  70659. }
  70660. declare module BABYLON {
  70661. /**
  70662. * Represens a plane by the equation ax + by + cz + d = 0
  70663. */
  70664. export class Plane {
  70665. private static _TmpMatrix;
  70666. /**
  70667. * Normal of the plane (a,b,c)
  70668. */
  70669. normal: Vector3;
  70670. /**
  70671. * d component of the plane
  70672. */
  70673. d: number;
  70674. /**
  70675. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  70676. * @param a a component of the plane
  70677. * @param b b component of the plane
  70678. * @param c c component of the plane
  70679. * @param d d component of the plane
  70680. */
  70681. constructor(a: number, b: number, c: number, d: number);
  70682. /**
  70683. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  70684. */
  70685. asArray(): number[];
  70686. /**
  70687. * @returns a new plane copied from the current Plane.
  70688. */
  70689. clone(): Plane;
  70690. /**
  70691. * @returns the string "Plane".
  70692. */
  70693. getClassName(): string;
  70694. /**
  70695. * @returns the Plane hash code.
  70696. */
  70697. getHashCode(): number;
  70698. /**
  70699. * Normalize the current Plane in place.
  70700. * @returns the updated Plane.
  70701. */
  70702. normalize(): Plane;
  70703. /**
  70704. * Applies a transformation the plane and returns the result
  70705. * @param transformation the transformation matrix to be applied to the plane
  70706. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  70707. */
  70708. transform(transformation: DeepImmutable<Matrix>): Plane;
  70709. /**
  70710. * Calcualtte the dot product between the point and the plane normal
  70711. * @param point point to calculate the dot product with
  70712. * @returns the dot product (float) of the point coordinates and the plane normal.
  70713. */
  70714. dotCoordinate(point: DeepImmutable<Vector3>): number;
  70715. /**
  70716. * Updates the current Plane from the plane defined by the three given points.
  70717. * @param point1 one of the points used to contruct the plane
  70718. * @param point2 one of the points used to contruct the plane
  70719. * @param point3 one of the points used to contruct the plane
  70720. * @returns the updated Plane.
  70721. */
  70722. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  70723. /**
  70724. * Checks if the plane is facing a given direction
  70725. * @param direction the direction to check if the plane is facing
  70726. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  70727. * @returns True is the vector "direction" is the same side than the plane normal.
  70728. */
  70729. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  70730. /**
  70731. * Calculates the distance to a point
  70732. * @param point point to calculate distance to
  70733. * @returns the signed distance (float) from the given point to the Plane.
  70734. */
  70735. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  70736. /**
  70737. * Creates a plane from an array
  70738. * @param array the array to create a plane from
  70739. * @returns a new Plane from the given array.
  70740. */
  70741. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  70742. /**
  70743. * Creates a plane from three points
  70744. * @param point1 point used to create the plane
  70745. * @param point2 point used to create the plane
  70746. * @param point3 point used to create the plane
  70747. * @returns a new Plane defined by the three given points.
  70748. */
  70749. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  70750. /**
  70751. * Creates a plane from an origin point and a normal
  70752. * @param origin origin of the plane to be constructed
  70753. * @param normal normal of the plane to be constructed
  70754. * @returns a new Plane the normal vector to this plane at the given origin point.
  70755. * Note : the vector "normal" is updated because normalized.
  70756. */
  70757. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  70758. /**
  70759. * Calculates the distance from a plane and a point
  70760. * @param origin origin of the plane to be constructed
  70761. * @param normal normal of the plane to be constructed
  70762. * @param point point to calculate distance to
  70763. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  70764. */
  70765. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  70766. }
  70767. }
  70768. declare module BABYLON {
  70769. /**
  70770. * Class used to store bounding sphere information
  70771. */
  70772. export class BoundingSphere {
  70773. /**
  70774. * Gets the center of the bounding sphere in local space
  70775. */
  70776. readonly center: Vector3;
  70777. /**
  70778. * Radius of the bounding sphere in local space
  70779. */
  70780. radius: number;
  70781. /**
  70782. * Gets the center of the bounding sphere in world space
  70783. */
  70784. readonly centerWorld: Vector3;
  70785. /**
  70786. * Radius of the bounding sphere in world space
  70787. */
  70788. radiusWorld: number;
  70789. /**
  70790. * Gets the minimum vector in local space
  70791. */
  70792. readonly minimum: Vector3;
  70793. /**
  70794. * Gets the maximum vector in local space
  70795. */
  70796. readonly maximum: Vector3;
  70797. private _worldMatrix;
  70798. private static readonly TmpVector3;
  70799. /**
  70800. * Creates a new bounding sphere
  70801. * @param min defines the minimum vector (in local space)
  70802. * @param max defines the maximum vector (in local space)
  70803. * @param worldMatrix defines the new world matrix
  70804. */
  70805. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  70806. /**
  70807. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  70808. * @param min defines the new minimum vector (in local space)
  70809. * @param max defines the new maximum vector (in local space)
  70810. * @param worldMatrix defines the new world matrix
  70811. */
  70812. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  70813. /**
  70814. * Scale the current bounding sphere by applying a scale factor
  70815. * @param factor defines the scale factor to apply
  70816. * @returns the current bounding box
  70817. */
  70818. scale(factor: number): BoundingSphere;
  70819. /**
  70820. * Gets the world matrix of the bounding box
  70821. * @returns a matrix
  70822. */
  70823. getWorldMatrix(): DeepImmutable<Matrix>;
  70824. /** @hidden */
  70825. _update(worldMatrix: DeepImmutable<Matrix>): void;
  70826. /**
  70827. * Tests if the bounding sphere is intersecting the frustum planes
  70828. * @param frustumPlanes defines the frustum planes to test
  70829. * @returns true if there is an intersection
  70830. */
  70831. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70832. /**
  70833. * Tests if the bounding sphere center is in between the frustum planes.
  70834. * Used for optimistic fast inclusion.
  70835. * @param frustumPlanes defines the frustum planes to test
  70836. * @returns true if the sphere center is in between the frustum planes
  70837. */
  70838. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70839. /**
  70840. * Tests if a point is inside the bounding sphere
  70841. * @param point defines the point to test
  70842. * @returns true if the point is inside the bounding sphere
  70843. */
  70844. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  70845. /**
  70846. * Checks if two sphere intersct
  70847. * @param sphere0 sphere 0
  70848. * @param sphere1 sphere 1
  70849. * @returns true if the speres intersect
  70850. */
  70851. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  70852. }
  70853. }
  70854. declare module BABYLON {
  70855. /**
  70856. * Class used to store bounding box information
  70857. */
  70858. export class BoundingBox implements ICullable {
  70859. /**
  70860. * Gets the 8 vectors representing the bounding box in local space
  70861. */
  70862. readonly vectors: Vector3[];
  70863. /**
  70864. * Gets the center of the bounding box in local space
  70865. */
  70866. readonly center: Vector3;
  70867. /**
  70868. * Gets the center of the bounding box in world space
  70869. */
  70870. readonly centerWorld: Vector3;
  70871. /**
  70872. * Gets the extend size in local space
  70873. */
  70874. readonly extendSize: Vector3;
  70875. /**
  70876. * Gets the extend size in world space
  70877. */
  70878. readonly extendSizeWorld: Vector3;
  70879. /**
  70880. * Gets the OBB (object bounding box) directions
  70881. */
  70882. readonly directions: Vector3[];
  70883. /**
  70884. * Gets the 8 vectors representing the bounding box in world space
  70885. */
  70886. readonly vectorsWorld: Vector3[];
  70887. /**
  70888. * Gets the minimum vector in world space
  70889. */
  70890. readonly minimumWorld: Vector3;
  70891. /**
  70892. * Gets the maximum vector in world space
  70893. */
  70894. readonly maximumWorld: Vector3;
  70895. /**
  70896. * Gets the minimum vector in local space
  70897. */
  70898. readonly minimum: Vector3;
  70899. /**
  70900. * Gets the maximum vector in local space
  70901. */
  70902. readonly maximum: Vector3;
  70903. private _worldMatrix;
  70904. private static readonly TmpVector3;
  70905. /**
  70906. * @hidden
  70907. */
  70908. _tag: number;
  70909. /**
  70910. * Creates a new bounding box
  70911. * @param min defines the minimum vector (in local space)
  70912. * @param max defines the maximum vector (in local space)
  70913. * @param worldMatrix defines the new world matrix
  70914. */
  70915. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  70916. /**
  70917. * Recreates the entire bounding box from scratch as if we call the constructor in place
  70918. * @param min defines the new minimum vector (in local space)
  70919. * @param max defines the new maximum vector (in local space)
  70920. * @param worldMatrix defines the new world matrix
  70921. */
  70922. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  70923. /**
  70924. * Scale the current bounding box by applying a scale factor
  70925. * @param factor defines the scale factor to apply
  70926. * @returns the current bounding box
  70927. */
  70928. scale(factor: number): BoundingBox;
  70929. /**
  70930. * Gets the world matrix of the bounding box
  70931. * @returns a matrix
  70932. */
  70933. getWorldMatrix(): DeepImmutable<Matrix>;
  70934. /** @hidden */
  70935. _update(world: DeepImmutable<Matrix>): void;
  70936. /**
  70937. * Tests if the bounding box is intersecting the frustum planes
  70938. * @param frustumPlanes defines the frustum planes to test
  70939. * @returns true if there is an intersection
  70940. */
  70941. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70942. /**
  70943. * Tests if the bounding box is entirely inside the frustum planes
  70944. * @param frustumPlanes defines the frustum planes to test
  70945. * @returns true if there is an inclusion
  70946. */
  70947. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70948. /**
  70949. * Tests if a point is inside the bounding box
  70950. * @param point defines the point to test
  70951. * @returns true if the point is inside the bounding box
  70952. */
  70953. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  70954. /**
  70955. * Tests if the bounding box intersects with a bounding sphere
  70956. * @param sphere defines the sphere to test
  70957. * @returns true if there is an intersection
  70958. */
  70959. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  70960. /**
  70961. * Tests if the bounding box intersects with a box defined by a min and max vectors
  70962. * @param min defines the min vector to use
  70963. * @param max defines the max vector to use
  70964. * @returns true if there is an intersection
  70965. */
  70966. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  70967. /**
  70968. * Tests if two bounding boxes are intersections
  70969. * @param box0 defines the first box to test
  70970. * @param box1 defines the second box to test
  70971. * @returns true if there is an intersection
  70972. */
  70973. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  70974. /**
  70975. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  70976. * @param minPoint defines the minimum vector of the bounding box
  70977. * @param maxPoint defines the maximum vector of the bounding box
  70978. * @param sphereCenter defines the sphere center
  70979. * @param sphereRadius defines the sphere radius
  70980. * @returns true if there is an intersection
  70981. */
  70982. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  70983. /**
  70984. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  70985. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  70986. * @param frustumPlanes defines the frustum planes to test
  70987. * @return true if there is an inclusion
  70988. */
  70989. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70990. /**
  70991. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  70992. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  70993. * @param frustumPlanes defines the frustum planes to test
  70994. * @return true if there is an intersection
  70995. */
  70996. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70997. }
  70998. }
  70999. declare module BABYLON {
  71000. /** @hidden */
  71001. export class Collider {
  71002. /** Define if a collision was found */
  71003. collisionFound: boolean;
  71004. /**
  71005. * Define last intersection point in local space
  71006. */
  71007. intersectionPoint: Vector3;
  71008. /**
  71009. * Define last collided mesh
  71010. */
  71011. collidedMesh: Nullable<AbstractMesh>;
  71012. private _collisionPoint;
  71013. private _planeIntersectionPoint;
  71014. private _tempVector;
  71015. private _tempVector2;
  71016. private _tempVector3;
  71017. private _tempVector4;
  71018. private _edge;
  71019. private _baseToVertex;
  71020. private _destinationPoint;
  71021. private _slidePlaneNormal;
  71022. private _displacementVector;
  71023. /** @hidden */
  71024. _radius: Vector3;
  71025. /** @hidden */
  71026. _retry: number;
  71027. private _velocity;
  71028. private _basePoint;
  71029. private _epsilon;
  71030. /** @hidden */
  71031. _velocityWorldLength: number;
  71032. /** @hidden */
  71033. _basePointWorld: Vector3;
  71034. private _velocityWorld;
  71035. private _normalizedVelocity;
  71036. /** @hidden */
  71037. _initialVelocity: Vector3;
  71038. /** @hidden */
  71039. _initialPosition: Vector3;
  71040. private _nearestDistance;
  71041. private _collisionMask;
  71042. collisionMask: number;
  71043. /**
  71044. * Gets the plane normal used to compute the sliding response (in local space)
  71045. */
  71046. readonly slidePlaneNormal: Vector3;
  71047. /** @hidden */
  71048. _initialize(source: Vector3, dir: Vector3, e: number): void;
  71049. /** @hidden */
  71050. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  71051. /** @hidden */
  71052. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  71053. /** @hidden */
  71054. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  71055. /** @hidden */
  71056. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  71057. /** @hidden */
  71058. _getResponse(pos: Vector3, vel: Vector3): void;
  71059. }
  71060. }
  71061. declare module BABYLON {
  71062. /**
  71063. * Interface for cullable objects
  71064. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  71065. */
  71066. export interface ICullable {
  71067. /**
  71068. * Checks if the object or part of the object is in the frustum
  71069. * @param frustumPlanes Camera near/planes
  71070. * @returns true if the object is in frustum otherwise false
  71071. */
  71072. isInFrustum(frustumPlanes: Plane[]): boolean;
  71073. /**
  71074. * Checks if a cullable object (mesh...) is in the camera frustum
  71075. * Unlike isInFrustum this cheks the full bounding box
  71076. * @param frustumPlanes Camera near/planes
  71077. * @returns true if the object is in frustum otherwise false
  71078. */
  71079. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  71080. }
  71081. /**
  71082. * Info for a bounding data of a mesh
  71083. */
  71084. export class BoundingInfo implements ICullable {
  71085. /**
  71086. * Bounding box for the mesh
  71087. */
  71088. readonly boundingBox: BoundingBox;
  71089. /**
  71090. * Bounding sphere for the mesh
  71091. */
  71092. readonly boundingSphere: BoundingSphere;
  71093. private _isLocked;
  71094. private static readonly TmpVector3;
  71095. /**
  71096. * Constructs bounding info
  71097. * @param minimum min vector of the bounding box/sphere
  71098. * @param maximum max vector of the bounding box/sphere
  71099. * @param worldMatrix defines the new world matrix
  71100. */
  71101. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  71102. /**
  71103. * Recreates the entire bounding info from scratch as if we call the constructor in place
  71104. * @param min defines the new minimum vector (in local space)
  71105. * @param max defines the new maximum vector (in local space)
  71106. * @param worldMatrix defines the new world matrix
  71107. */
  71108. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  71109. /**
  71110. * min vector of the bounding box/sphere
  71111. */
  71112. readonly minimum: Vector3;
  71113. /**
  71114. * max vector of the bounding box/sphere
  71115. */
  71116. readonly maximum: Vector3;
  71117. /**
  71118. * If the info is locked and won't be updated to avoid perf overhead
  71119. */
  71120. isLocked: boolean;
  71121. /**
  71122. * Updates the bounding sphere and box
  71123. * @param world world matrix to be used to update
  71124. */
  71125. update(world: DeepImmutable<Matrix>): void;
  71126. /**
  71127. * Recreate the bounding info to be centered around a specific point given a specific extend.
  71128. * @param center New center of the bounding info
  71129. * @param extend New extend of the bounding info
  71130. * @returns the current bounding info
  71131. */
  71132. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  71133. /**
  71134. * Scale the current bounding info by applying a scale factor
  71135. * @param factor defines the scale factor to apply
  71136. * @returns the current bounding info
  71137. */
  71138. scale(factor: number): BoundingInfo;
  71139. /**
  71140. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  71141. * @param frustumPlanes defines the frustum to test
  71142. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  71143. * @returns true if the bounding info is in the frustum planes
  71144. */
  71145. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  71146. /**
  71147. * Gets the world distance between the min and max points of the bounding box
  71148. */
  71149. readonly diagonalLength: number;
  71150. /**
  71151. * Checks if a cullable object (mesh...) is in the camera frustum
  71152. * Unlike isInFrustum this cheks the full bounding box
  71153. * @param frustumPlanes Camera near/planes
  71154. * @returns true if the object is in frustum otherwise false
  71155. */
  71156. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71157. /** @hidden */
  71158. _checkCollision(collider: Collider): boolean;
  71159. /**
  71160. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  71161. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  71162. * @param point the point to check intersection with
  71163. * @returns if the point intersects
  71164. */
  71165. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  71166. /**
  71167. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  71168. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  71169. * @param boundingInfo the bounding info to check intersection with
  71170. * @param precise if the intersection should be done using OBB
  71171. * @returns if the bounding info intersects
  71172. */
  71173. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  71174. }
  71175. }
  71176. declare module BABYLON {
  71177. /**
  71178. * Extracts minimum and maximum values from a list of indexed positions
  71179. * @param positions defines the positions to use
  71180. * @param indices defines the indices to the positions
  71181. * @param indexStart defines the start index
  71182. * @param indexCount defines the end index
  71183. * @param bias defines bias value to add to the result
  71184. * @return minimum and maximum values
  71185. */
  71186. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  71187. minimum: Vector3;
  71188. maximum: Vector3;
  71189. };
  71190. /**
  71191. * Extracts minimum and maximum values from a list of positions
  71192. * @param positions defines the positions to use
  71193. * @param start defines the start index in the positions array
  71194. * @param count defines the number of positions to handle
  71195. * @param bias defines bias value to add to the result
  71196. * @param stride defines the stride size to use (distance between two positions in the positions array)
  71197. * @return minimum and maximum values
  71198. */
  71199. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  71200. minimum: Vector3;
  71201. maximum: Vector3;
  71202. };
  71203. }
  71204. declare module BABYLON {
  71205. /**
  71206. * Enum that determines the text-wrapping mode to use.
  71207. */
  71208. export enum InspectableType {
  71209. /**
  71210. * Checkbox for booleans
  71211. */
  71212. Checkbox = 0,
  71213. /**
  71214. * Sliders for numbers
  71215. */
  71216. Slider = 1,
  71217. /**
  71218. * Vector3
  71219. */
  71220. Vector3 = 2,
  71221. /**
  71222. * Quaternions
  71223. */
  71224. Quaternion = 3,
  71225. /**
  71226. * Color3
  71227. */
  71228. Color3 = 4,
  71229. /**
  71230. * String
  71231. */
  71232. String = 5
  71233. }
  71234. /**
  71235. * Interface used to define custom inspectable properties.
  71236. * This interface is used by the inspector to display custom property grids
  71237. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  71238. */
  71239. export interface IInspectable {
  71240. /**
  71241. * Gets the label to display
  71242. */
  71243. label: string;
  71244. /**
  71245. * Gets the name of the property to edit
  71246. */
  71247. propertyName: string;
  71248. /**
  71249. * Gets the type of the editor to use
  71250. */
  71251. type: InspectableType;
  71252. /**
  71253. * Gets the minimum value of the property when using in "slider" mode
  71254. */
  71255. min?: number;
  71256. /**
  71257. * Gets the maximum value of the property when using in "slider" mode
  71258. */
  71259. max?: number;
  71260. /**
  71261. * Gets the setp to use when using in "slider" mode
  71262. */
  71263. step?: number;
  71264. }
  71265. }
  71266. declare module BABYLON {
  71267. /**
  71268. * Class used to provide helper for timing
  71269. */
  71270. export class TimingTools {
  71271. /**
  71272. * Polyfill for setImmediate
  71273. * @param action defines the action to execute after the current execution block
  71274. */
  71275. static SetImmediate(action: () => void): void;
  71276. }
  71277. }
  71278. declare module BABYLON {
  71279. /**
  71280. * Class used to enable instatition of objects by class name
  71281. */
  71282. export class InstantiationTools {
  71283. /**
  71284. * Use this object to register external classes like custom textures or material
  71285. * to allow the laoders to instantiate them
  71286. */
  71287. static RegisteredExternalClasses: {
  71288. [key: string]: Object;
  71289. };
  71290. /**
  71291. * Tries to instantiate a new object from a given class name
  71292. * @param className defines the class name to instantiate
  71293. * @returns the new object or null if the system was not able to do the instantiation
  71294. */
  71295. static Instantiate(className: string): any;
  71296. }
  71297. }
  71298. declare module BABYLON {
  71299. /**
  71300. * This represents the required contract to create a new type of texture loader.
  71301. */
  71302. export interface IInternalTextureLoader {
  71303. /**
  71304. * Defines wether the loader supports cascade loading the different faces.
  71305. */
  71306. supportCascades: boolean;
  71307. /**
  71308. * This returns if the loader support the current file information.
  71309. * @param extension defines the file extension of the file being loaded
  71310. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71311. * @param fallback defines the fallback internal texture if any
  71312. * @param isBase64 defines whether the texture is encoded as a base64
  71313. * @param isBuffer defines whether the texture data are stored as a buffer
  71314. * @returns true if the loader can load the specified file
  71315. */
  71316. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  71317. /**
  71318. * Transform the url before loading if required.
  71319. * @param rootUrl the url of the texture
  71320. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71321. * @returns the transformed texture
  71322. */
  71323. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  71324. /**
  71325. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  71326. * @param rootUrl the url of the texture
  71327. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71328. * @returns the fallback texture
  71329. */
  71330. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  71331. /**
  71332. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  71333. * @param data contains the texture data
  71334. * @param texture defines the BabylonJS internal texture
  71335. * @param createPolynomials will be true if polynomials have been requested
  71336. * @param onLoad defines the callback to trigger once the texture is ready
  71337. * @param onError defines the callback to trigger in case of error
  71338. */
  71339. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  71340. /**
  71341. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  71342. * @param data contains the texture data
  71343. * @param texture defines the BabylonJS internal texture
  71344. * @param callback defines the method to call once ready to upload
  71345. */
  71346. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  71347. }
  71348. }
  71349. declare module BABYLON {
  71350. interface Engine {
  71351. /**
  71352. * Creates a depth stencil cube texture.
  71353. * This is only available in WebGL 2.
  71354. * @param size The size of face edge in the cube texture.
  71355. * @param options The options defining the cube texture.
  71356. * @returns The cube texture
  71357. */
  71358. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  71359. /**
  71360. * Creates a cube texture
  71361. * @param rootUrl defines the url where the files to load is located
  71362. * @param scene defines the current scene
  71363. * @param files defines the list of files to load (1 per face)
  71364. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  71365. * @param onLoad defines an optional callback raised when the texture is loaded
  71366. * @param onError defines an optional callback raised if there is an issue to load the texture
  71367. * @param format defines the format of the data
  71368. * @param forcedExtension defines the extension to use to pick the right loader
  71369. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  71370. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  71371. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  71372. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  71373. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  71374. * @returns the cube texture as an InternalTexture
  71375. */
  71376. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, excludeLoaders: Array<IInternalTextureLoader>): InternalTexture;
  71377. /**
  71378. * Creates a cube texture
  71379. * @param rootUrl defines the url where the files to load is located
  71380. * @param scene defines the current scene
  71381. * @param files defines the list of files to load (1 per face)
  71382. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  71383. * @param onLoad defines an optional callback raised when the texture is loaded
  71384. * @param onError defines an optional callback raised if there is an issue to load the texture
  71385. * @param format defines the format of the data
  71386. * @param forcedExtension defines the extension to use to pick the right loader
  71387. * @returns the cube texture as an InternalTexture
  71388. */
  71389. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
  71390. /**
  71391. * Creates a cube texture
  71392. * @param rootUrl defines the url where the files to load is located
  71393. * @param scene defines the current scene
  71394. * @param files defines the list of files to load (1 per face)
  71395. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  71396. * @param onLoad defines an optional callback raised when the texture is loaded
  71397. * @param onError defines an optional callback raised if there is an issue to load the texture
  71398. * @param format defines the format of the data
  71399. * @param forcedExtension defines the extension to use to pick the right loader
  71400. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  71401. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  71402. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  71403. * @returns the cube texture as an InternalTexture
  71404. */
  71405. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
  71406. /** @hidden */
  71407. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  71408. /** @hidden */
  71409. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  71410. /** @hidden */
  71411. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  71412. /** @hidden */
  71413. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  71414. }
  71415. }
  71416. declare module BABYLON {
  71417. /**
  71418. * Class for creating a cube texture
  71419. */
  71420. export class CubeTexture extends BaseTexture {
  71421. private _delayedOnLoad;
  71422. /**
  71423. * The url of the texture
  71424. */
  71425. url: string;
  71426. /**
  71427. * Gets or sets the center of the bounding box associated with the cube texture.
  71428. * It must define where the camera used to render the texture was set
  71429. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  71430. */
  71431. boundingBoxPosition: Vector3;
  71432. private _boundingBoxSize;
  71433. /**
  71434. * Gets or sets the size of the bounding box associated with the cube texture
  71435. * When defined, the cubemap will switch to local mode
  71436. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  71437. * @example https://www.babylonjs-playground.com/#RNASML
  71438. */
  71439. /**
  71440. * Returns the bounding box size
  71441. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  71442. */
  71443. boundingBoxSize: Vector3;
  71444. protected _rotationY: number;
  71445. /**
  71446. * Sets texture matrix rotation angle around Y axis in radians.
  71447. */
  71448. /**
  71449. * Gets texture matrix rotation angle around Y axis radians.
  71450. */
  71451. rotationY: number;
  71452. /**
  71453. * Are mip maps generated for this texture or not.
  71454. */
  71455. readonly noMipmap: boolean;
  71456. private _noMipmap;
  71457. private _files;
  71458. private _extensions;
  71459. private _textureMatrix;
  71460. private _format;
  71461. private _createPolynomials;
  71462. /** @hidden */
  71463. _prefiltered: boolean;
  71464. /**
  71465. * Creates a cube texture from an array of image urls
  71466. * @param files defines an array of image urls
  71467. * @param scene defines the hosting scene
  71468. * @param noMipmap specifies if mip maps are not used
  71469. * @returns a cube texture
  71470. */
  71471. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  71472. /**
  71473. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  71474. * @param url defines the url of the prefiltered texture
  71475. * @param scene defines the scene the texture is attached to
  71476. * @param forcedExtension defines the extension of the file if different from the url
  71477. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  71478. * @return the prefiltered texture
  71479. */
  71480. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  71481. /**
  71482. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  71483. * as prefiltered data.
  71484. * @param rootUrl defines the url of the texture or the root name of the six images
  71485. * @param scene defines the scene the texture is attached to
  71486. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  71487. * @param noMipmap defines if mipmaps should be created or not
  71488. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  71489. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  71490. * @param onError defines a callback triggered in case of error during load
  71491. * @param format defines the internal format to use for the texture once loaded
  71492. * @param prefiltered defines whether or not the texture is created from prefiltered data
  71493. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  71494. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  71495. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  71496. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  71497. * @return the cube texture
  71498. */
  71499. constructor(rootUrl: string, scene: Scene, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
  71500. /**
  71501. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  71502. */
  71503. readonly isPrefiltered: boolean;
  71504. /**
  71505. * Get the current class name of the texture useful for serialization or dynamic coding.
  71506. * @returns "CubeTexture"
  71507. */
  71508. getClassName(): string;
  71509. /**
  71510. * Update the url (and optional buffer) of this texture if url was null during construction.
  71511. * @param url the url of the texture
  71512. * @param forcedExtension defines the extension to use
  71513. * @param onLoad callback called when the texture is loaded (defaults to null)
  71514. */
  71515. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  71516. /**
  71517. * Delays loading of the cube texture
  71518. * @param forcedExtension defines the extension to use
  71519. */
  71520. delayLoad(forcedExtension?: string): void;
  71521. /**
  71522. * Returns the reflection texture matrix
  71523. * @returns the reflection texture matrix
  71524. */
  71525. getReflectionTextureMatrix(): Matrix;
  71526. /**
  71527. * Sets the reflection texture matrix
  71528. * @param value Reflection texture matrix
  71529. */
  71530. setReflectionTextureMatrix(value: Matrix): void;
  71531. /**
  71532. * Parses text to create a cube texture
  71533. * @param parsedTexture define the serialized text to read from
  71534. * @param scene defines the hosting scene
  71535. * @param rootUrl defines the root url of the cube texture
  71536. * @returns a cube texture
  71537. */
  71538. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  71539. /**
  71540. * Makes a clone, or deep copy, of the cube texture
  71541. * @returns a new cube texture
  71542. */
  71543. clone(): CubeTexture;
  71544. }
  71545. }
  71546. declare module BABYLON {
  71547. /**
  71548. * Manages the defines for the Material
  71549. */
  71550. export class MaterialDefines {
  71551. /** @hidden */
  71552. protected _keys: string[];
  71553. private _isDirty;
  71554. /** @hidden */
  71555. _renderId: number;
  71556. /** @hidden */
  71557. _areLightsDirty: boolean;
  71558. /** @hidden */
  71559. _areAttributesDirty: boolean;
  71560. /** @hidden */
  71561. _areTexturesDirty: boolean;
  71562. /** @hidden */
  71563. _areFresnelDirty: boolean;
  71564. /** @hidden */
  71565. _areMiscDirty: boolean;
  71566. /** @hidden */
  71567. _areImageProcessingDirty: boolean;
  71568. /** @hidden */
  71569. _normals: boolean;
  71570. /** @hidden */
  71571. _uvs: boolean;
  71572. /** @hidden */
  71573. _needNormals: boolean;
  71574. /** @hidden */
  71575. _needUVs: boolean;
  71576. [id: string]: any;
  71577. /**
  71578. * Specifies if the material needs to be re-calculated
  71579. */
  71580. readonly isDirty: boolean;
  71581. /**
  71582. * Marks the material to indicate that it has been re-calculated
  71583. */
  71584. markAsProcessed(): void;
  71585. /**
  71586. * Marks the material to indicate that it needs to be re-calculated
  71587. */
  71588. markAsUnprocessed(): void;
  71589. /**
  71590. * Marks the material to indicate all of its defines need to be re-calculated
  71591. */
  71592. markAllAsDirty(): void;
  71593. /**
  71594. * Marks the material to indicate that image processing needs to be re-calculated
  71595. */
  71596. markAsImageProcessingDirty(): void;
  71597. /**
  71598. * Marks the material to indicate the lights need to be re-calculated
  71599. */
  71600. markAsLightDirty(): void;
  71601. /**
  71602. * Marks the attribute state as changed
  71603. */
  71604. markAsAttributesDirty(): void;
  71605. /**
  71606. * Marks the texture state as changed
  71607. */
  71608. markAsTexturesDirty(): void;
  71609. /**
  71610. * Marks the fresnel state as changed
  71611. */
  71612. markAsFresnelDirty(): void;
  71613. /**
  71614. * Marks the misc state as changed
  71615. */
  71616. markAsMiscDirty(): void;
  71617. /**
  71618. * Rebuilds the material defines
  71619. */
  71620. rebuild(): void;
  71621. /**
  71622. * Specifies if two material defines are equal
  71623. * @param other - A material define instance to compare to
  71624. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  71625. */
  71626. isEqual(other: MaterialDefines): boolean;
  71627. /**
  71628. * Clones this instance's defines to another instance
  71629. * @param other - material defines to clone values to
  71630. */
  71631. cloneTo(other: MaterialDefines): void;
  71632. /**
  71633. * Resets the material define values
  71634. */
  71635. reset(): void;
  71636. /**
  71637. * Converts the material define values to a string
  71638. * @returns - String of material define information
  71639. */
  71640. toString(): string;
  71641. }
  71642. }
  71643. declare module BABYLON {
  71644. /**
  71645. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  71646. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  71647. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  71648. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  71649. */
  71650. export class ColorCurves {
  71651. private _dirty;
  71652. private _tempColor;
  71653. private _globalCurve;
  71654. private _highlightsCurve;
  71655. private _midtonesCurve;
  71656. private _shadowsCurve;
  71657. private _positiveCurve;
  71658. private _negativeCurve;
  71659. private _globalHue;
  71660. private _globalDensity;
  71661. private _globalSaturation;
  71662. private _globalExposure;
  71663. /**
  71664. * Gets the global Hue value.
  71665. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  71666. */
  71667. /**
  71668. * Sets the global Hue value.
  71669. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  71670. */
  71671. globalHue: number;
  71672. /**
  71673. * Gets the global Density value.
  71674. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  71675. * Values less than zero provide a filter of opposite hue.
  71676. */
  71677. /**
  71678. * Sets the global Density value.
  71679. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  71680. * Values less than zero provide a filter of opposite hue.
  71681. */
  71682. globalDensity: number;
  71683. /**
  71684. * Gets the global Saturation value.
  71685. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  71686. */
  71687. /**
  71688. * Sets the global Saturation value.
  71689. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  71690. */
  71691. globalSaturation: number;
  71692. /**
  71693. * Gets the global Exposure value.
  71694. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  71695. */
  71696. /**
  71697. * Sets the global Exposure value.
  71698. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  71699. */
  71700. globalExposure: number;
  71701. private _highlightsHue;
  71702. private _highlightsDensity;
  71703. private _highlightsSaturation;
  71704. private _highlightsExposure;
  71705. /**
  71706. * Gets the highlights Hue value.
  71707. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  71708. */
  71709. /**
  71710. * Sets the highlights Hue value.
  71711. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  71712. */
  71713. highlightsHue: number;
  71714. /**
  71715. * Gets the highlights Density value.
  71716. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  71717. * Values less than zero provide a filter of opposite hue.
  71718. */
  71719. /**
  71720. * Sets the highlights Density value.
  71721. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  71722. * Values less than zero provide a filter of opposite hue.
  71723. */
  71724. highlightsDensity: number;
  71725. /**
  71726. * Gets the highlights Saturation value.
  71727. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  71728. */
  71729. /**
  71730. * Sets the highlights Saturation value.
  71731. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  71732. */
  71733. highlightsSaturation: number;
  71734. /**
  71735. * Gets the highlights Exposure value.
  71736. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  71737. */
  71738. /**
  71739. * Sets the highlights Exposure value.
  71740. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  71741. */
  71742. highlightsExposure: number;
  71743. private _midtonesHue;
  71744. private _midtonesDensity;
  71745. private _midtonesSaturation;
  71746. private _midtonesExposure;
  71747. /**
  71748. * Gets the midtones Hue value.
  71749. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  71750. */
  71751. /**
  71752. * Sets the midtones Hue value.
  71753. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  71754. */
  71755. midtonesHue: number;
  71756. /**
  71757. * Gets the midtones Density value.
  71758. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  71759. * Values less than zero provide a filter of opposite hue.
  71760. */
  71761. /**
  71762. * Sets the midtones Density value.
  71763. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  71764. * Values less than zero provide a filter of opposite hue.
  71765. */
  71766. midtonesDensity: number;
  71767. /**
  71768. * Gets the midtones Saturation value.
  71769. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  71770. */
  71771. /**
  71772. * Sets the midtones Saturation value.
  71773. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  71774. */
  71775. midtonesSaturation: number;
  71776. /**
  71777. * Gets the midtones Exposure value.
  71778. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  71779. */
  71780. /**
  71781. * Sets the midtones Exposure value.
  71782. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  71783. */
  71784. midtonesExposure: number;
  71785. private _shadowsHue;
  71786. private _shadowsDensity;
  71787. private _shadowsSaturation;
  71788. private _shadowsExposure;
  71789. /**
  71790. * Gets the shadows Hue value.
  71791. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  71792. */
  71793. /**
  71794. * Sets the shadows Hue value.
  71795. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  71796. */
  71797. shadowsHue: number;
  71798. /**
  71799. * Gets the shadows Density value.
  71800. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  71801. * Values less than zero provide a filter of opposite hue.
  71802. */
  71803. /**
  71804. * Sets the shadows Density value.
  71805. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  71806. * Values less than zero provide a filter of opposite hue.
  71807. */
  71808. shadowsDensity: number;
  71809. /**
  71810. * Gets the shadows Saturation value.
  71811. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  71812. */
  71813. /**
  71814. * Sets the shadows Saturation value.
  71815. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  71816. */
  71817. shadowsSaturation: number;
  71818. /**
  71819. * Gets the shadows Exposure value.
  71820. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  71821. */
  71822. /**
  71823. * Sets the shadows Exposure value.
  71824. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  71825. */
  71826. shadowsExposure: number;
  71827. /**
  71828. * Returns the class name
  71829. * @returns The class name
  71830. */
  71831. getClassName(): string;
  71832. /**
  71833. * Binds the color curves to the shader.
  71834. * @param colorCurves The color curve to bind
  71835. * @param effect The effect to bind to
  71836. * @param positiveUniform The positive uniform shader parameter
  71837. * @param neutralUniform The neutral uniform shader parameter
  71838. * @param negativeUniform The negative uniform shader parameter
  71839. */
  71840. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  71841. /**
  71842. * Prepare the list of uniforms associated with the ColorCurves effects.
  71843. * @param uniformsList The list of uniforms used in the effect
  71844. */
  71845. static PrepareUniforms(uniformsList: string[]): void;
  71846. /**
  71847. * Returns color grading data based on a hue, density, saturation and exposure value.
  71848. * @param filterHue The hue of the color filter.
  71849. * @param filterDensity The density of the color filter.
  71850. * @param saturation The saturation.
  71851. * @param exposure The exposure.
  71852. * @param result The result data container.
  71853. */
  71854. private getColorGradingDataToRef;
  71855. /**
  71856. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  71857. * @param value The input slider value in range [-100,100].
  71858. * @returns Adjusted value.
  71859. */
  71860. private static applyColorGradingSliderNonlinear;
  71861. /**
  71862. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  71863. * @param hue The hue (H) input.
  71864. * @param saturation The saturation (S) input.
  71865. * @param brightness The brightness (B) input.
  71866. * @result An RGBA color represented as Vector4.
  71867. */
  71868. private static fromHSBToRef;
  71869. /**
  71870. * Returns a value clamped between min and max
  71871. * @param value The value to clamp
  71872. * @param min The minimum of value
  71873. * @param max The maximum of value
  71874. * @returns The clamped value.
  71875. */
  71876. private static clamp;
  71877. /**
  71878. * Clones the current color curve instance.
  71879. * @return The cloned curves
  71880. */
  71881. clone(): ColorCurves;
  71882. /**
  71883. * Serializes the current color curve instance to a json representation.
  71884. * @return a JSON representation
  71885. */
  71886. serialize(): any;
  71887. /**
  71888. * Parses the color curve from a json representation.
  71889. * @param source the JSON source to parse
  71890. * @return The parsed curves
  71891. */
  71892. static Parse(source: any): ColorCurves;
  71893. }
  71894. }
  71895. declare module BABYLON {
  71896. /**
  71897. * Interface to follow in your material defines to integrate easily the
  71898. * Image proccessing functions.
  71899. * @hidden
  71900. */
  71901. export interface IImageProcessingConfigurationDefines {
  71902. IMAGEPROCESSING: boolean;
  71903. VIGNETTE: boolean;
  71904. VIGNETTEBLENDMODEMULTIPLY: boolean;
  71905. VIGNETTEBLENDMODEOPAQUE: boolean;
  71906. TONEMAPPING: boolean;
  71907. TONEMAPPING_ACES: boolean;
  71908. CONTRAST: boolean;
  71909. EXPOSURE: boolean;
  71910. COLORCURVES: boolean;
  71911. COLORGRADING: boolean;
  71912. COLORGRADING3D: boolean;
  71913. SAMPLER3DGREENDEPTH: boolean;
  71914. SAMPLER3DBGRMAP: boolean;
  71915. IMAGEPROCESSINGPOSTPROCESS: boolean;
  71916. }
  71917. /**
  71918. * @hidden
  71919. */
  71920. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  71921. IMAGEPROCESSING: boolean;
  71922. VIGNETTE: boolean;
  71923. VIGNETTEBLENDMODEMULTIPLY: boolean;
  71924. VIGNETTEBLENDMODEOPAQUE: boolean;
  71925. TONEMAPPING: boolean;
  71926. TONEMAPPING_ACES: boolean;
  71927. CONTRAST: boolean;
  71928. COLORCURVES: boolean;
  71929. COLORGRADING: boolean;
  71930. COLORGRADING3D: boolean;
  71931. SAMPLER3DGREENDEPTH: boolean;
  71932. SAMPLER3DBGRMAP: boolean;
  71933. IMAGEPROCESSINGPOSTPROCESS: boolean;
  71934. EXPOSURE: boolean;
  71935. constructor();
  71936. }
  71937. /**
  71938. * This groups together the common properties used for image processing either in direct forward pass
  71939. * or through post processing effect depending on the use of the image processing pipeline in your scene
  71940. * or not.
  71941. */
  71942. export class ImageProcessingConfiguration {
  71943. /**
  71944. * Default tone mapping applied in BabylonJS.
  71945. */
  71946. static readonly TONEMAPPING_STANDARD: number;
  71947. /**
  71948. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  71949. * to other engines rendering to increase portability.
  71950. */
  71951. static readonly TONEMAPPING_ACES: number;
  71952. /**
  71953. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  71954. */
  71955. colorCurves: Nullable<ColorCurves>;
  71956. private _colorCurvesEnabled;
  71957. /**
  71958. * Gets wether the color curves effect is enabled.
  71959. */
  71960. /**
  71961. * Sets wether the color curves effect is enabled.
  71962. */
  71963. colorCurvesEnabled: boolean;
  71964. private _colorGradingTexture;
  71965. /**
  71966. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  71967. */
  71968. /**
  71969. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  71970. */
  71971. colorGradingTexture: Nullable<BaseTexture>;
  71972. private _colorGradingEnabled;
  71973. /**
  71974. * Gets wether the color grading effect is enabled.
  71975. */
  71976. /**
  71977. * Sets wether the color grading effect is enabled.
  71978. */
  71979. colorGradingEnabled: boolean;
  71980. private _colorGradingWithGreenDepth;
  71981. /**
  71982. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  71983. */
  71984. /**
  71985. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  71986. */
  71987. colorGradingWithGreenDepth: boolean;
  71988. private _colorGradingBGR;
  71989. /**
  71990. * Gets wether the color grading texture contains BGR values.
  71991. */
  71992. /**
  71993. * Sets wether the color grading texture contains BGR values.
  71994. */
  71995. colorGradingBGR: boolean;
  71996. /** @hidden */
  71997. _exposure: number;
  71998. /**
  71999. * Gets the Exposure used in the effect.
  72000. */
  72001. /**
  72002. * Sets the Exposure used in the effect.
  72003. */
  72004. exposure: number;
  72005. private _toneMappingEnabled;
  72006. /**
  72007. * Gets wether the tone mapping effect is enabled.
  72008. */
  72009. /**
  72010. * Sets wether the tone mapping effect is enabled.
  72011. */
  72012. toneMappingEnabled: boolean;
  72013. private _toneMappingType;
  72014. /**
  72015. * Gets the type of tone mapping effect.
  72016. */
  72017. /**
  72018. * Sets the type of tone mapping effect used in BabylonJS.
  72019. */
  72020. toneMappingType: number;
  72021. protected _contrast: number;
  72022. /**
  72023. * Gets the contrast used in the effect.
  72024. */
  72025. /**
  72026. * Sets the contrast used in the effect.
  72027. */
  72028. contrast: number;
  72029. /**
  72030. * Vignette stretch size.
  72031. */
  72032. vignetteStretch: number;
  72033. /**
  72034. * Vignette centre X Offset.
  72035. */
  72036. vignetteCentreX: number;
  72037. /**
  72038. * Vignette centre Y Offset.
  72039. */
  72040. vignetteCentreY: number;
  72041. /**
  72042. * Vignette weight or intensity of the vignette effect.
  72043. */
  72044. vignetteWeight: number;
  72045. /**
  72046. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  72047. * if vignetteEnabled is set to true.
  72048. */
  72049. vignetteColor: Color4;
  72050. /**
  72051. * Camera field of view used by the Vignette effect.
  72052. */
  72053. vignetteCameraFov: number;
  72054. private _vignetteBlendMode;
  72055. /**
  72056. * Gets the vignette blend mode allowing different kind of effect.
  72057. */
  72058. /**
  72059. * Sets the vignette blend mode allowing different kind of effect.
  72060. */
  72061. vignetteBlendMode: number;
  72062. private _vignetteEnabled;
  72063. /**
  72064. * Gets wether the vignette effect is enabled.
  72065. */
  72066. /**
  72067. * Sets wether the vignette effect is enabled.
  72068. */
  72069. vignetteEnabled: boolean;
  72070. private _applyByPostProcess;
  72071. /**
  72072. * Gets wether the image processing is applied through a post process or not.
  72073. */
  72074. /**
  72075. * Sets wether the image processing is applied through a post process or not.
  72076. */
  72077. applyByPostProcess: boolean;
  72078. private _isEnabled;
  72079. /**
  72080. * Gets wether the image processing is enabled or not.
  72081. */
  72082. /**
  72083. * Sets wether the image processing is enabled or not.
  72084. */
  72085. isEnabled: boolean;
  72086. /**
  72087. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  72088. */
  72089. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  72090. /**
  72091. * Method called each time the image processing information changes requires to recompile the effect.
  72092. */
  72093. protected _updateParameters(): void;
  72094. /**
  72095. * Gets the current class name.
  72096. * @return "ImageProcessingConfiguration"
  72097. */
  72098. getClassName(): string;
  72099. /**
  72100. * Prepare the list of uniforms associated with the Image Processing effects.
  72101. * @param uniforms The list of uniforms used in the effect
  72102. * @param defines the list of defines currently in use
  72103. */
  72104. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  72105. /**
  72106. * Prepare the list of samplers associated with the Image Processing effects.
  72107. * @param samplersList The list of uniforms used in the effect
  72108. * @param defines the list of defines currently in use
  72109. */
  72110. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  72111. /**
  72112. * Prepare the list of defines associated to the shader.
  72113. * @param defines the list of defines to complete
  72114. * @param forPostProcess Define if we are currently in post process mode or not
  72115. */
  72116. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  72117. /**
  72118. * Returns true if all the image processing information are ready.
  72119. * @returns True if ready, otherwise, false
  72120. */
  72121. isReady(): boolean;
  72122. /**
  72123. * Binds the image processing to the shader.
  72124. * @param effect The effect to bind to
  72125. * @param aspectRatio Define the current aspect ratio of the effect
  72126. */
  72127. bind(effect: Effect, aspectRatio?: number): void;
  72128. /**
  72129. * Clones the current image processing instance.
  72130. * @return The cloned image processing
  72131. */
  72132. clone(): ImageProcessingConfiguration;
  72133. /**
  72134. * Serializes the current image processing instance to a json representation.
  72135. * @return a JSON representation
  72136. */
  72137. serialize(): any;
  72138. /**
  72139. * Parses the image processing from a json representation.
  72140. * @param source the JSON source to parse
  72141. * @return The parsed image processing
  72142. */
  72143. static Parse(source: any): ImageProcessingConfiguration;
  72144. private static _VIGNETTEMODE_MULTIPLY;
  72145. private static _VIGNETTEMODE_OPAQUE;
  72146. /**
  72147. * Used to apply the vignette as a mix with the pixel color.
  72148. */
  72149. static readonly VIGNETTEMODE_MULTIPLY: number;
  72150. /**
  72151. * Used to apply the vignette as a replacement of the pixel color.
  72152. */
  72153. static readonly VIGNETTEMODE_OPAQUE: number;
  72154. }
  72155. }
  72156. declare module BABYLON {
  72157. /** @hidden */
  72158. export var postprocessVertexShader: {
  72159. name: string;
  72160. shader: string;
  72161. };
  72162. }
  72163. declare module BABYLON {
  72164. /** Defines supported spaces */
  72165. export enum Space {
  72166. /** Local (object) space */
  72167. LOCAL = 0,
  72168. /** World space */
  72169. WORLD = 1,
  72170. /** Bone space */
  72171. BONE = 2
  72172. }
  72173. /** Defines the 3 main axes */
  72174. export class Axis {
  72175. /** X axis */
  72176. static X: Vector3;
  72177. /** Y axis */
  72178. static Y: Vector3;
  72179. /** Z axis */
  72180. static Z: Vector3;
  72181. }
  72182. }
  72183. declare module BABYLON {
  72184. /**
  72185. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  72186. * This is the base of the follow, arc rotate cameras and Free camera
  72187. * @see http://doc.babylonjs.com/features/cameras
  72188. */
  72189. export class TargetCamera extends Camera {
  72190. private static _RigCamTransformMatrix;
  72191. private static _TargetTransformMatrix;
  72192. private static _TargetFocalPoint;
  72193. /**
  72194. * Define the current direction the camera is moving to
  72195. */
  72196. cameraDirection: Vector3;
  72197. /**
  72198. * Define the current rotation the camera is rotating to
  72199. */
  72200. cameraRotation: Vector2;
  72201. /**
  72202. * When set, the up vector of the camera will be updated by the rotation of the camera
  72203. */
  72204. updateUpVectorFromRotation: boolean;
  72205. private _tmpQuaternion;
  72206. /**
  72207. * Define the current rotation of the camera
  72208. */
  72209. rotation: Vector3;
  72210. /**
  72211. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  72212. */
  72213. rotationQuaternion: Quaternion;
  72214. /**
  72215. * Define the current speed of the camera
  72216. */
  72217. speed: number;
  72218. /**
  72219. * Add cconstraint to the camera to prevent it to move freely in all directions and
  72220. * around all axis.
  72221. */
  72222. noRotationConstraint: boolean;
  72223. /**
  72224. * Define the current target of the camera as an object or a position.
  72225. */
  72226. lockedTarget: any;
  72227. /** @hidden */
  72228. _currentTarget: Vector3;
  72229. /** @hidden */
  72230. _initialFocalDistance: number;
  72231. /** @hidden */
  72232. _viewMatrix: Matrix;
  72233. /** @hidden */
  72234. _camMatrix: Matrix;
  72235. /** @hidden */
  72236. _cameraTransformMatrix: Matrix;
  72237. /** @hidden */
  72238. _cameraRotationMatrix: Matrix;
  72239. /** @hidden */
  72240. _referencePoint: Vector3;
  72241. /** @hidden */
  72242. _transformedReferencePoint: Vector3;
  72243. protected _globalCurrentTarget: Vector3;
  72244. protected _globalCurrentUpVector: Vector3;
  72245. /** @hidden */
  72246. _reset: () => void;
  72247. private _defaultUp;
  72248. /**
  72249. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  72250. * This is the base of the follow, arc rotate cameras and Free camera
  72251. * @see http://doc.babylonjs.com/features/cameras
  72252. * @param name Defines the name of the camera in the scene
  72253. * @param position Defines the start position of the camera in the scene
  72254. * @param scene Defines the scene the camera belongs to
  72255. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  72256. */
  72257. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  72258. /**
  72259. * Gets the position in front of the camera at a given distance.
  72260. * @param distance The distance from the camera we want the position to be
  72261. * @returns the position
  72262. */
  72263. getFrontPosition(distance: number): Vector3;
  72264. /** @hidden */
  72265. _getLockedTargetPosition(): Nullable<Vector3>;
  72266. private _storedPosition;
  72267. private _storedRotation;
  72268. private _storedRotationQuaternion;
  72269. /**
  72270. * Store current camera state of the camera (fov, position, rotation, etc..)
  72271. * @returns the camera
  72272. */
  72273. storeState(): Camera;
  72274. /**
  72275. * Restored camera state. You must call storeState() first
  72276. * @returns whether it was successful or not
  72277. * @hidden
  72278. */
  72279. _restoreStateValues(): boolean;
  72280. /** @hidden */
  72281. _initCache(): void;
  72282. /** @hidden */
  72283. _updateCache(ignoreParentClass?: boolean): void;
  72284. /** @hidden */
  72285. _isSynchronizedViewMatrix(): boolean;
  72286. /** @hidden */
  72287. _computeLocalCameraSpeed(): number;
  72288. /**
  72289. * Defines the target the camera should look at.
  72290. * @param target Defines the new target as a Vector or a mesh
  72291. */
  72292. setTarget(target: Vector3): void;
  72293. /**
  72294. * Return the current target position of the camera. This value is expressed in local space.
  72295. * @returns the target position
  72296. */
  72297. getTarget(): Vector3;
  72298. /** @hidden */
  72299. _decideIfNeedsToMove(): boolean;
  72300. /** @hidden */
  72301. _updatePosition(): void;
  72302. /** @hidden */
  72303. _checkInputs(): void;
  72304. protected _updateCameraRotationMatrix(): void;
  72305. /**
  72306. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  72307. * @returns the current camera
  72308. */
  72309. private _rotateUpVectorWithCameraRotationMatrix;
  72310. private _cachedRotationZ;
  72311. private _cachedQuaternionRotationZ;
  72312. /** @hidden */
  72313. _getViewMatrix(): Matrix;
  72314. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  72315. /**
  72316. * @hidden
  72317. */
  72318. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  72319. /**
  72320. * @hidden
  72321. */
  72322. _updateRigCameras(): void;
  72323. private _getRigCamPositionAndTarget;
  72324. /**
  72325. * Gets the current object class name.
  72326. * @return the class name
  72327. */
  72328. getClassName(): string;
  72329. }
  72330. }
  72331. declare module BABYLON {
  72332. /**
  72333. * Gather the list of keyboard event types as constants.
  72334. */
  72335. export class KeyboardEventTypes {
  72336. /**
  72337. * The keydown event is fired when a key becomes active (pressed).
  72338. */
  72339. static readonly KEYDOWN: number;
  72340. /**
  72341. * The keyup event is fired when a key has been released.
  72342. */
  72343. static readonly KEYUP: number;
  72344. }
  72345. /**
  72346. * This class is used to store keyboard related info for the onKeyboardObservable event.
  72347. */
  72348. export class KeyboardInfo {
  72349. /**
  72350. * Defines the type of event (KeyboardEventTypes)
  72351. */
  72352. type: number;
  72353. /**
  72354. * Defines the related dom event
  72355. */
  72356. event: KeyboardEvent;
  72357. /**
  72358. * Instantiates a new keyboard info.
  72359. * This class is used to store keyboard related info for the onKeyboardObservable event.
  72360. * @param type Defines the type of event (KeyboardEventTypes)
  72361. * @param event Defines the related dom event
  72362. */
  72363. constructor(
  72364. /**
  72365. * Defines the type of event (KeyboardEventTypes)
  72366. */
  72367. type: number,
  72368. /**
  72369. * Defines the related dom event
  72370. */
  72371. event: KeyboardEvent);
  72372. }
  72373. /**
  72374. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  72375. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  72376. */
  72377. export class KeyboardInfoPre extends KeyboardInfo {
  72378. /**
  72379. * Defines the type of event (KeyboardEventTypes)
  72380. */
  72381. type: number;
  72382. /**
  72383. * Defines the related dom event
  72384. */
  72385. event: KeyboardEvent;
  72386. /**
  72387. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  72388. */
  72389. skipOnPointerObservable: boolean;
  72390. /**
  72391. * Instantiates a new keyboard pre info.
  72392. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  72393. * @param type Defines the type of event (KeyboardEventTypes)
  72394. * @param event Defines the related dom event
  72395. */
  72396. constructor(
  72397. /**
  72398. * Defines the type of event (KeyboardEventTypes)
  72399. */
  72400. type: number,
  72401. /**
  72402. * Defines the related dom event
  72403. */
  72404. event: KeyboardEvent);
  72405. }
  72406. }
  72407. declare module BABYLON {
  72408. /**
  72409. * Manage the keyboard inputs to control the movement of a free camera.
  72410. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  72411. */
  72412. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  72413. /**
  72414. * Defines the camera the input is attached to.
  72415. */
  72416. camera: FreeCamera;
  72417. /**
  72418. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  72419. */
  72420. keysUp: number[];
  72421. /**
  72422. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  72423. */
  72424. keysDown: number[];
  72425. /**
  72426. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  72427. */
  72428. keysLeft: number[];
  72429. /**
  72430. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  72431. */
  72432. keysRight: number[];
  72433. private _keys;
  72434. private _onCanvasBlurObserver;
  72435. private _onKeyboardObserver;
  72436. private _engine;
  72437. private _scene;
  72438. /**
  72439. * Attach the input controls to a specific dom element to get the input from.
  72440. * @param element Defines the element the controls should be listened from
  72441. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72442. */
  72443. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  72444. /**
  72445. * Detach the current controls from the specified dom element.
  72446. * @param element Defines the element to stop listening the inputs from
  72447. */
  72448. detachControl(element: Nullable<HTMLElement>): void;
  72449. /**
  72450. * Update the current camera state depending on the inputs that have been used this frame.
  72451. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  72452. */
  72453. checkInputs(): void;
  72454. /**
  72455. * Gets the class name of the current intput.
  72456. * @returns the class name
  72457. */
  72458. getClassName(): string;
  72459. /** @hidden */
  72460. _onLostFocus(): void;
  72461. /**
  72462. * Get the friendly name associated with the input class.
  72463. * @returns the input friendly name
  72464. */
  72465. getSimpleName(): string;
  72466. }
  72467. }
  72468. declare module BABYLON {
  72469. /**
  72470. * Interface describing all the common properties and methods a shadow light needs to implement.
  72471. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  72472. * as well as binding the different shadow properties to the effects.
  72473. */
  72474. export interface IShadowLight extends Light {
  72475. /**
  72476. * The light id in the scene (used in scene.findLighById for instance)
  72477. */
  72478. id: string;
  72479. /**
  72480. * The position the shdow will be casted from.
  72481. */
  72482. position: Vector3;
  72483. /**
  72484. * In 2d mode (needCube being false), the direction used to cast the shadow.
  72485. */
  72486. direction: Vector3;
  72487. /**
  72488. * The transformed position. Position of the light in world space taking parenting in account.
  72489. */
  72490. transformedPosition: Vector3;
  72491. /**
  72492. * The transformed direction. Direction of the light in world space taking parenting in account.
  72493. */
  72494. transformedDirection: Vector3;
  72495. /**
  72496. * The friendly name of the light in the scene.
  72497. */
  72498. name: string;
  72499. /**
  72500. * Defines the shadow projection clipping minimum z value.
  72501. */
  72502. shadowMinZ: number;
  72503. /**
  72504. * Defines the shadow projection clipping maximum z value.
  72505. */
  72506. shadowMaxZ: number;
  72507. /**
  72508. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  72509. * @returns true if the information has been computed, false if it does not need to (no parenting)
  72510. */
  72511. computeTransformedInformation(): boolean;
  72512. /**
  72513. * Gets the scene the light belongs to.
  72514. * @returns The scene
  72515. */
  72516. getScene(): Scene;
  72517. /**
  72518. * Callback defining a custom Projection Matrix Builder.
  72519. * This can be used to override the default projection matrix computation.
  72520. */
  72521. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  72522. /**
  72523. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  72524. * @param matrix The materix to updated with the projection information
  72525. * @param viewMatrix The transform matrix of the light
  72526. * @param renderList The list of mesh to render in the map
  72527. * @returns The current light
  72528. */
  72529. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  72530. /**
  72531. * Gets the current depth scale used in ESM.
  72532. * @returns The scale
  72533. */
  72534. getDepthScale(): number;
  72535. /**
  72536. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  72537. * @returns true if a cube texture needs to be use
  72538. */
  72539. needCube(): boolean;
  72540. /**
  72541. * Detects if the projection matrix requires to be recomputed this frame.
  72542. * @returns true if it requires to be recomputed otherwise, false.
  72543. */
  72544. needProjectionMatrixCompute(): boolean;
  72545. /**
  72546. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  72547. */
  72548. forceProjectionMatrixCompute(): void;
  72549. /**
  72550. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  72551. * @param faceIndex The index of the face we are computed the direction to generate shadow
  72552. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  72553. */
  72554. getShadowDirection(faceIndex?: number): Vector3;
  72555. /**
  72556. * Gets the minZ used for shadow according to both the scene and the light.
  72557. * @param activeCamera The camera we are returning the min for
  72558. * @returns the depth min z
  72559. */
  72560. getDepthMinZ(activeCamera: Camera): number;
  72561. /**
  72562. * Gets the maxZ used for shadow according to both the scene and the light.
  72563. * @param activeCamera The camera we are returning the max for
  72564. * @returns the depth max z
  72565. */
  72566. getDepthMaxZ(activeCamera: Camera): number;
  72567. }
  72568. /**
  72569. * Base implementation IShadowLight
  72570. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  72571. */
  72572. export abstract class ShadowLight extends Light implements IShadowLight {
  72573. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  72574. protected _position: Vector3;
  72575. protected _setPosition(value: Vector3): void;
  72576. /**
  72577. * Sets the position the shadow will be casted from. Also use as the light position for both
  72578. * point and spot lights.
  72579. */
  72580. /**
  72581. * Sets the position the shadow will be casted from. Also use as the light position for both
  72582. * point and spot lights.
  72583. */
  72584. position: Vector3;
  72585. protected _direction: Vector3;
  72586. protected _setDirection(value: Vector3): void;
  72587. /**
  72588. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  72589. * Also use as the light direction on spot and directional lights.
  72590. */
  72591. /**
  72592. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  72593. * Also use as the light direction on spot and directional lights.
  72594. */
  72595. direction: Vector3;
  72596. private _shadowMinZ;
  72597. /**
  72598. * Gets the shadow projection clipping minimum z value.
  72599. */
  72600. /**
  72601. * Sets the shadow projection clipping minimum z value.
  72602. */
  72603. shadowMinZ: number;
  72604. private _shadowMaxZ;
  72605. /**
  72606. * Sets the shadow projection clipping maximum z value.
  72607. */
  72608. /**
  72609. * Gets the shadow projection clipping maximum z value.
  72610. */
  72611. shadowMaxZ: number;
  72612. /**
  72613. * Callback defining a custom Projection Matrix Builder.
  72614. * This can be used to override the default projection matrix computation.
  72615. */
  72616. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  72617. /**
  72618. * The transformed position. Position of the light in world space taking parenting in account.
  72619. */
  72620. transformedPosition: Vector3;
  72621. /**
  72622. * The transformed direction. Direction of the light in world space taking parenting in account.
  72623. */
  72624. transformedDirection: Vector3;
  72625. private _needProjectionMatrixCompute;
  72626. /**
  72627. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  72628. * @returns true if the information has been computed, false if it does not need to (no parenting)
  72629. */
  72630. computeTransformedInformation(): boolean;
  72631. /**
  72632. * Return the depth scale used for the shadow map.
  72633. * @returns the depth scale.
  72634. */
  72635. getDepthScale(): number;
  72636. /**
  72637. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  72638. * @param faceIndex The index of the face we are computed the direction to generate shadow
  72639. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  72640. */
  72641. getShadowDirection(faceIndex?: number): Vector3;
  72642. /**
  72643. * Returns the ShadowLight absolute position in the World.
  72644. * @returns the position vector in world space
  72645. */
  72646. getAbsolutePosition(): Vector3;
  72647. /**
  72648. * Sets the ShadowLight direction toward the passed target.
  72649. * @param target The point to target in local space
  72650. * @returns the updated ShadowLight direction
  72651. */
  72652. setDirectionToTarget(target: Vector3): Vector3;
  72653. /**
  72654. * Returns the light rotation in euler definition.
  72655. * @returns the x y z rotation in local space.
  72656. */
  72657. getRotation(): Vector3;
  72658. /**
  72659. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  72660. * @returns true if a cube texture needs to be use
  72661. */
  72662. needCube(): boolean;
  72663. /**
  72664. * Detects if the projection matrix requires to be recomputed this frame.
  72665. * @returns true if it requires to be recomputed otherwise, false.
  72666. */
  72667. needProjectionMatrixCompute(): boolean;
  72668. /**
  72669. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  72670. */
  72671. forceProjectionMatrixCompute(): void;
  72672. /** @hidden */
  72673. _initCache(): void;
  72674. /** @hidden */
  72675. _isSynchronized(): boolean;
  72676. /**
  72677. * Computes the world matrix of the node
  72678. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  72679. * @returns the world matrix
  72680. */
  72681. computeWorldMatrix(force?: boolean): Matrix;
  72682. /**
  72683. * Gets the minZ used for shadow according to both the scene and the light.
  72684. * @param activeCamera The camera we are returning the min for
  72685. * @returns the depth min z
  72686. */
  72687. getDepthMinZ(activeCamera: Camera): number;
  72688. /**
  72689. * Gets the maxZ used for shadow according to both the scene and the light.
  72690. * @param activeCamera The camera we are returning the max for
  72691. * @returns the depth max z
  72692. */
  72693. getDepthMaxZ(activeCamera: Camera): number;
  72694. /**
  72695. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  72696. * @param matrix The materix to updated with the projection information
  72697. * @param viewMatrix The transform matrix of the light
  72698. * @param renderList The list of mesh to render in the map
  72699. * @returns The current light
  72700. */
  72701. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  72702. }
  72703. }
  72704. declare module BABYLON {
  72705. /**
  72706. * "Static Class" containing the most commonly used helper while dealing with material for
  72707. * rendering purpose.
  72708. *
  72709. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  72710. *
  72711. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  72712. */
  72713. export class MaterialHelper {
  72714. /**
  72715. * Bind the current view position to an effect.
  72716. * @param effect The effect to be bound
  72717. * @param scene The scene the eyes position is used from
  72718. */
  72719. static BindEyePosition(effect: Effect, scene: Scene): void;
  72720. /**
  72721. * Helps preparing the defines values about the UVs in used in the effect.
  72722. * UVs are shared as much as we can accross channels in the shaders.
  72723. * @param texture The texture we are preparing the UVs for
  72724. * @param defines The defines to update
  72725. * @param key The channel key "diffuse", "specular"... used in the shader
  72726. */
  72727. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  72728. /**
  72729. * Binds a texture matrix value to its corrsponding uniform
  72730. * @param texture The texture to bind the matrix for
  72731. * @param uniformBuffer The uniform buffer receivin the data
  72732. * @param key The channel key "diffuse", "specular"... used in the shader
  72733. */
  72734. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  72735. /**
  72736. * Gets the current status of the fog (should it be enabled?)
  72737. * @param mesh defines the mesh to evaluate for fog support
  72738. * @param scene defines the hosting scene
  72739. * @returns true if fog must be enabled
  72740. */
  72741. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  72742. /**
  72743. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  72744. * @param mesh defines the current mesh
  72745. * @param scene defines the current scene
  72746. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  72747. * @param pointsCloud defines if point cloud rendering has to be turned on
  72748. * @param fogEnabled defines if fog has to be turned on
  72749. * @param alphaTest defines if alpha testing has to be turned on
  72750. * @param defines defines the current list of defines
  72751. */
  72752. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  72753. /**
  72754. * Helper used to prepare the list of defines associated with frame values for shader compilation
  72755. * @param scene defines the current scene
  72756. * @param engine defines the current engine
  72757. * @param defines specifies the list of active defines
  72758. * @param useInstances defines if instances have to be turned on
  72759. * @param useClipPlane defines if clip plane have to be turned on
  72760. */
  72761. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  72762. /**
  72763. * Prepares the defines for bones
  72764. * @param mesh The mesh containing the geometry data we will draw
  72765. * @param defines The defines to update
  72766. */
  72767. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  72768. /**
  72769. * Prepares the defines for morph targets
  72770. * @param mesh The mesh containing the geometry data we will draw
  72771. * @param defines The defines to update
  72772. */
  72773. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  72774. /**
  72775. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  72776. * @param mesh The mesh containing the geometry data we will draw
  72777. * @param defines The defines to update
  72778. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  72779. * @param useBones Precise whether bones should be used or not (override mesh info)
  72780. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  72781. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  72782. * @returns false if defines are considered not dirty and have not been checked
  72783. */
  72784. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  72785. /**
  72786. * Prepares the defines related to multiview
  72787. * @param scene The scene we are intending to draw
  72788. * @param defines The defines to update
  72789. */
  72790. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  72791. /**
  72792. * Prepares the defines related to the light information passed in parameter
  72793. * @param scene The scene we are intending to draw
  72794. * @param mesh The mesh the effect is compiling for
  72795. * @param light The light the effect is compiling for
  72796. * @param lightIndex The index of the light
  72797. * @param defines The defines to update
  72798. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  72799. * @param state Defines the current state regarding what is needed (normals, etc...)
  72800. */
  72801. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  72802. needNormals: boolean;
  72803. needRebuild: boolean;
  72804. shadowEnabled: boolean;
  72805. specularEnabled: boolean;
  72806. lightmapMode: boolean;
  72807. }): void;
  72808. /**
  72809. * Prepares the defines related to the light information passed in parameter
  72810. * @param scene The scene we are intending to draw
  72811. * @param mesh The mesh the effect is compiling for
  72812. * @param defines The defines to update
  72813. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  72814. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  72815. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  72816. * @returns true if normals will be required for the rest of the effect
  72817. */
  72818. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  72819. /**
  72820. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  72821. * @param lightIndex defines the light index
  72822. * @param uniformsList The uniform list
  72823. * @param samplersList The sampler list
  72824. * @param projectedLightTexture defines if projected texture must be used
  72825. * @param uniformBuffersList defines an optional list of uniform buffers
  72826. */
  72827. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  72828. /**
  72829. * Prepares the uniforms and samplers list to be used in the effect
  72830. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  72831. * @param samplersList The sampler list
  72832. * @param defines The defines helping in the list generation
  72833. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  72834. */
  72835. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  72836. /**
  72837. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  72838. * @param defines The defines to update while falling back
  72839. * @param fallbacks The authorized effect fallbacks
  72840. * @param maxSimultaneousLights The maximum number of lights allowed
  72841. * @param rank the current rank of the Effect
  72842. * @returns The newly affected rank
  72843. */
  72844. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  72845. private static _TmpMorphInfluencers;
  72846. /**
  72847. * Prepares the list of attributes required for morph targets according to the effect defines.
  72848. * @param attribs The current list of supported attribs
  72849. * @param mesh The mesh to prepare the morph targets attributes for
  72850. * @param influencers The number of influencers
  72851. */
  72852. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  72853. /**
  72854. * Prepares the list of attributes required for morph targets according to the effect defines.
  72855. * @param attribs The current list of supported attribs
  72856. * @param mesh The mesh to prepare the morph targets attributes for
  72857. * @param defines The current Defines of the effect
  72858. */
  72859. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  72860. /**
  72861. * Prepares the list of attributes required for bones according to the effect defines.
  72862. * @param attribs The current list of supported attribs
  72863. * @param mesh The mesh to prepare the bones attributes for
  72864. * @param defines The current Defines of the effect
  72865. * @param fallbacks The current efffect fallback strategy
  72866. */
  72867. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  72868. /**
  72869. * Check and prepare the list of attributes required for instances according to the effect defines.
  72870. * @param attribs The current list of supported attribs
  72871. * @param defines The current MaterialDefines of the effect
  72872. */
  72873. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  72874. /**
  72875. * Add the list of attributes required for instances to the attribs array.
  72876. * @param attribs The current list of supported attribs
  72877. */
  72878. static PushAttributesForInstances(attribs: string[]): void;
  72879. /**
  72880. * Binds the light shadow information to the effect for the given mesh.
  72881. * @param light The light containing the generator
  72882. * @param scene The scene the lights belongs to
  72883. * @param mesh The mesh we are binding the information to render
  72884. * @param lightIndex The light index in the effect used to render the mesh
  72885. * @param effect The effect we are binding the data to
  72886. */
  72887. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  72888. /**
  72889. * Binds the light information to the effect.
  72890. * @param light The light containing the generator
  72891. * @param effect The effect we are binding the data to
  72892. * @param lightIndex The light index in the effect used to render
  72893. */
  72894. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  72895. /**
  72896. * Binds the lights information from the scene to the effect for the given mesh.
  72897. * @param light Light to bind
  72898. * @param lightIndex Light index
  72899. * @param scene The scene where the light belongs to
  72900. * @param mesh The mesh we are binding the information to render
  72901. * @param effect The effect we are binding the data to
  72902. * @param useSpecular Defines if specular is supported
  72903. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  72904. */
  72905. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean): void;
  72906. /**
  72907. * Binds the lights information from the scene to the effect for the given mesh.
  72908. * @param scene The scene the lights belongs to
  72909. * @param mesh The mesh we are binding the information to render
  72910. * @param effect The effect we are binding the data to
  72911. * @param defines The generated defines for the effect
  72912. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  72913. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  72914. */
  72915. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean): void;
  72916. private static _tempFogColor;
  72917. /**
  72918. * Binds the fog information from the scene to the effect for the given mesh.
  72919. * @param scene The scene the lights belongs to
  72920. * @param mesh The mesh we are binding the information to render
  72921. * @param effect The effect we are binding the data to
  72922. * @param linearSpace Defines if the fog effect is applied in linear space
  72923. */
  72924. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  72925. /**
  72926. * Binds the bones information from the mesh to the effect.
  72927. * @param mesh The mesh we are binding the information to render
  72928. * @param effect The effect we are binding the data to
  72929. */
  72930. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  72931. /**
  72932. * Binds the morph targets information from the mesh to the effect.
  72933. * @param abstractMesh The mesh we are binding the information to render
  72934. * @param effect The effect we are binding the data to
  72935. */
  72936. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  72937. /**
  72938. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  72939. * @param defines The generated defines used in the effect
  72940. * @param effect The effect we are binding the data to
  72941. * @param scene The scene we are willing to render with logarithmic scale for
  72942. */
  72943. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  72944. /**
  72945. * Binds the clip plane information from the scene to the effect.
  72946. * @param scene The scene the clip plane information are extracted from
  72947. * @param effect The effect we are binding the data to
  72948. */
  72949. static BindClipPlane(effect: Effect, scene: Scene): void;
  72950. }
  72951. }
  72952. declare module BABYLON {
  72953. /** @hidden */
  72954. export var packingFunctions: {
  72955. name: string;
  72956. shader: string;
  72957. };
  72958. }
  72959. declare module BABYLON {
  72960. /** @hidden */
  72961. export var shadowMapPixelShader: {
  72962. name: string;
  72963. shader: string;
  72964. };
  72965. }
  72966. declare module BABYLON {
  72967. /** @hidden */
  72968. export var bonesDeclaration: {
  72969. name: string;
  72970. shader: string;
  72971. };
  72972. }
  72973. declare module BABYLON {
  72974. /** @hidden */
  72975. export var morphTargetsVertexGlobalDeclaration: {
  72976. name: string;
  72977. shader: string;
  72978. };
  72979. }
  72980. declare module BABYLON {
  72981. /** @hidden */
  72982. export var morphTargetsVertexDeclaration: {
  72983. name: string;
  72984. shader: string;
  72985. };
  72986. }
  72987. declare module BABYLON {
  72988. /** @hidden */
  72989. export var instancesDeclaration: {
  72990. name: string;
  72991. shader: string;
  72992. };
  72993. }
  72994. declare module BABYLON {
  72995. /** @hidden */
  72996. export var helperFunctions: {
  72997. name: string;
  72998. shader: string;
  72999. };
  73000. }
  73001. declare module BABYLON {
  73002. /** @hidden */
  73003. export var morphTargetsVertex: {
  73004. name: string;
  73005. shader: string;
  73006. };
  73007. }
  73008. declare module BABYLON {
  73009. /** @hidden */
  73010. export var instancesVertex: {
  73011. name: string;
  73012. shader: string;
  73013. };
  73014. }
  73015. declare module BABYLON {
  73016. /** @hidden */
  73017. export var bonesVertex: {
  73018. name: string;
  73019. shader: string;
  73020. };
  73021. }
  73022. declare module BABYLON {
  73023. /** @hidden */
  73024. export var shadowMapVertexShader: {
  73025. name: string;
  73026. shader: string;
  73027. };
  73028. }
  73029. declare module BABYLON {
  73030. /** @hidden */
  73031. export var depthBoxBlurPixelShader: {
  73032. name: string;
  73033. shader: string;
  73034. };
  73035. }
  73036. declare module BABYLON {
  73037. /**
  73038. * Defines the options associated with the creation of a custom shader for a shadow generator.
  73039. */
  73040. export interface ICustomShaderOptions {
  73041. /**
  73042. * Gets or sets the custom shader name to use
  73043. */
  73044. shaderName: string;
  73045. /**
  73046. * The list of attribute names used in the shader
  73047. */
  73048. attributes?: string[];
  73049. /**
  73050. * The list of unifrom names used in the shader
  73051. */
  73052. uniforms?: string[];
  73053. /**
  73054. * The list of sampler names used in the shader
  73055. */
  73056. samplers?: string[];
  73057. /**
  73058. * The list of defines used in the shader
  73059. */
  73060. defines?: string[];
  73061. }
  73062. /**
  73063. * Interface to implement to create a shadow generator compatible with BJS.
  73064. */
  73065. export interface IShadowGenerator {
  73066. /**
  73067. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  73068. * @returns The render target texture if present otherwise, null
  73069. */
  73070. getShadowMap(): Nullable<RenderTargetTexture>;
  73071. /**
  73072. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  73073. * @returns The render target texture if the shadow map is present otherwise, null
  73074. */
  73075. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  73076. /**
  73077. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  73078. * @param subMesh The submesh we want to render in the shadow map
  73079. * @param useInstances Defines wether will draw in the map using instances
  73080. * @returns true if ready otherwise, false
  73081. */
  73082. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  73083. /**
  73084. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  73085. * @param defines Defines of the material we want to update
  73086. * @param lightIndex Index of the light in the enabled light list of the material
  73087. */
  73088. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  73089. /**
  73090. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  73091. * defined in the generator but impacting the effect).
  73092. * It implies the unifroms available on the materials are the standard BJS ones.
  73093. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  73094. * @param effect The effect we are binfing the information for
  73095. */
  73096. bindShadowLight(lightIndex: string, effect: Effect): void;
  73097. /**
  73098. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  73099. * (eq to shadow prjection matrix * light transform matrix)
  73100. * @returns The transform matrix used to create the shadow map
  73101. */
  73102. getTransformMatrix(): Matrix;
  73103. /**
  73104. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  73105. * Cube and 2D textures for instance.
  73106. */
  73107. recreateShadowMap(): void;
  73108. /**
  73109. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73110. * @param onCompiled Callback triggered at the and of the effects compilation
  73111. * @param options Sets of optional options forcing the compilation with different modes
  73112. */
  73113. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  73114. useInstances: boolean;
  73115. }>): void;
  73116. /**
  73117. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73118. * @param options Sets of optional options forcing the compilation with different modes
  73119. * @returns A promise that resolves when the compilation completes
  73120. */
  73121. forceCompilationAsync(options?: Partial<{
  73122. useInstances: boolean;
  73123. }>): Promise<void>;
  73124. /**
  73125. * Serializes the shadow generator setup to a json object.
  73126. * @returns The serialized JSON object
  73127. */
  73128. serialize(): any;
  73129. /**
  73130. * Disposes the Shadow map and related Textures and effects.
  73131. */
  73132. dispose(): void;
  73133. }
  73134. /**
  73135. * Default implementation IShadowGenerator.
  73136. * This is the main object responsible of generating shadows in the framework.
  73137. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  73138. */
  73139. export class ShadowGenerator implements IShadowGenerator {
  73140. /**
  73141. * Shadow generator mode None: no filtering applied.
  73142. */
  73143. static readonly FILTER_NONE: number;
  73144. /**
  73145. * Shadow generator mode ESM: Exponential Shadow Mapping.
  73146. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73147. */
  73148. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  73149. /**
  73150. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  73151. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  73152. */
  73153. static readonly FILTER_POISSONSAMPLING: number;
  73154. /**
  73155. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  73156. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73157. */
  73158. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  73159. /**
  73160. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  73161. * edge artifacts on steep falloff.
  73162. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73163. */
  73164. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  73165. /**
  73166. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  73167. * edge artifacts on steep falloff.
  73168. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73169. */
  73170. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  73171. /**
  73172. * Shadow generator mode PCF: Percentage Closer Filtering
  73173. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  73174. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  73175. */
  73176. static readonly FILTER_PCF: number;
  73177. /**
  73178. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  73179. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  73180. * Contact Hardening
  73181. */
  73182. static readonly FILTER_PCSS: number;
  73183. /**
  73184. * Reserved for PCF and PCSS
  73185. * Highest Quality.
  73186. *
  73187. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  73188. *
  73189. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  73190. */
  73191. static readonly QUALITY_HIGH: number;
  73192. /**
  73193. * Reserved for PCF and PCSS
  73194. * Good tradeoff for quality/perf cross devices
  73195. *
  73196. * Execute PCF on a 3*3 kernel.
  73197. *
  73198. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  73199. */
  73200. static readonly QUALITY_MEDIUM: number;
  73201. /**
  73202. * Reserved for PCF and PCSS
  73203. * The lowest quality but the fastest.
  73204. *
  73205. * Execute PCF on a 1*1 kernel.
  73206. *
  73207. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  73208. */
  73209. static readonly QUALITY_LOW: number;
  73210. /** Gets or sets the custom shader name to use */
  73211. customShaderOptions: ICustomShaderOptions;
  73212. /**
  73213. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  73214. */
  73215. onBeforeShadowMapRenderObservable: Observable<Effect>;
  73216. /**
  73217. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  73218. */
  73219. onAfterShadowMapRenderObservable: Observable<Effect>;
  73220. /**
  73221. * Observable triggered before a mesh is rendered in the shadow map.
  73222. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  73223. */
  73224. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  73225. /**
  73226. * Observable triggered after a mesh is rendered in the shadow map.
  73227. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  73228. */
  73229. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  73230. private _bias;
  73231. /**
  73232. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  73233. */
  73234. /**
  73235. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  73236. */
  73237. bias: number;
  73238. private _normalBias;
  73239. /**
  73240. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  73241. */
  73242. /**
  73243. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  73244. */
  73245. normalBias: number;
  73246. private _blurBoxOffset;
  73247. /**
  73248. * Gets the blur box offset: offset applied during the blur pass.
  73249. * Only useful if useKernelBlur = false
  73250. */
  73251. /**
  73252. * Sets the blur box offset: offset applied during the blur pass.
  73253. * Only useful if useKernelBlur = false
  73254. */
  73255. blurBoxOffset: number;
  73256. private _blurScale;
  73257. /**
  73258. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  73259. * 2 means half of the size.
  73260. */
  73261. /**
  73262. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  73263. * 2 means half of the size.
  73264. */
  73265. blurScale: number;
  73266. private _blurKernel;
  73267. /**
  73268. * Gets the blur kernel: kernel size of the blur pass.
  73269. * Only useful if useKernelBlur = true
  73270. */
  73271. /**
  73272. * Sets the blur kernel: kernel size of the blur pass.
  73273. * Only useful if useKernelBlur = true
  73274. */
  73275. blurKernel: number;
  73276. private _useKernelBlur;
  73277. /**
  73278. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  73279. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  73280. */
  73281. /**
  73282. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  73283. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  73284. */
  73285. useKernelBlur: boolean;
  73286. private _depthScale;
  73287. /**
  73288. * Gets the depth scale used in ESM mode.
  73289. */
  73290. /**
  73291. * Sets the depth scale used in ESM mode.
  73292. * This can override the scale stored on the light.
  73293. */
  73294. depthScale: number;
  73295. private _filter;
  73296. /**
  73297. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  73298. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  73299. */
  73300. /**
  73301. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  73302. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  73303. */
  73304. filter: number;
  73305. /**
  73306. * Gets if the current filter is set to Poisson Sampling.
  73307. */
  73308. /**
  73309. * Sets the current filter to Poisson Sampling.
  73310. */
  73311. usePoissonSampling: boolean;
  73312. /**
  73313. * Gets if the current filter is set to ESM.
  73314. */
  73315. /**
  73316. * Sets the current filter is to ESM.
  73317. */
  73318. useExponentialShadowMap: boolean;
  73319. /**
  73320. * Gets if the current filter is set to filtered ESM.
  73321. */
  73322. /**
  73323. * Gets if the current filter is set to filtered ESM.
  73324. */
  73325. useBlurExponentialShadowMap: boolean;
  73326. /**
  73327. * Gets if the current filter is set to "close ESM" (using the inverse of the
  73328. * exponential to prevent steep falloff artifacts).
  73329. */
  73330. /**
  73331. * Sets the current filter to "close ESM" (using the inverse of the
  73332. * exponential to prevent steep falloff artifacts).
  73333. */
  73334. useCloseExponentialShadowMap: boolean;
  73335. /**
  73336. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  73337. * exponential to prevent steep falloff artifacts).
  73338. */
  73339. /**
  73340. * Sets the current filter to filtered "close ESM" (using the inverse of the
  73341. * exponential to prevent steep falloff artifacts).
  73342. */
  73343. useBlurCloseExponentialShadowMap: boolean;
  73344. /**
  73345. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  73346. */
  73347. /**
  73348. * Sets the current filter to "PCF" (percentage closer filtering).
  73349. */
  73350. usePercentageCloserFiltering: boolean;
  73351. private _filteringQuality;
  73352. /**
  73353. * Gets the PCF or PCSS Quality.
  73354. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  73355. */
  73356. /**
  73357. * Sets the PCF or PCSS Quality.
  73358. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  73359. */
  73360. filteringQuality: number;
  73361. /**
  73362. * Gets if the current filter is set to "PCSS" (contact hardening).
  73363. */
  73364. /**
  73365. * Sets the current filter to "PCSS" (contact hardening).
  73366. */
  73367. useContactHardeningShadow: boolean;
  73368. private _contactHardeningLightSizeUVRatio;
  73369. /**
  73370. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  73371. * Using a ratio helps keeping shape stability independently of the map size.
  73372. *
  73373. * It does not account for the light projection as it was having too much
  73374. * instability during the light setup or during light position changes.
  73375. *
  73376. * Only valid if useContactHardeningShadow is true.
  73377. */
  73378. /**
  73379. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  73380. * Using a ratio helps keeping shape stability independently of the map size.
  73381. *
  73382. * It does not account for the light projection as it was having too much
  73383. * instability during the light setup or during light position changes.
  73384. *
  73385. * Only valid if useContactHardeningShadow is true.
  73386. */
  73387. contactHardeningLightSizeUVRatio: number;
  73388. private _darkness;
  73389. /** Gets or sets the actual darkness of a shadow */
  73390. darkness: number;
  73391. /**
  73392. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  73393. * 0 means strongest and 1 would means no shadow.
  73394. * @returns the darkness.
  73395. */
  73396. getDarkness(): number;
  73397. /**
  73398. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  73399. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  73400. * @returns the shadow generator allowing fluent coding.
  73401. */
  73402. setDarkness(darkness: number): ShadowGenerator;
  73403. private _transparencyShadow;
  73404. /** Gets or sets the ability to have transparent shadow */
  73405. transparencyShadow: boolean;
  73406. /**
  73407. * Sets the ability to have transparent shadow (boolean).
  73408. * @param transparent True if transparent else False
  73409. * @returns the shadow generator allowing fluent coding
  73410. */
  73411. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  73412. private _shadowMap;
  73413. private _shadowMap2;
  73414. /**
  73415. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  73416. * @returns The render target texture if present otherwise, null
  73417. */
  73418. getShadowMap(): Nullable<RenderTargetTexture>;
  73419. /**
  73420. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  73421. * @returns The render target texture if the shadow map is present otherwise, null
  73422. */
  73423. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  73424. /**
  73425. * Gets the class name of that object
  73426. * @returns "ShadowGenerator"
  73427. */
  73428. getClassName(): string;
  73429. /**
  73430. * Helper function to add a mesh and its descendants to the list of shadow casters.
  73431. * @param mesh Mesh to add
  73432. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  73433. * @returns the Shadow Generator itself
  73434. */
  73435. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  73436. /**
  73437. * Helper function to remove a mesh and its descendants from the list of shadow casters
  73438. * @param mesh Mesh to remove
  73439. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  73440. * @returns the Shadow Generator itself
  73441. */
  73442. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  73443. /**
  73444. * Controls the extent to which the shadows fade out at the edge of the frustum
  73445. * Used only by directionals and spots
  73446. */
  73447. frustumEdgeFalloff: number;
  73448. private _light;
  73449. /**
  73450. * Returns the associated light object.
  73451. * @returns the light generating the shadow
  73452. */
  73453. getLight(): IShadowLight;
  73454. /**
  73455. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  73456. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  73457. * It might on the other hand introduce peter panning.
  73458. */
  73459. forceBackFacesOnly: boolean;
  73460. private _scene;
  73461. private _lightDirection;
  73462. private _effect;
  73463. private _viewMatrix;
  73464. private _projectionMatrix;
  73465. private _transformMatrix;
  73466. private _cachedPosition;
  73467. private _cachedDirection;
  73468. private _cachedDefines;
  73469. private _currentRenderID;
  73470. private _boxBlurPostprocess;
  73471. private _kernelBlurXPostprocess;
  73472. private _kernelBlurYPostprocess;
  73473. private _blurPostProcesses;
  73474. private _mapSize;
  73475. private _currentFaceIndex;
  73476. private _currentFaceIndexCache;
  73477. private _textureType;
  73478. private _defaultTextureMatrix;
  73479. /** @hidden */
  73480. static _SceneComponentInitialization: (scene: Scene) => void;
  73481. /**
  73482. * Creates a ShadowGenerator object.
  73483. * A ShadowGenerator is the required tool to use the shadows.
  73484. * Each light casting shadows needs to use its own ShadowGenerator.
  73485. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  73486. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  73487. * @param light The light object generating the shadows.
  73488. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  73489. */
  73490. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  73491. private _initializeGenerator;
  73492. private _initializeShadowMap;
  73493. private _initializeBlurRTTAndPostProcesses;
  73494. private _renderForShadowMap;
  73495. private _renderSubMeshForShadowMap;
  73496. private _applyFilterValues;
  73497. /**
  73498. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73499. * @param onCompiled Callback triggered at the and of the effects compilation
  73500. * @param options Sets of optional options forcing the compilation with different modes
  73501. */
  73502. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  73503. useInstances: boolean;
  73504. }>): void;
  73505. /**
  73506. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73507. * @param options Sets of optional options forcing the compilation with different modes
  73508. * @returns A promise that resolves when the compilation completes
  73509. */
  73510. forceCompilationAsync(options?: Partial<{
  73511. useInstances: boolean;
  73512. }>): Promise<void>;
  73513. /**
  73514. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  73515. * @param subMesh The submesh we want to render in the shadow map
  73516. * @param useInstances Defines wether will draw in the map using instances
  73517. * @returns true if ready otherwise, false
  73518. */
  73519. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  73520. /**
  73521. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  73522. * @param defines Defines of the material we want to update
  73523. * @param lightIndex Index of the light in the enabled light list of the material
  73524. */
  73525. prepareDefines(defines: any, lightIndex: number): void;
  73526. /**
  73527. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  73528. * defined in the generator but impacting the effect).
  73529. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  73530. * @param effect The effect we are binfing the information for
  73531. */
  73532. bindShadowLight(lightIndex: string, effect: Effect): void;
  73533. /**
  73534. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  73535. * (eq to shadow prjection matrix * light transform matrix)
  73536. * @returns The transform matrix used to create the shadow map
  73537. */
  73538. getTransformMatrix(): Matrix;
  73539. /**
  73540. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  73541. * Cube and 2D textures for instance.
  73542. */
  73543. recreateShadowMap(): void;
  73544. private _disposeBlurPostProcesses;
  73545. private _disposeRTTandPostProcesses;
  73546. /**
  73547. * Disposes the ShadowGenerator.
  73548. * Returns nothing.
  73549. */
  73550. dispose(): void;
  73551. /**
  73552. * Serializes the shadow generator setup to a json object.
  73553. * @returns The serialized JSON object
  73554. */
  73555. serialize(): any;
  73556. /**
  73557. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  73558. * @param parsedShadowGenerator The JSON object to parse
  73559. * @param scene The scene to create the shadow map for
  73560. * @returns The parsed shadow generator
  73561. */
  73562. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  73563. }
  73564. }
  73565. declare module BABYLON {
  73566. /**
  73567. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  73568. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  73569. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  73570. */
  73571. export abstract class Light extends Node {
  73572. /**
  73573. * Falloff Default: light is falling off following the material specification:
  73574. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  73575. */
  73576. static readonly FALLOFF_DEFAULT: number;
  73577. /**
  73578. * Falloff Physical: light is falling off following the inverse squared distance law.
  73579. */
  73580. static readonly FALLOFF_PHYSICAL: number;
  73581. /**
  73582. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  73583. * to enhance interoperability with other engines.
  73584. */
  73585. static readonly FALLOFF_GLTF: number;
  73586. /**
  73587. * Falloff Standard: light is falling off like in the standard material
  73588. * to enhance interoperability with other materials.
  73589. */
  73590. static readonly FALLOFF_STANDARD: number;
  73591. /**
  73592. * If every light affecting the material is in this lightmapMode,
  73593. * material.lightmapTexture adds or multiplies
  73594. * (depends on material.useLightmapAsShadowmap)
  73595. * after every other light calculations.
  73596. */
  73597. static readonly LIGHTMAP_DEFAULT: number;
  73598. /**
  73599. * material.lightmapTexture as only diffuse lighting from this light
  73600. * adds only specular lighting from this light
  73601. * adds dynamic shadows
  73602. */
  73603. static readonly LIGHTMAP_SPECULAR: number;
  73604. /**
  73605. * material.lightmapTexture as only lighting
  73606. * no light calculation from this light
  73607. * only adds dynamic shadows from this light
  73608. */
  73609. static readonly LIGHTMAP_SHADOWSONLY: number;
  73610. /**
  73611. * Each light type uses the default quantity according to its type:
  73612. * point/spot lights use luminous intensity
  73613. * directional lights use illuminance
  73614. */
  73615. static readonly INTENSITYMODE_AUTOMATIC: number;
  73616. /**
  73617. * lumen (lm)
  73618. */
  73619. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  73620. /**
  73621. * candela (lm/sr)
  73622. */
  73623. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  73624. /**
  73625. * lux (lm/m^2)
  73626. */
  73627. static readonly INTENSITYMODE_ILLUMINANCE: number;
  73628. /**
  73629. * nit (cd/m^2)
  73630. */
  73631. static readonly INTENSITYMODE_LUMINANCE: number;
  73632. /**
  73633. * Light type const id of the point light.
  73634. */
  73635. static readonly LIGHTTYPEID_POINTLIGHT: number;
  73636. /**
  73637. * Light type const id of the directional light.
  73638. */
  73639. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  73640. /**
  73641. * Light type const id of the spot light.
  73642. */
  73643. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  73644. /**
  73645. * Light type const id of the hemispheric light.
  73646. */
  73647. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  73648. /**
  73649. * Diffuse gives the basic color to an object.
  73650. */
  73651. diffuse: Color3;
  73652. /**
  73653. * Specular produces a highlight color on an object.
  73654. * Note: This is note affecting PBR materials.
  73655. */
  73656. specular: Color3;
  73657. /**
  73658. * Defines the falloff type for this light. This lets overrriding how punctual light are
  73659. * falling off base on range or angle.
  73660. * This can be set to any values in Light.FALLOFF_x.
  73661. *
  73662. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  73663. * other types of materials.
  73664. */
  73665. falloffType: number;
  73666. /**
  73667. * Strength of the light.
  73668. * Note: By default it is define in the framework own unit.
  73669. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  73670. */
  73671. intensity: number;
  73672. private _range;
  73673. protected _inverseSquaredRange: number;
  73674. /**
  73675. * Defines how far from the source the light is impacting in scene units.
  73676. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  73677. */
  73678. /**
  73679. * Defines how far from the source the light is impacting in scene units.
  73680. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  73681. */
  73682. range: number;
  73683. /**
  73684. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  73685. * of light.
  73686. */
  73687. private _photometricScale;
  73688. private _intensityMode;
  73689. /**
  73690. * Gets the photometric scale used to interpret the intensity.
  73691. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  73692. */
  73693. /**
  73694. * Sets the photometric scale used to interpret the intensity.
  73695. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  73696. */
  73697. intensityMode: number;
  73698. private _radius;
  73699. /**
  73700. * Gets the light radius used by PBR Materials to simulate soft area lights.
  73701. */
  73702. /**
  73703. * sets the light radius used by PBR Materials to simulate soft area lights.
  73704. */
  73705. radius: number;
  73706. private _renderPriority;
  73707. /**
  73708. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  73709. * exceeding the number allowed of the materials.
  73710. */
  73711. renderPriority: number;
  73712. private _shadowEnabled;
  73713. /**
  73714. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  73715. * the current shadow generator.
  73716. */
  73717. /**
  73718. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  73719. * the current shadow generator.
  73720. */
  73721. shadowEnabled: boolean;
  73722. private _includedOnlyMeshes;
  73723. /**
  73724. * Gets the only meshes impacted by this light.
  73725. */
  73726. /**
  73727. * Sets the only meshes impacted by this light.
  73728. */
  73729. includedOnlyMeshes: AbstractMesh[];
  73730. private _excludedMeshes;
  73731. /**
  73732. * Gets the meshes not impacted by this light.
  73733. */
  73734. /**
  73735. * Sets the meshes not impacted by this light.
  73736. */
  73737. excludedMeshes: AbstractMesh[];
  73738. private _excludeWithLayerMask;
  73739. /**
  73740. * Gets the layer id use to find what meshes are not impacted by the light.
  73741. * Inactive if 0
  73742. */
  73743. /**
  73744. * Sets the layer id use to find what meshes are not impacted by the light.
  73745. * Inactive if 0
  73746. */
  73747. excludeWithLayerMask: number;
  73748. private _includeOnlyWithLayerMask;
  73749. /**
  73750. * Gets the layer id use to find what meshes are impacted by the light.
  73751. * Inactive if 0
  73752. */
  73753. /**
  73754. * Sets the layer id use to find what meshes are impacted by the light.
  73755. * Inactive if 0
  73756. */
  73757. includeOnlyWithLayerMask: number;
  73758. private _lightmapMode;
  73759. /**
  73760. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  73761. */
  73762. /**
  73763. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  73764. */
  73765. lightmapMode: number;
  73766. /**
  73767. * Shadow generator associted to the light.
  73768. * @hidden Internal use only.
  73769. */
  73770. _shadowGenerator: Nullable<IShadowGenerator>;
  73771. /**
  73772. * @hidden Internal use only.
  73773. */
  73774. _excludedMeshesIds: string[];
  73775. /**
  73776. * @hidden Internal use only.
  73777. */
  73778. _includedOnlyMeshesIds: string[];
  73779. /**
  73780. * The current light unifom buffer.
  73781. * @hidden Internal use only.
  73782. */
  73783. _uniformBuffer: UniformBuffer;
  73784. /**
  73785. * Creates a Light object in the scene.
  73786. * Documentation : https://doc.babylonjs.com/babylon101/lights
  73787. * @param name The firendly name of the light
  73788. * @param scene The scene the light belongs too
  73789. */
  73790. constructor(name: string, scene: Scene);
  73791. protected abstract _buildUniformLayout(): void;
  73792. /**
  73793. * Sets the passed Effect "effect" with the Light information.
  73794. * @param effect The effect to update
  73795. * @param lightIndex The index of the light in the effect to update
  73796. * @returns The light
  73797. */
  73798. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  73799. /**
  73800. * Returns the string "Light".
  73801. * @returns the class name
  73802. */
  73803. getClassName(): string;
  73804. /** @hidden */
  73805. readonly _isLight: boolean;
  73806. /**
  73807. * Converts the light information to a readable string for debug purpose.
  73808. * @param fullDetails Supports for multiple levels of logging within scene loading
  73809. * @returns the human readable light info
  73810. */
  73811. toString(fullDetails?: boolean): string;
  73812. /** @hidden */
  73813. protected _syncParentEnabledState(): void;
  73814. /**
  73815. * Set the enabled state of this node.
  73816. * @param value - the new enabled state
  73817. */
  73818. setEnabled(value: boolean): void;
  73819. /**
  73820. * Returns the Light associated shadow generator if any.
  73821. * @return the associated shadow generator.
  73822. */
  73823. getShadowGenerator(): Nullable<IShadowGenerator>;
  73824. /**
  73825. * Returns a Vector3, the absolute light position in the World.
  73826. * @returns the world space position of the light
  73827. */
  73828. getAbsolutePosition(): Vector3;
  73829. /**
  73830. * Specifies if the light will affect the passed mesh.
  73831. * @param mesh The mesh to test against the light
  73832. * @return true the mesh is affected otherwise, false.
  73833. */
  73834. canAffectMesh(mesh: AbstractMesh): boolean;
  73835. /**
  73836. * Sort function to order lights for rendering.
  73837. * @param a First Light object to compare to second.
  73838. * @param b Second Light object to compare first.
  73839. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  73840. */
  73841. static CompareLightsPriority(a: Light, b: Light): number;
  73842. /**
  73843. * Releases resources associated with this node.
  73844. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  73845. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  73846. */
  73847. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  73848. /**
  73849. * Returns the light type ID (integer).
  73850. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  73851. */
  73852. getTypeID(): number;
  73853. /**
  73854. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  73855. * @returns the scaled intensity in intensity mode unit
  73856. */
  73857. getScaledIntensity(): number;
  73858. /**
  73859. * Returns a new Light object, named "name", from the current one.
  73860. * @param name The name of the cloned light
  73861. * @returns the new created light
  73862. */
  73863. clone(name: string): Nullable<Light>;
  73864. /**
  73865. * Serializes the current light into a Serialization object.
  73866. * @returns the serialized object.
  73867. */
  73868. serialize(): any;
  73869. /**
  73870. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  73871. * This new light is named "name" and added to the passed scene.
  73872. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  73873. * @param name The friendly name of the light
  73874. * @param scene The scene the new light will belong to
  73875. * @returns the constructor function
  73876. */
  73877. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  73878. /**
  73879. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  73880. * @param parsedLight The JSON representation of the light
  73881. * @param scene The scene to create the parsed light in
  73882. * @returns the created light after parsing
  73883. */
  73884. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  73885. private _hookArrayForExcluded;
  73886. private _hookArrayForIncludedOnly;
  73887. private _resyncMeshes;
  73888. /**
  73889. * Forces the meshes to update their light related information in their rendering used effects
  73890. * @hidden Internal Use Only
  73891. */
  73892. _markMeshesAsLightDirty(): void;
  73893. /**
  73894. * Recomputes the cached photometric scale if needed.
  73895. */
  73896. private _computePhotometricScale;
  73897. /**
  73898. * Returns the Photometric Scale according to the light type and intensity mode.
  73899. */
  73900. private _getPhotometricScale;
  73901. /**
  73902. * Reorder the light in the scene according to their defined priority.
  73903. * @hidden Internal Use Only
  73904. */
  73905. _reorderLightsInScene(): void;
  73906. /**
  73907. * Prepares the list of defines specific to the light type.
  73908. * @param defines the list of defines
  73909. * @param lightIndex defines the index of the light for the effect
  73910. */
  73911. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  73912. }
  73913. }
  73914. declare module BABYLON {
  73915. /**
  73916. * Interface used to define Action
  73917. */
  73918. export interface IAction {
  73919. /**
  73920. * Trigger for the action
  73921. */
  73922. trigger: number;
  73923. /** Options of the trigger */
  73924. triggerOptions: any;
  73925. /**
  73926. * Gets the trigger parameters
  73927. * @returns the trigger parameters
  73928. */
  73929. getTriggerParameter(): any;
  73930. /**
  73931. * Internal only - executes current action event
  73932. * @hidden
  73933. */
  73934. _executeCurrent(evt?: ActionEvent): void;
  73935. /**
  73936. * Serialize placeholder for child classes
  73937. * @param parent of child
  73938. * @returns the serialized object
  73939. */
  73940. serialize(parent: any): any;
  73941. /**
  73942. * Internal only
  73943. * @hidden
  73944. */
  73945. _prepare(): void;
  73946. /**
  73947. * Internal only - manager for action
  73948. * @hidden
  73949. */
  73950. _actionManager: AbstractActionManager;
  73951. /**
  73952. * Adds action to chain of actions, may be a DoNothingAction
  73953. * @param action defines the next action to execute
  73954. * @returns The action passed in
  73955. * @see https://www.babylonjs-playground.com/#1T30HR#0
  73956. */
  73957. then(action: IAction): IAction;
  73958. }
  73959. /**
  73960. * The action to be carried out following a trigger
  73961. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  73962. */
  73963. export class Action implements IAction {
  73964. /** the trigger, with or without parameters, for the action */
  73965. triggerOptions: any;
  73966. /**
  73967. * Trigger for the action
  73968. */
  73969. trigger: number;
  73970. /**
  73971. * Internal only - manager for action
  73972. * @hidden
  73973. */
  73974. _actionManager: ActionManager;
  73975. private _nextActiveAction;
  73976. private _child;
  73977. private _condition?;
  73978. private _triggerParameter;
  73979. /**
  73980. * An event triggered prior to action being executed.
  73981. */
  73982. onBeforeExecuteObservable: Observable<Action>;
  73983. /**
  73984. * Creates a new Action
  73985. * @param triggerOptions the trigger, with or without parameters, for the action
  73986. * @param condition an optional determinant of action
  73987. */
  73988. constructor(
  73989. /** the trigger, with or without parameters, for the action */
  73990. triggerOptions: any, condition?: Condition);
  73991. /**
  73992. * Internal only
  73993. * @hidden
  73994. */
  73995. _prepare(): void;
  73996. /**
  73997. * Gets the trigger parameters
  73998. * @returns the trigger parameters
  73999. */
  74000. getTriggerParameter(): any;
  74001. /**
  74002. * Internal only - executes current action event
  74003. * @hidden
  74004. */
  74005. _executeCurrent(evt?: ActionEvent): void;
  74006. /**
  74007. * Execute placeholder for child classes
  74008. * @param evt optional action event
  74009. */
  74010. execute(evt?: ActionEvent): void;
  74011. /**
  74012. * Skips to next active action
  74013. */
  74014. skipToNextActiveAction(): void;
  74015. /**
  74016. * Adds action to chain of actions, may be a DoNothingAction
  74017. * @param action defines the next action to execute
  74018. * @returns The action passed in
  74019. * @see https://www.babylonjs-playground.com/#1T30HR#0
  74020. */
  74021. then(action: Action): Action;
  74022. /**
  74023. * Internal only
  74024. * @hidden
  74025. */
  74026. _getProperty(propertyPath: string): string;
  74027. /**
  74028. * Internal only
  74029. * @hidden
  74030. */
  74031. _getEffectiveTarget(target: any, propertyPath: string): any;
  74032. /**
  74033. * Serialize placeholder for child classes
  74034. * @param parent of child
  74035. * @returns the serialized object
  74036. */
  74037. serialize(parent: any): any;
  74038. /**
  74039. * Internal only called by serialize
  74040. * @hidden
  74041. */
  74042. protected _serialize(serializedAction: any, parent?: any): any;
  74043. /**
  74044. * Internal only
  74045. * @hidden
  74046. */
  74047. static _SerializeValueAsString: (value: any) => string;
  74048. /**
  74049. * Internal only
  74050. * @hidden
  74051. */
  74052. static _GetTargetProperty: (target: Node | Scene) => {
  74053. name: string;
  74054. targetType: string;
  74055. value: string;
  74056. };
  74057. }
  74058. }
  74059. declare module BABYLON {
  74060. /**
  74061. * A Condition applied to an Action
  74062. */
  74063. export class Condition {
  74064. /**
  74065. * Internal only - manager for action
  74066. * @hidden
  74067. */
  74068. _actionManager: ActionManager;
  74069. /**
  74070. * Internal only
  74071. * @hidden
  74072. */
  74073. _evaluationId: number;
  74074. /**
  74075. * Internal only
  74076. * @hidden
  74077. */
  74078. _currentResult: boolean;
  74079. /**
  74080. * Creates a new Condition
  74081. * @param actionManager the manager of the action the condition is applied to
  74082. */
  74083. constructor(actionManager: ActionManager);
  74084. /**
  74085. * Check if the current condition is valid
  74086. * @returns a boolean
  74087. */
  74088. isValid(): boolean;
  74089. /**
  74090. * Internal only
  74091. * @hidden
  74092. */
  74093. _getProperty(propertyPath: string): string;
  74094. /**
  74095. * Internal only
  74096. * @hidden
  74097. */
  74098. _getEffectiveTarget(target: any, propertyPath: string): any;
  74099. /**
  74100. * Serialize placeholder for child classes
  74101. * @returns the serialized object
  74102. */
  74103. serialize(): any;
  74104. /**
  74105. * Internal only
  74106. * @hidden
  74107. */
  74108. protected _serialize(serializedCondition: any): any;
  74109. }
  74110. /**
  74111. * Defines specific conditional operators as extensions of Condition
  74112. */
  74113. export class ValueCondition extends Condition {
  74114. /** path to specify the property of the target the conditional operator uses */
  74115. propertyPath: string;
  74116. /** the value compared by the conditional operator against the current value of the property */
  74117. value: any;
  74118. /** the conditional operator, default ValueCondition.IsEqual */
  74119. operator: number;
  74120. /**
  74121. * Internal only
  74122. * @hidden
  74123. */
  74124. private static _IsEqual;
  74125. /**
  74126. * Internal only
  74127. * @hidden
  74128. */
  74129. private static _IsDifferent;
  74130. /**
  74131. * Internal only
  74132. * @hidden
  74133. */
  74134. private static _IsGreater;
  74135. /**
  74136. * Internal only
  74137. * @hidden
  74138. */
  74139. private static _IsLesser;
  74140. /**
  74141. * returns the number for IsEqual
  74142. */
  74143. static readonly IsEqual: number;
  74144. /**
  74145. * Returns the number for IsDifferent
  74146. */
  74147. static readonly IsDifferent: number;
  74148. /**
  74149. * Returns the number for IsGreater
  74150. */
  74151. static readonly IsGreater: number;
  74152. /**
  74153. * Returns the number for IsLesser
  74154. */
  74155. static readonly IsLesser: number;
  74156. /**
  74157. * Internal only The action manager for the condition
  74158. * @hidden
  74159. */
  74160. _actionManager: ActionManager;
  74161. /**
  74162. * Internal only
  74163. * @hidden
  74164. */
  74165. private _target;
  74166. /**
  74167. * Internal only
  74168. * @hidden
  74169. */
  74170. private _effectiveTarget;
  74171. /**
  74172. * Internal only
  74173. * @hidden
  74174. */
  74175. private _property;
  74176. /**
  74177. * Creates a new ValueCondition
  74178. * @param actionManager manager for the action the condition applies to
  74179. * @param target for the action
  74180. * @param propertyPath path to specify the property of the target the conditional operator uses
  74181. * @param value the value compared by the conditional operator against the current value of the property
  74182. * @param operator the conditional operator, default ValueCondition.IsEqual
  74183. */
  74184. constructor(actionManager: ActionManager, target: any,
  74185. /** path to specify the property of the target the conditional operator uses */
  74186. propertyPath: string,
  74187. /** the value compared by the conditional operator against the current value of the property */
  74188. value: any,
  74189. /** the conditional operator, default ValueCondition.IsEqual */
  74190. operator?: number);
  74191. /**
  74192. * Compares the given value with the property value for the specified conditional operator
  74193. * @returns the result of the comparison
  74194. */
  74195. isValid(): boolean;
  74196. /**
  74197. * Serialize the ValueCondition into a JSON compatible object
  74198. * @returns serialization object
  74199. */
  74200. serialize(): any;
  74201. /**
  74202. * Gets the name of the conditional operator for the ValueCondition
  74203. * @param operator the conditional operator
  74204. * @returns the name
  74205. */
  74206. static GetOperatorName(operator: number): string;
  74207. }
  74208. /**
  74209. * Defines a predicate condition as an extension of Condition
  74210. */
  74211. export class PredicateCondition extends Condition {
  74212. /** defines the predicate function used to validate the condition */
  74213. predicate: () => boolean;
  74214. /**
  74215. * Internal only - manager for action
  74216. * @hidden
  74217. */
  74218. _actionManager: ActionManager;
  74219. /**
  74220. * Creates a new PredicateCondition
  74221. * @param actionManager manager for the action the condition applies to
  74222. * @param predicate defines the predicate function used to validate the condition
  74223. */
  74224. constructor(actionManager: ActionManager,
  74225. /** defines the predicate function used to validate the condition */
  74226. predicate: () => boolean);
  74227. /**
  74228. * @returns the validity of the predicate condition
  74229. */
  74230. isValid(): boolean;
  74231. }
  74232. /**
  74233. * Defines a state condition as an extension of Condition
  74234. */
  74235. export class StateCondition extends Condition {
  74236. /** Value to compare with target state */
  74237. value: string;
  74238. /**
  74239. * Internal only - manager for action
  74240. * @hidden
  74241. */
  74242. _actionManager: ActionManager;
  74243. /**
  74244. * Internal only
  74245. * @hidden
  74246. */
  74247. private _target;
  74248. /**
  74249. * Creates a new StateCondition
  74250. * @param actionManager manager for the action the condition applies to
  74251. * @param target of the condition
  74252. * @param value to compare with target state
  74253. */
  74254. constructor(actionManager: ActionManager, target: any,
  74255. /** Value to compare with target state */
  74256. value: string);
  74257. /**
  74258. * Gets a boolean indicating if the current condition is met
  74259. * @returns the validity of the state
  74260. */
  74261. isValid(): boolean;
  74262. /**
  74263. * Serialize the StateCondition into a JSON compatible object
  74264. * @returns serialization object
  74265. */
  74266. serialize(): any;
  74267. }
  74268. }
  74269. declare module BABYLON {
  74270. /**
  74271. * This defines an action responsible to toggle a boolean once triggered.
  74272. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74273. */
  74274. export class SwitchBooleanAction extends Action {
  74275. /**
  74276. * The path to the boolean property in the target object
  74277. */
  74278. propertyPath: string;
  74279. private _target;
  74280. private _effectiveTarget;
  74281. private _property;
  74282. /**
  74283. * Instantiate the action
  74284. * @param triggerOptions defines the trigger options
  74285. * @param target defines the object containing the boolean
  74286. * @param propertyPath defines the path to the boolean property in the target object
  74287. * @param condition defines the trigger related conditions
  74288. */
  74289. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  74290. /** @hidden */
  74291. _prepare(): void;
  74292. /**
  74293. * Execute the action toggle the boolean value.
  74294. */
  74295. execute(): void;
  74296. /**
  74297. * Serializes the actions and its related information.
  74298. * @param parent defines the object to serialize in
  74299. * @returns the serialized object
  74300. */
  74301. serialize(parent: any): any;
  74302. }
  74303. /**
  74304. * This defines an action responsible to set a the state field of the target
  74305. * to a desired value once triggered.
  74306. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74307. */
  74308. export class SetStateAction extends Action {
  74309. /**
  74310. * The value to store in the state field.
  74311. */
  74312. value: string;
  74313. private _target;
  74314. /**
  74315. * Instantiate the action
  74316. * @param triggerOptions defines the trigger options
  74317. * @param target defines the object containing the state property
  74318. * @param value defines the value to store in the state field
  74319. * @param condition defines the trigger related conditions
  74320. */
  74321. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  74322. /**
  74323. * Execute the action and store the value on the target state property.
  74324. */
  74325. execute(): void;
  74326. /**
  74327. * Serializes the actions and its related information.
  74328. * @param parent defines the object to serialize in
  74329. * @returns the serialized object
  74330. */
  74331. serialize(parent: any): any;
  74332. }
  74333. /**
  74334. * This defines an action responsible to set a property of the target
  74335. * to a desired value once triggered.
  74336. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74337. */
  74338. export class SetValueAction extends Action {
  74339. /**
  74340. * The path of the property to set in the target.
  74341. */
  74342. propertyPath: string;
  74343. /**
  74344. * The value to set in the property
  74345. */
  74346. value: any;
  74347. private _target;
  74348. private _effectiveTarget;
  74349. private _property;
  74350. /**
  74351. * Instantiate the action
  74352. * @param triggerOptions defines the trigger options
  74353. * @param target defines the object containing the property
  74354. * @param propertyPath defines the path of the property to set in the target
  74355. * @param value defines the value to set in the property
  74356. * @param condition defines the trigger related conditions
  74357. */
  74358. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  74359. /** @hidden */
  74360. _prepare(): void;
  74361. /**
  74362. * Execute the action and set the targetted property to the desired value.
  74363. */
  74364. execute(): void;
  74365. /**
  74366. * Serializes the actions and its related information.
  74367. * @param parent defines the object to serialize in
  74368. * @returns the serialized object
  74369. */
  74370. serialize(parent: any): any;
  74371. }
  74372. /**
  74373. * This defines an action responsible to increment the target value
  74374. * to a desired value once triggered.
  74375. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74376. */
  74377. export class IncrementValueAction extends Action {
  74378. /**
  74379. * The path of the property to increment in the target.
  74380. */
  74381. propertyPath: string;
  74382. /**
  74383. * The value we should increment the property by.
  74384. */
  74385. value: any;
  74386. private _target;
  74387. private _effectiveTarget;
  74388. private _property;
  74389. /**
  74390. * Instantiate the action
  74391. * @param triggerOptions defines the trigger options
  74392. * @param target defines the object containing the property
  74393. * @param propertyPath defines the path of the property to increment in the target
  74394. * @param value defines the value value we should increment the property by
  74395. * @param condition defines the trigger related conditions
  74396. */
  74397. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  74398. /** @hidden */
  74399. _prepare(): void;
  74400. /**
  74401. * Execute the action and increment the target of the value amount.
  74402. */
  74403. execute(): void;
  74404. /**
  74405. * Serializes the actions and its related information.
  74406. * @param parent defines the object to serialize in
  74407. * @returns the serialized object
  74408. */
  74409. serialize(parent: any): any;
  74410. }
  74411. /**
  74412. * This defines an action responsible to start an animation once triggered.
  74413. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74414. */
  74415. export class PlayAnimationAction extends Action {
  74416. /**
  74417. * Where the animation should start (animation frame)
  74418. */
  74419. from: number;
  74420. /**
  74421. * Where the animation should stop (animation frame)
  74422. */
  74423. to: number;
  74424. /**
  74425. * Define if the animation should loop or stop after the first play.
  74426. */
  74427. loop?: boolean;
  74428. private _target;
  74429. /**
  74430. * Instantiate the action
  74431. * @param triggerOptions defines the trigger options
  74432. * @param target defines the target animation or animation name
  74433. * @param from defines from where the animation should start (animation frame)
  74434. * @param end defines where the animation should stop (animation frame)
  74435. * @param loop defines if the animation should loop or stop after the first play
  74436. * @param condition defines the trigger related conditions
  74437. */
  74438. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  74439. /** @hidden */
  74440. _prepare(): void;
  74441. /**
  74442. * Execute the action and play the animation.
  74443. */
  74444. execute(): void;
  74445. /**
  74446. * Serializes the actions and its related information.
  74447. * @param parent defines the object to serialize in
  74448. * @returns the serialized object
  74449. */
  74450. serialize(parent: any): any;
  74451. }
  74452. /**
  74453. * This defines an action responsible to stop an animation once triggered.
  74454. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74455. */
  74456. export class StopAnimationAction extends Action {
  74457. private _target;
  74458. /**
  74459. * Instantiate the action
  74460. * @param triggerOptions defines the trigger options
  74461. * @param target defines the target animation or animation name
  74462. * @param condition defines the trigger related conditions
  74463. */
  74464. constructor(triggerOptions: any, target: any, condition?: Condition);
  74465. /** @hidden */
  74466. _prepare(): void;
  74467. /**
  74468. * Execute the action and stop the animation.
  74469. */
  74470. execute(): void;
  74471. /**
  74472. * Serializes the actions and its related information.
  74473. * @param parent defines the object to serialize in
  74474. * @returns the serialized object
  74475. */
  74476. serialize(parent: any): any;
  74477. }
  74478. /**
  74479. * This defines an action responsible that does nothing once triggered.
  74480. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74481. */
  74482. export class DoNothingAction extends Action {
  74483. /**
  74484. * Instantiate the action
  74485. * @param triggerOptions defines the trigger options
  74486. * @param condition defines the trigger related conditions
  74487. */
  74488. constructor(triggerOptions?: any, condition?: Condition);
  74489. /**
  74490. * Execute the action and do nothing.
  74491. */
  74492. execute(): void;
  74493. /**
  74494. * Serializes the actions and its related information.
  74495. * @param parent defines the object to serialize in
  74496. * @returns the serialized object
  74497. */
  74498. serialize(parent: any): any;
  74499. }
  74500. /**
  74501. * This defines an action responsible to trigger several actions once triggered.
  74502. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74503. */
  74504. export class CombineAction extends Action {
  74505. /**
  74506. * The list of aggregated animations to run.
  74507. */
  74508. children: Action[];
  74509. /**
  74510. * Instantiate the action
  74511. * @param triggerOptions defines the trigger options
  74512. * @param children defines the list of aggregated animations to run
  74513. * @param condition defines the trigger related conditions
  74514. */
  74515. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  74516. /** @hidden */
  74517. _prepare(): void;
  74518. /**
  74519. * Execute the action and executes all the aggregated actions.
  74520. */
  74521. execute(evt: ActionEvent): void;
  74522. /**
  74523. * Serializes the actions and its related information.
  74524. * @param parent defines the object to serialize in
  74525. * @returns the serialized object
  74526. */
  74527. serialize(parent: any): any;
  74528. }
  74529. /**
  74530. * This defines an action responsible to run code (external event) once triggered.
  74531. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74532. */
  74533. export class ExecuteCodeAction extends Action {
  74534. /**
  74535. * The callback function to run.
  74536. */
  74537. func: (evt: ActionEvent) => void;
  74538. /**
  74539. * Instantiate the action
  74540. * @param triggerOptions defines the trigger options
  74541. * @param func defines the callback function to run
  74542. * @param condition defines the trigger related conditions
  74543. */
  74544. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  74545. /**
  74546. * Execute the action and run the attached code.
  74547. */
  74548. execute(evt: ActionEvent): void;
  74549. }
  74550. /**
  74551. * This defines an action responsible to set the parent property of the target once triggered.
  74552. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74553. */
  74554. export class SetParentAction extends Action {
  74555. private _parent;
  74556. private _target;
  74557. /**
  74558. * Instantiate the action
  74559. * @param triggerOptions defines the trigger options
  74560. * @param target defines the target containing the parent property
  74561. * @param parent defines from where the animation should start (animation frame)
  74562. * @param condition defines the trigger related conditions
  74563. */
  74564. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  74565. /** @hidden */
  74566. _prepare(): void;
  74567. /**
  74568. * Execute the action and set the parent property.
  74569. */
  74570. execute(): void;
  74571. /**
  74572. * Serializes the actions and its related information.
  74573. * @param parent defines the object to serialize in
  74574. * @returns the serialized object
  74575. */
  74576. serialize(parent: any): any;
  74577. }
  74578. }
  74579. declare module BABYLON {
  74580. /**
  74581. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  74582. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  74583. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74584. */
  74585. export class ActionManager extends AbstractActionManager {
  74586. /**
  74587. * Nothing
  74588. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74589. */
  74590. static readonly NothingTrigger: number;
  74591. /**
  74592. * On pick
  74593. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74594. */
  74595. static readonly OnPickTrigger: number;
  74596. /**
  74597. * On left pick
  74598. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74599. */
  74600. static readonly OnLeftPickTrigger: number;
  74601. /**
  74602. * On right pick
  74603. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74604. */
  74605. static readonly OnRightPickTrigger: number;
  74606. /**
  74607. * On center pick
  74608. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74609. */
  74610. static readonly OnCenterPickTrigger: number;
  74611. /**
  74612. * On pick down
  74613. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74614. */
  74615. static readonly OnPickDownTrigger: number;
  74616. /**
  74617. * On double pick
  74618. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74619. */
  74620. static readonly OnDoublePickTrigger: number;
  74621. /**
  74622. * On pick up
  74623. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74624. */
  74625. static readonly OnPickUpTrigger: number;
  74626. /**
  74627. * On pick out.
  74628. * This trigger will only be raised if you also declared a OnPickDown
  74629. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74630. */
  74631. static readonly OnPickOutTrigger: number;
  74632. /**
  74633. * On long press
  74634. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74635. */
  74636. static readonly OnLongPressTrigger: number;
  74637. /**
  74638. * On pointer over
  74639. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74640. */
  74641. static readonly OnPointerOverTrigger: number;
  74642. /**
  74643. * On pointer out
  74644. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74645. */
  74646. static readonly OnPointerOutTrigger: number;
  74647. /**
  74648. * On every frame
  74649. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74650. */
  74651. static readonly OnEveryFrameTrigger: number;
  74652. /**
  74653. * On intersection enter
  74654. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74655. */
  74656. static readonly OnIntersectionEnterTrigger: number;
  74657. /**
  74658. * On intersection exit
  74659. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74660. */
  74661. static readonly OnIntersectionExitTrigger: number;
  74662. /**
  74663. * On key down
  74664. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74665. */
  74666. static readonly OnKeyDownTrigger: number;
  74667. /**
  74668. * On key up
  74669. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74670. */
  74671. static readonly OnKeyUpTrigger: number;
  74672. private _scene;
  74673. /**
  74674. * Creates a new action manager
  74675. * @param scene defines the hosting scene
  74676. */
  74677. constructor(scene: Scene);
  74678. /**
  74679. * Releases all associated resources
  74680. */
  74681. dispose(): void;
  74682. /**
  74683. * Gets hosting scene
  74684. * @returns the hosting scene
  74685. */
  74686. getScene(): Scene;
  74687. /**
  74688. * Does this action manager handles actions of any of the given triggers
  74689. * @param triggers defines the triggers to be tested
  74690. * @return a boolean indicating whether one (or more) of the triggers is handled
  74691. */
  74692. hasSpecificTriggers(triggers: number[]): boolean;
  74693. /**
  74694. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  74695. * speed.
  74696. * @param triggerA defines the trigger to be tested
  74697. * @param triggerB defines the trigger to be tested
  74698. * @return a boolean indicating whether one (or more) of the triggers is handled
  74699. */
  74700. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  74701. /**
  74702. * Does this action manager handles actions of a given trigger
  74703. * @param trigger defines the trigger to be tested
  74704. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  74705. * @return whether the trigger is handled
  74706. */
  74707. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  74708. /**
  74709. * Does this action manager has pointer triggers
  74710. */
  74711. readonly hasPointerTriggers: boolean;
  74712. /**
  74713. * Does this action manager has pick triggers
  74714. */
  74715. readonly hasPickTriggers: boolean;
  74716. /**
  74717. * Registers an action to this action manager
  74718. * @param action defines the action to be registered
  74719. * @return the action amended (prepared) after registration
  74720. */
  74721. registerAction(action: IAction): Nullable<IAction>;
  74722. /**
  74723. * Unregisters an action to this action manager
  74724. * @param action defines the action to be unregistered
  74725. * @return a boolean indicating whether the action has been unregistered
  74726. */
  74727. unregisterAction(action: IAction): Boolean;
  74728. /**
  74729. * Process a specific trigger
  74730. * @param trigger defines the trigger to process
  74731. * @param evt defines the event details to be processed
  74732. */
  74733. processTrigger(trigger: number, evt?: IActionEvent): void;
  74734. /** @hidden */
  74735. _getEffectiveTarget(target: any, propertyPath: string): any;
  74736. /** @hidden */
  74737. _getProperty(propertyPath: string): string;
  74738. /**
  74739. * Serialize this manager to a JSON object
  74740. * @param name defines the property name to store this manager
  74741. * @returns a JSON representation of this manager
  74742. */
  74743. serialize(name: string): any;
  74744. /**
  74745. * Creates a new ActionManager from a JSON data
  74746. * @param parsedActions defines the JSON data to read from
  74747. * @param object defines the hosting mesh
  74748. * @param scene defines the hosting scene
  74749. */
  74750. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  74751. /**
  74752. * Get a trigger name by index
  74753. * @param trigger defines the trigger index
  74754. * @returns a trigger name
  74755. */
  74756. static GetTriggerName(trigger: number): string;
  74757. }
  74758. }
  74759. declare module BABYLON {
  74760. /**
  74761. * Class representing a ray with position and direction
  74762. */
  74763. export class Ray {
  74764. /** origin point */
  74765. origin: Vector3;
  74766. /** direction */
  74767. direction: Vector3;
  74768. /** length of the ray */
  74769. length: number;
  74770. private static readonly TmpVector3;
  74771. private _tmpRay;
  74772. /**
  74773. * Creates a new ray
  74774. * @param origin origin point
  74775. * @param direction direction
  74776. * @param length length of the ray
  74777. */
  74778. constructor(
  74779. /** origin point */
  74780. origin: Vector3,
  74781. /** direction */
  74782. direction: Vector3,
  74783. /** length of the ray */
  74784. length?: number);
  74785. /**
  74786. * Checks if the ray intersects a box
  74787. * @param minimum bound of the box
  74788. * @param maximum bound of the box
  74789. * @param intersectionTreshold extra extend to be added to the box in all direction
  74790. * @returns if the box was hit
  74791. */
  74792. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  74793. /**
  74794. * Checks if the ray intersects a box
  74795. * @param box the bounding box to check
  74796. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  74797. * @returns if the box was hit
  74798. */
  74799. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  74800. /**
  74801. * If the ray hits a sphere
  74802. * @param sphere the bounding sphere to check
  74803. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  74804. * @returns true if it hits the sphere
  74805. */
  74806. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  74807. /**
  74808. * If the ray hits a triange
  74809. * @param vertex0 triangle vertex
  74810. * @param vertex1 triangle vertex
  74811. * @param vertex2 triangle vertex
  74812. * @returns intersection information if hit
  74813. */
  74814. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  74815. /**
  74816. * Checks if ray intersects a plane
  74817. * @param plane the plane to check
  74818. * @returns the distance away it was hit
  74819. */
  74820. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  74821. /**
  74822. * Calculate the intercept of a ray on a given axis
  74823. * @param axis to check 'x' | 'y' | 'z'
  74824. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  74825. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  74826. */
  74827. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  74828. /**
  74829. * Checks if ray intersects a mesh
  74830. * @param mesh the mesh to check
  74831. * @param fastCheck if only the bounding box should checked
  74832. * @returns picking info of the intersecton
  74833. */
  74834. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  74835. /**
  74836. * Checks if ray intersects a mesh
  74837. * @param meshes the meshes to check
  74838. * @param fastCheck if only the bounding box should checked
  74839. * @param results array to store result in
  74840. * @returns Array of picking infos
  74841. */
  74842. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  74843. private _comparePickingInfo;
  74844. private static smallnum;
  74845. private static rayl;
  74846. /**
  74847. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  74848. * @param sega the first point of the segment to test the intersection against
  74849. * @param segb the second point of the segment to test the intersection against
  74850. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  74851. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  74852. */
  74853. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  74854. /**
  74855. * Update the ray from viewport position
  74856. * @param x position
  74857. * @param y y position
  74858. * @param viewportWidth viewport width
  74859. * @param viewportHeight viewport height
  74860. * @param world world matrix
  74861. * @param view view matrix
  74862. * @param projection projection matrix
  74863. * @returns this ray updated
  74864. */
  74865. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  74866. /**
  74867. * Creates a ray with origin and direction of 0,0,0
  74868. * @returns the new ray
  74869. */
  74870. static Zero(): Ray;
  74871. /**
  74872. * Creates a new ray from screen space and viewport
  74873. * @param x position
  74874. * @param y y position
  74875. * @param viewportWidth viewport width
  74876. * @param viewportHeight viewport height
  74877. * @param world world matrix
  74878. * @param view view matrix
  74879. * @param projection projection matrix
  74880. * @returns new ray
  74881. */
  74882. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  74883. /**
  74884. * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
  74885. * transformed to the given world matrix.
  74886. * @param origin The origin point
  74887. * @param end The end point
  74888. * @param world a matrix to transform the ray to. Default is the identity matrix.
  74889. * @returns the new ray
  74890. */
  74891. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  74892. /**
  74893. * Transforms a ray by a matrix
  74894. * @param ray ray to transform
  74895. * @param matrix matrix to apply
  74896. * @returns the resulting new ray
  74897. */
  74898. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  74899. /**
  74900. * Transforms a ray by a matrix
  74901. * @param ray ray to transform
  74902. * @param matrix matrix to apply
  74903. * @param result ray to store result in
  74904. */
  74905. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  74906. /**
  74907. * Unproject a ray from screen space to object space
  74908. * @param sourceX defines the screen space x coordinate to use
  74909. * @param sourceY defines the screen space y coordinate to use
  74910. * @param viewportWidth defines the current width of the viewport
  74911. * @param viewportHeight defines the current height of the viewport
  74912. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  74913. * @param view defines the view matrix to use
  74914. * @param projection defines the projection matrix to use
  74915. */
  74916. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  74917. }
  74918. /**
  74919. * Type used to define predicate used to select faces when a mesh intersection is detected
  74920. */
  74921. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  74922. interface Scene {
  74923. /** @hidden */
  74924. _tempPickingRay: Nullable<Ray>;
  74925. /** @hidden */
  74926. _cachedRayForTransform: Ray;
  74927. /** @hidden */
  74928. _pickWithRayInverseMatrix: Matrix;
  74929. /** @hidden */
  74930. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  74931. /** @hidden */
  74932. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  74933. }
  74934. }
  74935. declare module BABYLON {
  74936. /**
  74937. * Groups all the scene component constants in one place to ease maintenance.
  74938. * @hidden
  74939. */
  74940. export class SceneComponentConstants {
  74941. static readonly NAME_EFFECTLAYER: string;
  74942. static readonly NAME_LAYER: string;
  74943. static readonly NAME_LENSFLARESYSTEM: string;
  74944. static readonly NAME_BOUNDINGBOXRENDERER: string;
  74945. static readonly NAME_PARTICLESYSTEM: string;
  74946. static readonly NAME_GAMEPAD: string;
  74947. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  74948. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  74949. static readonly NAME_DEPTHRENDERER: string;
  74950. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  74951. static readonly NAME_SPRITE: string;
  74952. static readonly NAME_OUTLINERENDERER: string;
  74953. static readonly NAME_PROCEDURALTEXTURE: string;
  74954. static readonly NAME_SHADOWGENERATOR: string;
  74955. static readonly NAME_OCTREE: string;
  74956. static readonly NAME_PHYSICSENGINE: string;
  74957. static readonly NAME_AUDIO: string;
  74958. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  74959. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  74960. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  74961. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  74962. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  74963. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  74964. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  74965. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  74966. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  74967. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  74968. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  74969. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  74970. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  74971. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  74972. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  74973. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  74974. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  74975. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  74976. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  74977. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  74978. static readonly STEP_AFTERRENDER_AUDIO: number;
  74979. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  74980. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  74981. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  74982. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  74983. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  74984. static readonly STEP_POINTERMOVE_SPRITE: number;
  74985. static readonly STEP_POINTERDOWN_SPRITE: number;
  74986. static readonly STEP_POINTERUP_SPRITE: number;
  74987. }
  74988. /**
  74989. * This represents a scene component.
  74990. *
  74991. * This is used to decouple the dependency the scene is having on the different workloads like
  74992. * layers, post processes...
  74993. */
  74994. export interface ISceneComponent {
  74995. /**
  74996. * The name of the component. Each component must have a unique name.
  74997. */
  74998. name: string;
  74999. /**
  75000. * The scene the component belongs to.
  75001. */
  75002. scene: Scene;
  75003. /**
  75004. * Register the component to one instance of a scene.
  75005. */
  75006. register(): void;
  75007. /**
  75008. * Rebuilds the elements related to this component in case of
  75009. * context lost for instance.
  75010. */
  75011. rebuild(): void;
  75012. /**
  75013. * Disposes the component and the associated ressources.
  75014. */
  75015. dispose(): void;
  75016. }
  75017. /**
  75018. * This represents a SERIALIZABLE scene component.
  75019. *
  75020. * This extends Scene Component to add Serialization methods on top.
  75021. */
  75022. export interface ISceneSerializableComponent extends ISceneComponent {
  75023. /**
  75024. * Adds all the elements from the container to the scene
  75025. * @param container the container holding the elements
  75026. */
  75027. addFromContainer(container: AbstractScene): void;
  75028. /**
  75029. * Removes all the elements in the container from the scene
  75030. * @param container contains the elements to remove
  75031. * @param dispose if the removed element should be disposed (default: false)
  75032. */
  75033. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  75034. /**
  75035. * Serializes the component data to the specified json object
  75036. * @param serializationObject The object to serialize to
  75037. */
  75038. serialize(serializationObject: any): void;
  75039. }
  75040. /**
  75041. * Strong typing of a Mesh related stage step action
  75042. */
  75043. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  75044. /**
  75045. * Strong typing of a Evaluate Sub Mesh related stage step action
  75046. */
  75047. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  75048. /**
  75049. * Strong typing of a Active Mesh related stage step action
  75050. */
  75051. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  75052. /**
  75053. * Strong typing of a Camera related stage step action
  75054. */
  75055. export type CameraStageAction = (camera: Camera) => void;
  75056. /**
  75057. * Strong typing of a Camera Frame buffer related stage step action
  75058. */
  75059. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  75060. /**
  75061. * Strong typing of a Render Target related stage step action
  75062. */
  75063. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  75064. /**
  75065. * Strong typing of a RenderingGroup related stage step action
  75066. */
  75067. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  75068. /**
  75069. * Strong typing of a Mesh Render related stage step action
  75070. */
  75071. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  75072. /**
  75073. * Strong typing of a simple stage step action
  75074. */
  75075. export type SimpleStageAction = () => void;
  75076. /**
  75077. * Strong typing of a render target action.
  75078. */
  75079. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  75080. /**
  75081. * Strong typing of a pointer move action.
  75082. */
  75083. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  75084. /**
  75085. * Strong typing of a pointer up/down action.
  75086. */
  75087. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  75088. /**
  75089. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  75090. * @hidden
  75091. */
  75092. export class Stage<T extends Function> extends Array<{
  75093. index: number;
  75094. component: ISceneComponent;
  75095. action: T;
  75096. }> {
  75097. /**
  75098. * Hide ctor from the rest of the world.
  75099. * @param items The items to add.
  75100. */
  75101. private constructor();
  75102. /**
  75103. * Creates a new Stage.
  75104. * @returns A new instance of a Stage
  75105. */
  75106. static Create<T extends Function>(): Stage<T>;
  75107. /**
  75108. * Registers a step in an ordered way in the targeted stage.
  75109. * @param index Defines the position to register the step in
  75110. * @param component Defines the component attached to the step
  75111. * @param action Defines the action to launch during the step
  75112. */
  75113. registerStep(index: number, component: ISceneComponent, action: T): void;
  75114. /**
  75115. * Clears all the steps from the stage.
  75116. */
  75117. clear(): void;
  75118. }
  75119. }
  75120. declare module BABYLON {
  75121. interface Scene {
  75122. /** @hidden */
  75123. _pointerOverSprite: Nullable<Sprite>;
  75124. /** @hidden */
  75125. _pickedDownSprite: Nullable<Sprite>;
  75126. /** @hidden */
  75127. _tempSpritePickingRay: Nullable<Ray>;
  75128. /**
  75129. * All of the sprite managers added to this scene
  75130. * @see http://doc.babylonjs.com/babylon101/sprites
  75131. */
  75132. spriteManagers: Array<ISpriteManager>;
  75133. /**
  75134. * An event triggered when sprites rendering is about to start
  75135. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  75136. */
  75137. onBeforeSpritesRenderingObservable: Observable<Scene>;
  75138. /**
  75139. * An event triggered when sprites rendering is done
  75140. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  75141. */
  75142. onAfterSpritesRenderingObservable: Observable<Scene>;
  75143. /** @hidden */
  75144. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  75145. /** Launch a ray to try to pick a sprite in the scene
  75146. * @param x position on screen
  75147. * @param y position on screen
  75148. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  75149. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  75150. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  75151. * @returns a PickingInfo
  75152. */
  75153. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  75154. /** Use the given ray to pick a sprite in the scene
  75155. * @param ray The ray (in world space) to use to pick meshes
  75156. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  75157. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  75158. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  75159. * @returns a PickingInfo
  75160. */
  75161. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  75162. /**
  75163. * Force the sprite under the pointer
  75164. * @param sprite defines the sprite to use
  75165. */
  75166. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  75167. /**
  75168. * Gets the sprite under the pointer
  75169. * @returns a Sprite or null if no sprite is under the pointer
  75170. */
  75171. getPointerOverSprite(): Nullable<Sprite>;
  75172. }
  75173. /**
  75174. * Defines the sprite scene component responsible to manage sprites
  75175. * in a given scene.
  75176. */
  75177. export class SpriteSceneComponent implements ISceneComponent {
  75178. /**
  75179. * The component name helpfull to identify the component in the list of scene components.
  75180. */
  75181. readonly name: string;
  75182. /**
  75183. * The scene the component belongs to.
  75184. */
  75185. scene: Scene;
  75186. /** @hidden */
  75187. private _spritePredicate;
  75188. /**
  75189. * Creates a new instance of the component for the given scene
  75190. * @param scene Defines the scene to register the component in
  75191. */
  75192. constructor(scene: Scene);
  75193. /**
  75194. * Registers the component in a given scene
  75195. */
  75196. register(): void;
  75197. /**
  75198. * Rebuilds the elements related to this component in case of
  75199. * context lost for instance.
  75200. */
  75201. rebuild(): void;
  75202. /**
  75203. * Disposes the component and the associated ressources.
  75204. */
  75205. dispose(): void;
  75206. private _pickSpriteButKeepRay;
  75207. private _pointerMove;
  75208. private _pointerDown;
  75209. private _pointerUp;
  75210. }
  75211. }
  75212. declare module BABYLON {
  75213. /** @hidden */
  75214. export var fogFragmentDeclaration: {
  75215. name: string;
  75216. shader: string;
  75217. };
  75218. }
  75219. declare module BABYLON {
  75220. /** @hidden */
  75221. export var fogFragment: {
  75222. name: string;
  75223. shader: string;
  75224. };
  75225. }
  75226. declare module BABYLON {
  75227. /** @hidden */
  75228. export var spritesPixelShader: {
  75229. name: string;
  75230. shader: string;
  75231. };
  75232. }
  75233. declare module BABYLON {
  75234. /** @hidden */
  75235. export var fogVertexDeclaration: {
  75236. name: string;
  75237. shader: string;
  75238. };
  75239. }
  75240. declare module BABYLON {
  75241. /** @hidden */
  75242. export var spritesVertexShader: {
  75243. name: string;
  75244. shader: string;
  75245. };
  75246. }
  75247. declare module BABYLON {
  75248. /**
  75249. * Defines the minimum interface to fullfil in order to be a sprite manager.
  75250. */
  75251. export interface ISpriteManager extends IDisposable {
  75252. /**
  75253. * Restricts the camera to viewing objects with the same layerMask.
  75254. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  75255. */
  75256. layerMask: number;
  75257. /**
  75258. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  75259. */
  75260. isPickable: boolean;
  75261. /**
  75262. * Specifies the rendering group id for this mesh (0 by default)
  75263. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  75264. */
  75265. renderingGroupId: number;
  75266. /**
  75267. * Defines the list of sprites managed by the manager.
  75268. */
  75269. sprites: Array<Sprite>;
  75270. /**
  75271. * Tests the intersection of a sprite with a specific ray.
  75272. * @param ray The ray we are sending to test the collision
  75273. * @param camera The camera space we are sending rays in
  75274. * @param predicate A predicate allowing excluding sprites from the list of object to test
  75275. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  75276. * @returns picking info or null.
  75277. */
  75278. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  75279. /**
  75280. * Renders the list of sprites on screen.
  75281. */
  75282. render(): void;
  75283. }
  75284. /**
  75285. * Class used to manage multiple sprites on the same spritesheet
  75286. * @see http://doc.babylonjs.com/babylon101/sprites
  75287. */
  75288. export class SpriteManager implements ISpriteManager {
  75289. /** defines the manager's name */
  75290. name: string;
  75291. /** Gets the list of sprites */
  75292. sprites: Sprite[];
  75293. /** Gets or sets the rendering group id (0 by default) */
  75294. renderingGroupId: number;
  75295. /** Gets or sets camera layer mask */
  75296. layerMask: number;
  75297. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  75298. fogEnabled: boolean;
  75299. /** Gets or sets a boolean indicating if the sprites are pickable */
  75300. isPickable: boolean;
  75301. /** Defines the default width of a cell in the spritesheet */
  75302. cellWidth: number;
  75303. /** Defines the default height of a cell in the spritesheet */
  75304. cellHeight: number;
  75305. /**
  75306. * An event triggered when the manager is disposed.
  75307. */
  75308. onDisposeObservable: Observable<SpriteManager>;
  75309. private _onDisposeObserver;
  75310. /**
  75311. * Callback called when the manager is disposed
  75312. */
  75313. onDispose: () => void;
  75314. private _capacity;
  75315. private _spriteTexture;
  75316. private _epsilon;
  75317. private _scene;
  75318. private _vertexData;
  75319. private _buffer;
  75320. private _vertexBuffers;
  75321. private _indexBuffer;
  75322. private _effectBase;
  75323. private _effectFog;
  75324. /**
  75325. * Gets or sets the spritesheet texture
  75326. */
  75327. texture: Texture;
  75328. /**
  75329. * Creates a new sprite manager
  75330. * @param name defines the manager's name
  75331. * @param imgUrl defines the sprite sheet url
  75332. * @param capacity defines the maximum allowed number of sprites
  75333. * @param cellSize defines the size of a sprite cell
  75334. * @param scene defines the hosting scene
  75335. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  75336. * @param samplingMode defines the smapling mode to use with spritesheet
  75337. */
  75338. constructor(
  75339. /** defines the manager's name */
  75340. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
  75341. private _appendSpriteVertex;
  75342. /**
  75343. * Intersects the sprites with a ray
  75344. * @param ray defines the ray to intersect with
  75345. * @param camera defines the current active camera
  75346. * @param predicate defines a predicate used to select candidate sprites
  75347. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  75348. * @returns null if no hit or a PickingInfo
  75349. */
  75350. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  75351. /**
  75352. * Render all child sprites
  75353. */
  75354. render(): void;
  75355. /**
  75356. * Release associated resources
  75357. */
  75358. dispose(): void;
  75359. }
  75360. }
  75361. declare module BABYLON {
  75362. /**
  75363. * Class used to represent a sprite
  75364. * @see http://doc.babylonjs.com/babylon101/sprites
  75365. */
  75366. export class Sprite {
  75367. /** defines the name */
  75368. name: string;
  75369. /** Gets or sets the current world position */
  75370. position: Vector3;
  75371. /** Gets or sets the main color */
  75372. color: Color4;
  75373. /** Gets or sets the width */
  75374. width: number;
  75375. /** Gets or sets the height */
  75376. height: number;
  75377. /** Gets or sets rotation angle */
  75378. angle: number;
  75379. /** Gets or sets the cell index in the sprite sheet */
  75380. cellIndex: number;
  75381. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  75382. invertU: number;
  75383. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  75384. invertV: number;
  75385. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  75386. disposeWhenFinishedAnimating: boolean;
  75387. /** Gets the list of attached animations */
  75388. animations: Animation[];
  75389. /** Gets or sets a boolean indicating if the sprite can be picked */
  75390. isPickable: boolean;
  75391. /**
  75392. * Gets or sets the associated action manager
  75393. */
  75394. actionManager: Nullable<ActionManager>;
  75395. private _animationStarted;
  75396. private _loopAnimation;
  75397. private _fromIndex;
  75398. private _toIndex;
  75399. private _delay;
  75400. private _direction;
  75401. private _manager;
  75402. private _time;
  75403. private _onAnimationEnd;
  75404. /**
  75405. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  75406. */
  75407. isVisible: boolean;
  75408. /**
  75409. * Gets or sets the sprite size
  75410. */
  75411. size: number;
  75412. /**
  75413. * Creates a new Sprite
  75414. * @param name defines the name
  75415. * @param manager defines the manager
  75416. */
  75417. constructor(
  75418. /** defines the name */
  75419. name: string, manager: ISpriteManager);
  75420. /**
  75421. * Starts an animation
  75422. * @param from defines the initial key
  75423. * @param to defines the end key
  75424. * @param loop defines if the animation must loop
  75425. * @param delay defines the start delay (in ms)
  75426. * @param onAnimationEnd defines a callback to call when animation ends
  75427. */
  75428. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  75429. /** Stops current animation (if any) */
  75430. stopAnimation(): void;
  75431. /** @hidden */
  75432. _animate(deltaTime: number): void;
  75433. /** Release associated resources */
  75434. dispose(): void;
  75435. }
  75436. }
  75437. declare module BABYLON {
  75438. /**
  75439. * Information about the result of picking within a scene
  75440. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  75441. */
  75442. export class PickingInfo {
  75443. /** @hidden */
  75444. _pickingUnavailable: boolean;
  75445. /**
  75446. * If the pick collided with an object
  75447. */
  75448. hit: boolean;
  75449. /**
  75450. * Distance away where the pick collided
  75451. */
  75452. distance: number;
  75453. /**
  75454. * The location of pick collision
  75455. */
  75456. pickedPoint: Nullable<Vector3>;
  75457. /**
  75458. * The mesh corresponding the the pick collision
  75459. */
  75460. pickedMesh: Nullable<AbstractMesh>;
  75461. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  75462. bu: number;
  75463. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  75464. bv: number;
  75465. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  75466. faceId: number;
  75467. /** Id of the the submesh that was picked */
  75468. subMeshId: number;
  75469. /** If a sprite was picked, this will be the sprite the pick collided with */
  75470. pickedSprite: Nullable<Sprite>;
  75471. /**
  75472. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  75473. */
  75474. originMesh: Nullable<AbstractMesh>;
  75475. /**
  75476. * The ray that was used to perform the picking.
  75477. */
  75478. ray: Nullable<Ray>;
  75479. /**
  75480. * Gets the normal correspodning to the face the pick collided with
  75481. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  75482. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  75483. * @returns The normal correspodning to the face the pick collided with
  75484. */
  75485. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  75486. /**
  75487. * Gets the texture coordinates of where the pick occured
  75488. * @returns the vector containing the coordnates of the texture
  75489. */
  75490. getTextureCoordinates(): Nullable<Vector2>;
  75491. }
  75492. }
  75493. declare module BABYLON {
  75494. /**
  75495. * Gather the list of pointer event types as constants.
  75496. */
  75497. export class PointerEventTypes {
  75498. /**
  75499. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  75500. */
  75501. static readonly POINTERDOWN: number;
  75502. /**
  75503. * The pointerup event is fired when a pointer is no longer active.
  75504. */
  75505. static readonly POINTERUP: number;
  75506. /**
  75507. * The pointermove event is fired when a pointer changes coordinates.
  75508. */
  75509. static readonly POINTERMOVE: number;
  75510. /**
  75511. * The pointerwheel event is fired when a mouse wheel has been rotated.
  75512. */
  75513. static readonly POINTERWHEEL: number;
  75514. /**
  75515. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  75516. */
  75517. static readonly POINTERPICK: number;
  75518. /**
  75519. * The pointertap event is fired when a the object has been touched and released without drag.
  75520. */
  75521. static readonly POINTERTAP: number;
  75522. /**
  75523. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  75524. */
  75525. static readonly POINTERDOUBLETAP: number;
  75526. }
  75527. /**
  75528. * Base class of pointer info types.
  75529. */
  75530. export class PointerInfoBase {
  75531. /**
  75532. * Defines the type of event (PointerEventTypes)
  75533. */
  75534. type: number;
  75535. /**
  75536. * Defines the related dom event
  75537. */
  75538. event: PointerEvent | MouseWheelEvent;
  75539. /**
  75540. * Instantiates the base class of pointers info.
  75541. * @param type Defines the type of event (PointerEventTypes)
  75542. * @param event Defines the related dom event
  75543. */
  75544. constructor(
  75545. /**
  75546. * Defines the type of event (PointerEventTypes)
  75547. */
  75548. type: number,
  75549. /**
  75550. * Defines the related dom event
  75551. */
  75552. event: PointerEvent | MouseWheelEvent);
  75553. }
  75554. /**
  75555. * This class is used to store pointer related info for the onPrePointerObservable event.
  75556. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  75557. */
  75558. export class PointerInfoPre extends PointerInfoBase {
  75559. /**
  75560. * Ray from a pointer if availible (eg. 6dof controller)
  75561. */
  75562. ray: Nullable<Ray>;
  75563. /**
  75564. * Defines the local position of the pointer on the canvas.
  75565. */
  75566. localPosition: Vector2;
  75567. /**
  75568. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  75569. */
  75570. skipOnPointerObservable: boolean;
  75571. /**
  75572. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  75573. * @param type Defines the type of event (PointerEventTypes)
  75574. * @param event Defines the related dom event
  75575. * @param localX Defines the local x coordinates of the pointer when the event occured
  75576. * @param localY Defines the local y coordinates of the pointer when the event occured
  75577. */
  75578. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  75579. }
  75580. /**
  75581. * This type contains all the data related to a pointer event in Babylon.js.
  75582. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  75583. */
  75584. export class PointerInfo extends PointerInfoBase {
  75585. /**
  75586. * Defines the picking info associated to the info (if any)\
  75587. */
  75588. pickInfo: Nullable<PickingInfo>;
  75589. /**
  75590. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  75591. * @param type Defines the type of event (PointerEventTypes)
  75592. * @param event Defines the related dom event
  75593. * @param pickInfo Defines the picking info associated to the info (if any)\
  75594. */
  75595. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  75596. /**
  75597. * Defines the picking info associated to the info (if any)\
  75598. */
  75599. pickInfo: Nullable<PickingInfo>);
  75600. }
  75601. /**
  75602. * Data relating to a touch event on the screen.
  75603. */
  75604. export interface PointerTouch {
  75605. /**
  75606. * X coordinate of touch.
  75607. */
  75608. x: number;
  75609. /**
  75610. * Y coordinate of touch.
  75611. */
  75612. y: number;
  75613. /**
  75614. * Id of touch. Unique for each finger.
  75615. */
  75616. pointerId: number;
  75617. /**
  75618. * Event type passed from DOM.
  75619. */
  75620. type: any;
  75621. }
  75622. }
  75623. declare module BABYLON {
  75624. /**
  75625. * Manage the mouse inputs to control the movement of a free camera.
  75626. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75627. */
  75628. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  75629. /**
  75630. * Define if touch is enabled in the mouse input
  75631. */
  75632. touchEnabled: boolean;
  75633. /**
  75634. * Defines the camera the input is attached to.
  75635. */
  75636. camera: FreeCamera;
  75637. /**
  75638. * Defines the buttons associated with the input to handle camera move.
  75639. */
  75640. buttons: number[];
  75641. /**
  75642. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  75643. */
  75644. angularSensibility: number;
  75645. private _pointerInput;
  75646. private _onMouseMove;
  75647. private _observer;
  75648. private previousPosition;
  75649. /**
  75650. * Observable for when a pointer move event occurs containing the move offset
  75651. */
  75652. onPointerMovedObservable: Observable<{
  75653. offsetX: number;
  75654. offsetY: number;
  75655. }>;
  75656. /**
  75657. * @hidden
  75658. * If the camera should be rotated automatically based on pointer movement
  75659. */
  75660. _allowCameraRotation: boolean;
  75661. /**
  75662. * Manage the mouse inputs to control the movement of a free camera.
  75663. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75664. * @param touchEnabled Defines if touch is enabled or not
  75665. */
  75666. constructor(
  75667. /**
  75668. * Define if touch is enabled in the mouse input
  75669. */
  75670. touchEnabled?: boolean);
  75671. /**
  75672. * Attach the input controls to a specific dom element to get the input from.
  75673. * @param element Defines the element the controls should be listened from
  75674. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  75675. */
  75676. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  75677. /**
  75678. * Called on JS contextmenu event.
  75679. * Override this method to provide functionality.
  75680. */
  75681. protected onContextMenu(evt: PointerEvent): void;
  75682. /**
  75683. * Detach the current controls from the specified dom element.
  75684. * @param element Defines the element to stop listening the inputs from
  75685. */
  75686. detachControl(element: Nullable<HTMLElement>): void;
  75687. /**
  75688. * Gets the class name of the current intput.
  75689. * @returns the class name
  75690. */
  75691. getClassName(): string;
  75692. /**
  75693. * Get the friendly name associated with the input class.
  75694. * @returns the input friendly name
  75695. */
  75696. getSimpleName(): string;
  75697. }
  75698. }
  75699. declare module BABYLON {
  75700. /**
  75701. * Manage the touch inputs to control the movement of a free camera.
  75702. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75703. */
  75704. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  75705. /**
  75706. * Defines the camera the input is attached to.
  75707. */
  75708. camera: FreeCamera;
  75709. /**
  75710. * Defines the touch sensibility for rotation.
  75711. * The higher the faster.
  75712. */
  75713. touchAngularSensibility: number;
  75714. /**
  75715. * Defines the touch sensibility for move.
  75716. * The higher the faster.
  75717. */
  75718. touchMoveSensibility: number;
  75719. private _offsetX;
  75720. private _offsetY;
  75721. private _pointerPressed;
  75722. private _pointerInput;
  75723. private _observer;
  75724. private _onLostFocus;
  75725. /**
  75726. * Attach the input controls to a specific dom element to get the input from.
  75727. * @param element Defines the element the controls should be listened from
  75728. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  75729. */
  75730. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  75731. /**
  75732. * Detach the current controls from the specified dom element.
  75733. * @param element Defines the element to stop listening the inputs from
  75734. */
  75735. detachControl(element: Nullable<HTMLElement>): void;
  75736. /**
  75737. * Update the current camera state depending on the inputs that have been used this frame.
  75738. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  75739. */
  75740. checkInputs(): void;
  75741. /**
  75742. * Gets the class name of the current intput.
  75743. * @returns the class name
  75744. */
  75745. getClassName(): string;
  75746. /**
  75747. * Get the friendly name associated with the input class.
  75748. * @returns the input friendly name
  75749. */
  75750. getSimpleName(): string;
  75751. }
  75752. }
  75753. declare module BABYLON {
  75754. /**
  75755. * Default Inputs manager for the FreeCamera.
  75756. * It groups all the default supported inputs for ease of use.
  75757. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75758. */
  75759. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  75760. /**
  75761. * @hidden
  75762. */
  75763. _mouseInput: Nullable<FreeCameraMouseInput>;
  75764. /**
  75765. * Instantiates a new FreeCameraInputsManager.
  75766. * @param camera Defines the camera the inputs belong to
  75767. */
  75768. constructor(camera: FreeCamera);
  75769. /**
  75770. * Add keyboard input support to the input manager.
  75771. * @returns the current input manager
  75772. */
  75773. addKeyboard(): FreeCameraInputsManager;
  75774. /**
  75775. * Add mouse input support to the input manager.
  75776. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  75777. * @returns the current input manager
  75778. */
  75779. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  75780. /**
  75781. * Removes the mouse input support from the manager
  75782. * @returns the current input manager
  75783. */
  75784. removeMouse(): FreeCameraInputsManager;
  75785. /**
  75786. * Add touch input support to the input manager.
  75787. * @returns the current input manager
  75788. */
  75789. addTouch(): FreeCameraInputsManager;
  75790. /**
  75791. * Remove all attached input methods from a camera
  75792. */
  75793. clear(): void;
  75794. }
  75795. }
  75796. declare module BABYLON {
  75797. /**
  75798. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  75799. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  75800. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  75801. */
  75802. export class FreeCamera extends TargetCamera {
  75803. /**
  75804. * Define the collision ellipsoid of the camera.
  75805. * This is helpful to simulate a camera body like the player body around the camera
  75806. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  75807. */
  75808. ellipsoid: Vector3;
  75809. /**
  75810. * Define an offset for the position of the ellipsoid around the camera.
  75811. * This can be helpful to determine the center of the body near the gravity center of the body
  75812. * instead of its head.
  75813. */
  75814. ellipsoidOffset: Vector3;
  75815. /**
  75816. * Enable or disable collisions of the camera with the rest of the scene objects.
  75817. */
  75818. checkCollisions: boolean;
  75819. /**
  75820. * Enable or disable gravity on the camera.
  75821. */
  75822. applyGravity: boolean;
  75823. /**
  75824. * Define the input manager associated to the camera.
  75825. */
  75826. inputs: FreeCameraInputsManager;
  75827. /**
  75828. * Gets the input sensibility for a mouse input. (default is 2000.0)
  75829. * Higher values reduce sensitivity.
  75830. */
  75831. /**
  75832. * Sets the input sensibility for a mouse input. (default is 2000.0)
  75833. * Higher values reduce sensitivity.
  75834. */
  75835. angularSensibility: number;
  75836. /**
  75837. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  75838. */
  75839. keysUp: number[];
  75840. /**
  75841. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  75842. */
  75843. keysDown: number[];
  75844. /**
  75845. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  75846. */
  75847. keysLeft: number[];
  75848. /**
  75849. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  75850. */
  75851. keysRight: number[];
  75852. /**
  75853. * Event raised when the camera collide with a mesh in the scene.
  75854. */
  75855. onCollide: (collidedMesh: AbstractMesh) => void;
  75856. private _collider;
  75857. private _needMoveForGravity;
  75858. private _oldPosition;
  75859. private _diffPosition;
  75860. private _newPosition;
  75861. /** @hidden */
  75862. _localDirection: Vector3;
  75863. /** @hidden */
  75864. _transformedDirection: Vector3;
  75865. /**
  75866. * Instantiates a Free Camera.
  75867. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  75868. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  75869. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  75870. * @param name Define the name of the camera in the scene
  75871. * @param position Define the start position of the camera in the scene
  75872. * @param scene Define the scene the camera belongs to
  75873. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  75874. */
  75875. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  75876. /**
  75877. * Attached controls to the current camera.
  75878. * @param element Defines the element the controls should be listened from
  75879. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  75880. */
  75881. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  75882. /**
  75883. * Detach the current controls from the camera.
  75884. * The camera will stop reacting to inputs.
  75885. * @param element Defines the element to stop listening the inputs from
  75886. */
  75887. detachControl(element: HTMLElement): void;
  75888. private _collisionMask;
  75889. /**
  75890. * Define a collision mask to limit the list of object the camera can collide with
  75891. */
  75892. collisionMask: number;
  75893. /** @hidden */
  75894. _collideWithWorld(displacement: Vector3): void;
  75895. private _onCollisionPositionChange;
  75896. /** @hidden */
  75897. _checkInputs(): void;
  75898. /** @hidden */
  75899. _decideIfNeedsToMove(): boolean;
  75900. /** @hidden */
  75901. _updatePosition(): void;
  75902. /**
  75903. * Destroy the camera and release the current resources hold by it.
  75904. */
  75905. dispose(): void;
  75906. /**
  75907. * Gets the current object class name.
  75908. * @return the class name
  75909. */
  75910. getClassName(): string;
  75911. }
  75912. }
  75913. declare module BABYLON {
  75914. /**
  75915. * Represents a gamepad control stick position
  75916. */
  75917. export class StickValues {
  75918. /**
  75919. * The x component of the control stick
  75920. */
  75921. x: number;
  75922. /**
  75923. * The y component of the control stick
  75924. */
  75925. y: number;
  75926. /**
  75927. * Initializes the gamepad x and y control stick values
  75928. * @param x The x component of the gamepad control stick value
  75929. * @param y The y component of the gamepad control stick value
  75930. */
  75931. constructor(
  75932. /**
  75933. * The x component of the control stick
  75934. */
  75935. x: number,
  75936. /**
  75937. * The y component of the control stick
  75938. */
  75939. y: number);
  75940. }
  75941. /**
  75942. * An interface which manages callbacks for gamepad button changes
  75943. */
  75944. export interface GamepadButtonChanges {
  75945. /**
  75946. * Called when a gamepad has been changed
  75947. */
  75948. changed: boolean;
  75949. /**
  75950. * Called when a gamepad press event has been triggered
  75951. */
  75952. pressChanged: boolean;
  75953. /**
  75954. * Called when a touch event has been triggered
  75955. */
  75956. touchChanged: boolean;
  75957. /**
  75958. * Called when a value has changed
  75959. */
  75960. valueChanged: boolean;
  75961. }
  75962. /**
  75963. * Represents a gamepad
  75964. */
  75965. export class Gamepad {
  75966. /**
  75967. * The id of the gamepad
  75968. */
  75969. id: string;
  75970. /**
  75971. * The index of the gamepad
  75972. */
  75973. index: number;
  75974. /**
  75975. * The browser gamepad
  75976. */
  75977. browserGamepad: any;
  75978. /**
  75979. * Specifies what type of gamepad this represents
  75980. */
  75981. type: number;
  75982. private _leftStick;
  75983. private _rightStick;
  75984. /** @hidden */
  75985. _isConnected: boolean;
  75986. private _leftStickAxisX;
  75987. private _leftStickAxisY;
  75988. private _rightStickAxisX;
  75989. private _rightStickAxisY;
  75990. /**
  75991. * Triggered when the left control stick has been changed
  75992. */
  75993. private _onleftstickchanged;
  75994. /**
  75995. * Triggered when the right control stick has been changed
  75996. */
  75997. private _onrightstickchanged;
  75998. /**
  75999. * Represents a gamepad controller
  76000. */
  76001. static GAMEPAD: number;
  76002. /**
  76003. * Represents a generic controller
  76004. */
  76005. static GENERIC: number;
  76006. /**
  76007. * Represents an XBox controller
  76008. */
  76009. static XBOX: number;
  76010. /**
  76011. * Represents a pose-enabled controller
  76012. */
  76013. static POSE_ENABLED: number;
  76014. /**
  76015. * Specifies whether the left control stick should be Y-inverted
  76016. */
  76017. protected _invertLeftStickY: boolean;
  76018. /**
  76019. * Specifies if the gamepad has been connected
  76020. */
  76021. readonly isConnected: boolean;
  76022. /**
  76023. * Initializes the gamepad
  76024. * @param id The id of the gamepad
  76025. * @param index The index of the gamepad
  76026. * @param browserGamepad The browser gamepad
  76027. * @param leftStickX The x component of the left joystick
  76028. * @param leftStickY The y component of the left joystick
  76029. * @param rightStickX The x component of the right joystick
  76030. * @param rightStickY The y component of the right joystick
  76031. */
  76032. constructor(
  76033. /**
  76034. * The id of the gamepad
  76035. */
  76036. id: string,
  76037. /**
  76038. * The index of the gamepad
  76039. */
  76040. index: number,
  76041. /**
  76042. * The browser gamepad
  76043. */
  76044. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  76045. /**
  76046. * Callback triggered when the left joystick has changed
  76047. * @param callback
  76048. */
  76049. onleftstickchanged(callback: (values: StickValues) => void): void;
  76050. /**
  76051. * Callback triggered when the right joystick has changed
  76052. * @param callback
  76053. */
  76054. onrightstickchanged(callback: (values: StickValues) => void): void;
  76055. /**
  76056. * Gets the left joystick
  76057. */
  76058. /**
  76059. * Sets the left joystick values
  76060. */
  76061. leftStick: StickValues;
  76062. /**
  76063. * Gets the right joystick
  76064. */
  76065. /**
  76066. * Sets the right joystick value
  76067. */
  76068. rightStick: StickValues;
  76069. /**
  76070. * Updates the gamepad joystick positions
  76071. */
  76072. update(): void;
  76073. /**
  76074. * Disposes the gamepad
  76075. */
  76076. dispose(): void;
  76077. }
  76078. /**
  76079. * Represents a generic gamepad
  76080. */
  76081. export class GenericPad extends Gamepad {
  76082. private _buttons;
  76083. private _onbuttondown;
  76084. private _onbuttonup;
  76085. /**
  76086. * Observable triggered when a button has been pressed
  76087. */
  76088. onButtonDownObservable: Observable<number>;
  76089. /**
  76090. * Observable triggered when a button has been released
  76091. */
  76092. onButtonUpObservable: Observable<number>;
  76093. /**
  76094. * Callback triggered when a button has been pressed
  76095. * @param callback Called when a button has been pressed
  76096. */
  76097. onbuttondown(callback: (buttonPressed: number) => void): void;
  76098. /**
  76099. * Callback triggered when a button has been released
  76100. * @param callback Called when a button has been released
  76101. */
  76102. onbuttonup(callback: (buttonReleased: number) => void): void;
  76103. /**
  76104. * Initializes the generic gamepad
  76105. * @param id The id of the generic gamepad
  76106. * @param index The index of the generic gamepad
  76107. * @param browserGamepad The browser gamepad
  76108. */
  76109. constructor(id: string, index: number, browserGamepad: any);
  76110. private _setButtonValue;
  76111. /**
  76112. * Updates the generic gamepad
  76113. */
  76114. update(): void;
  76115. /**
  76116. * Disposes the generic gamepad
  76117. */
  76118. dispose(): void;
  76119. }
  76120. }
  76121. declare module BABYLON {
  76122. interface Engine {
  76123. /**
  76124. * Creates a raw texture
  76125. * @param data defines the data to store in the texture
  76126. * @param width defines the width of the texture
  76127. * @param height defines the height of the texture
  76128. * @param format defines the format of the data
  76129. * @param generateMipMaps defines if the engine should generate the mip levels
  76130. * @param invertY defines if data must be stored with Y axis inverted
  76131. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  76132. * @param compression defines the compression used (null by default)
  76133. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76134. * @returns the raw texture inside an InternalTexture
  76135. */
  76136. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  76137. /**
  76138. * Update a raw texture
  76139. * @param texture defines the texture to update
  76140. * @param data defines the data to store in the texture
  76141. * @param format defines the format of the data
  76142. * @param invertY defines if data must be stored with Y axis inverted
  76143. */
  76144. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  76145. /**
  76146. * Update a raw texture
  76147. * @param texture defines the texture to update
  76148. * @param data defines the data to store in the texture
  76149. * @param format defines the format of the data
  76150. * @param invertY defines if data must be stored with Y axis inverted
  76151. * @param compression defines the compression used (null by default)
  76152. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76153. */
  76154. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  76155. /**
  76156. * Creates a new raw cube texture
  76157. * @param data defines the array of data to use to create each face
  76158. * @param size defines the size of the textures
  76159. * @param format defines the format of the data
  76160. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  76161. * @param generateMipMaps defines if the engine should generate the mip levels
  76162. * @param invertY defines if data must be stored with Y axis inverted
  76163. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  76164. * @param compression defines the compression used (null by default)
  76165. * @returns the cube texture as an InternalTexture
  76166. */
  76167. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  76168. /**
  76169. * Update a raw cube texture
  76170. * @param texture defines the texture to udpdate
  76171. * @param data defines the data to store
  76172. * @param format defines the data format
  76173. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76174. * @param invertY defines if data must be stored with Y axis inverted
  76175. */
  76176. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  76177. /**
  76178. * Update a raw cube texture
  76179. * @param texture defines the texture to udpdate
  76180. * @param data defines the data to store
  76181. * @param format defines the data format
  76182. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76183. * @param invertY defines if data must be stored with Y axis inverted
  76184. * @param compression defines the compression used (null by default)
  76185. */
  76186. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  76187. /**
  76188. * Update a raw cube texture
  76189. * @param texture defines the texture to udpdate
  76190. * @param data defines the data to store
  76191. * @param format defines the data format
  76192. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76193. * @param invertY defines if data must be stored with Y axis inverted
  76194. * @param compression defines the compression used (null by default)
  76195. * @param level defines which level of the texture to update
  76196. */
  76197. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  76198. /**
  76199. * Creates a new raw cube texture from a specified url
  76200. * @param url defines the url where the data is located
  76201. * @param scene defines the current scene
  76202. * @param size defines the size of the textures
  76203. * @param format defines the format of the data
  76204. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  76205. * @param noMipmap defines if the engine should avoid generating the mip levels
  76206. * @param callback defines a callback used to extract texture data from loaded data
  76207. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  76208. * @param onLoad defines a callback called when texture is loaded
  76209. * @param onError defines a callback called if there is an error
  76210. * @returns the cube texture as an InternalTexture
  76211. */
  76212. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>): InternalTexture;
  76213. /**
  76214. * Creates a new raw cube texture from a specified url
  76215. * @param url defines the url where the data is located
  76216. * @param scene defines the current scene
  76217. * @param size defines the size of the textures
  76218. * @param format defines the format of the data
  76219. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  76220. * @param noMipmap defines if the engine should avoid generating the mip levels
  76221. * @param callback defines a callback used to extract texture data from loaded data
  76222. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  76223. * @param onLoad defines a callback called when texture is loaded
  76224. * @param onError defines a callback called if there is an error
  76225. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  76226. * @param invertY defines if data must be stored with Y axis inverted
  76227. * @returns the cube texture as an InternalTexture
  76228. */
  76229. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>, samplingMode: number, invertY: boolean): InternalTexture;
  76230. /**
  76231. * Creates a new raw 3D texture
  76232. * @param data defines the data used to create the texture
  76233. * @param width defines the width of the texture
  76234. * @param height defines the height of the texture
  76235. * @param depth defines the depth of the texture
  76236. * @param format defines the format of the texture
  76237. * @param generateMipMaps defines if the engine must generate mip levels
  76238. * @param invertY defines if data must be stored with Y axis inverted
  76239. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  76240. * @param compression defines the compressed used (can be null)
  76241. * @param textureType defines the compressed used (can be null)
  76242. * @returns a new raw 3D texture (stored in an InternalTexture)
  76243. */
  76244. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  76245. /**
  76246. * Update a raw 3D texture
  76247. * @param texture defines the texture to update
  76248. * @param data defines the data to store
  76249. * @param format defines the data format
  76250. * @param invertY defines if data must be stored with Y axis inverted
  76251. */
  76252. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  76253. /**
  76254. * Update a raw 3D texture
  76255. * @param texture defines the texture to update
  76256. * @param data defines the data to store
  76257. * @param format defines the data format
  76258. * @param invertY defines if data must be stored with Y axis inverted
  76259. * @param compression defines the used compression (can be null)
  76260. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  76261. */
  76262. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  76263. }
  76264. }
  76265. declare module BABYLON {
  76266. /**
  76267. * Raw texture can help creating a texture directly from an array of data.
  76268. * This can be super useful if you either get the data from an uncompressed source or
  76269. * if you wish to create your texture pixel by pixel.
  76270. */
  76271. export class RawTexture extends Texture {
  76272. /**
  76273. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76274. */
  76275. format: number;
  76276. private _engine;
  76277. /**
  76278. * Instantiates a new RawTexture.
  76279. * Raw texture can help creating a texture directly from an array of data.
  76280. * This can be super useful if you either get the data from an uncompressed source or
  76281. * if you wish to create your texture pixel by pixel.
  76282. * @param data define the array of data to use to create the texture
  76283. * @param width define the width of the texture
  76284. * @param height define the height of the texture
  76285. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76286. * @param scene define the scene the texture belongs to
  76287. * @param generateMipMaps define whether mip maps should be generated or not
  76288. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76289. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76290. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76291. */
  76292. constructor(data: ArrayBufferView, width: number, height: number,
  76293. /**
  76294. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76295. */
  76296. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  76297. /**
  76298. * Updates the texture underlying data.
  76299. * @param data Define the new data of the texture
  76300. */
  76301. update(data: ArrayBufferView): void;
  76302. /**
  76303. * Creates a luminance texture from some data.
  76304. * @param data Define the texture data
  76305. * @param width Define the width of the texture
  76306. * @param height Define the height of the texture
  76307. * @param scene Define the scene the texture belongs to
  76308. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76309. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76310. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76311. * @returns the luminance texture
  76312. */
  76313. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76314. /**
  76315. * Creates a luminance alpha texture from some data.
  76316. * @param data Define the texture data
  76317. * @param width Define the width of the texture
  76318. * @param height Define the height of the texture
  76319. * @param scene Define the scene the texture belongs to
  76320. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76321. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76322. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76323. * @returns the luminance alpha texture
  76324. */
  76325. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76326. /**
  76327. * Creates an alpha texture from some data.
  76328. * @param data Define the texture data
  76329. * @param width Define the width of the texture
  76330. * @param height Define the height of the texture
  76331. * @param scene Define the scene the texture belongs to
  76332. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76333. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76334. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76335. * @returns the alpha texture
  76336. */
  76337. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76338. /**
  76339. * Creates a RGB texture from some data.
  76340. * @param data Define the texture data
  76341. * @param width Define the width of the texture
  76342. * @param height Define the height of the texture
  76343. * @param scene Define the scene the texture belongs to
  76344. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76345. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76346. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76347. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76348. * @returns the RGB alpha texture
  76349. */
  76350. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  76351. /**
  76352. * Creates a RGBA texture from some data.
  76353. * @param data Define the texture data
  76354. * @param width Define the width of the texture
  76355. * @param height Define the height of the texture
  76356. * @param scene Define the scene the texture belongs to
  76357. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76358. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76359. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76360. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76361. * @returns the RGBA texture
  76362. */
  76363. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  76364. /**
  76365. * Creates a R texture from some data.
  76366. * @param data Define the texture data
  76367. * @param width Define the width of the texture
  76368. * @param height Define the height of the texture
  76369. * @param scene Define the scene the texture belongs to
  76370. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76371. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76372. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76373. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76374. * @returns the R texture
  76375. */
  76376. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  76377. }
  76378. }
  76379. declare module BABYLON {
  76380. /**
  76381. * Interface for the size containing width and height
  76382. */
  76383. export interface ISize {
  76384. /**
  76385. * Width
  76386. */
  76387. width: number;
  76388. /**
  76389. * Heighht
  76390. */
  76391. height: number;
  76392. }
  76393. /**
  76394. * Size containing widht and height
  76395. */
  76396. export class Size implements ISize {
  76397. /**
  76398. * Width
  76399. */
  76400. width: number;
  76401. /**
  76402. * Height
  76403. */
  76404. height: number;
  76405. /**
  76406. * Creates a Size object from the given width and height (floats).
  76407. * @param width width of the new size
  76408. * @param height height of the new size
  76409. */
  76410. constructor(width: number, height: number);
  76411. /**
  76412. * Returns a string with the Size width and height
  76413. * @returns a string with the Size width and height
  76414. */
  76415. toString(): string;
  76416. /**
  76417. * "Size"
  76418. * @returns the string "Size"
  76419. */
  76420. getClassName(): string;
  76421. /**
  76422. * Returns the Size hash code.
  76423. * @returns a hash code for a unique width and height
  76424. */
  76425. getHashCode(): number;
  76426. /**
  76427. * Updates the current size from the given one.
  76428. * @param src the given size
  76429. */
  76430. copyFrom(src: Size): void;
  76431. /**
  76432. * Updates in place the current Size from the given floats.
  76433. * @param width width of the new size
  76434. * @param height height of the new size
  76435. * @returns the updated Size.
  76436. */
  76437. copyFromFloats(width: number, height: number): Size;
  76438. /**
  76439. * Updates in place the current Size from the given floats.
  76440. * @param width width to set
  76441. * @param height height to set
  76442. * @returns the updated Size.
  76443. */
  76444. set(width: number, height: number): Size;
  76445. /**
  76446. * Multiplies the width and height by numbers
  76447. * @param w factor to multiple the width by
  76448. * @param h factor to multiple the height by
  76449. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  76450. */
  76451. multiplyByFloats(w: number, h: number): Size;
  76452. /**
  76453. * Clones the size
  76454. * @returns a new Size copied from the given one.
  76455. */
  76456. clone(): Size;
  76457. /**
  76458. * True if the current Size and the given one width and height are strictly equal.
  76459. * @param other the other size to compare against
  76460. * @returns True if the current Size and the given one width and height are strictly equal.
  76461. */
  76462. equals(other: Size): boolean;
  76463. /**
  76464. * The surface of the Size : width * height (float).
  76465. */
  76466. readonly surface: number;
  76467. /**
  76468. * Create a new size of zero
  76469. * @returns a new Size set to (0.0, 0.0)
  76470. */
  76471. static Zero(): Size;
  76472. /**
  76473. * Sums the width and height of two sizes
  76474. * @param otherSize size to add to this size
  76475. * @returns a new Size set as the addition result of the current Size and the given one.
  76476. */
  76477. add(otherSize: Size): Size;
  76478. /**
  76479. * Subtracts the width and height of two
  76480. * @param otherSize size to subtract to this size
  76481. * @returns a new Size set as the subtraction result of the given one from the current Size.
  76482. */
  76483. subtract(otherSize: Size): Size;
  76484. /**
  76485. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  76486. * @param start starting size to lerp between
  76487. * @param end end size to lerp between
  76488. * @param amount amount to lerp between the start and end values
  76489. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  76490. */
  76491. static Lerp(start: Size, end: Size, amount: number): Size;
  76492. }
  76493. }
  76494. declare module BABYLON {
  76495. /**
  76496. * Defines a runtime animation
  76497. */
  76498. export class RuntimeAnimation {
  76499. private _events;
  76500. /**
  76501. * The current frame of the runtime animation
  76502. */
  76503. private _currentFrame;
  76504. /**
  76505. * The animation used by the runtime animation
  76506. */
  76507. private _animation;
  76508. /**
  76509. * The target of the runtime animation
  76510. */
  76511. private _target;
  76512. /**
  76513. * The initiating animatable
  76514. */
  76515. private _host;
  76516. /**
  76517. * The original value of the runtime animation
  76518. */
  76519. private _originalValue;
  76520. /**
  76521. * The original blend value of the runtime animation
  76522. */
  76523. private _originalBlendValue;
  76524. /**
  76525. * The offsets cache of the runtime animation
  76526. */
  76527. private _offsetsCache;
  76528. /**
  76529. * The high limits cache of the runtime animation
  76530. */
  76531. private _highLimitsCache;
  76532. /**
  76533. * Specifies if the runtime animation has been stopped
  76534. */
  76535. private _stopped;
  76536. /**
  76537. * The blending factor of the runtime animation
  76538. */
  76539. private _blendingFactor;
  76540. /**
  76541. * The BabylonJS scene
  76542. */
  76543. private _scene;
  76544. /**
  76545. * The current value of the runtime animation
  76546. */
  76547. private _currentValue;
  76548. /** @hidden */
  76549. _animationState: _IAnimationState;
  76550. /**
  76551. * The active target of the runtime animation
  76552. */
  76553. private _activeTargets;
  76554. private _currentActiveTarget;
  76555. private _directTarget;
  76556. /**
  76557. * The target path of the runtime animation
  76558. */
  76559. private _targetPath;
  76560. /**
  76561. * The weight of the runtime animation
  76562. */
  76563. private _weight;
  76564. /**
  76565. * The ratio offset of the runtime animation
  76566. */
  76567. private _ratioOffset;
  76568. /**
  76569. * The previous delay of the runtime animation
  76570. */
  76571. private _previousDelay;
  76572. /**
  76573. * The previous ratio of the runtime animation
  76574. */
  76575. private _previousRatio;
  76576. private _enableBlending;
  76577. private _keys;
  76578. private _minFrame;
  76579. private _maxFrame;
  76580. private _minValue;
  76581. private _maxValue;
  76582. private _targetIsArray;
  76583. /**
  76584. * Gets the current frame of the runtime animation
  76585. */
  76586. readonly currentFrame: number;
  76587. /**
  76588. * Gets the weight of the runtime animation
  76589. */
  76590. readonly weight: number;
  76591. /**
  76592. * Gets the current value of the runtime animation
  76593. */
  76594. readonly currentValue: any;
  76595. /**
  76596. * Gets the target path of the runtime animation
  76597. */
  76598. readonly targetPath: string;
  76599. /**
  76600. * Gets the actual target of the runtime animation
  76601. */
  76602. readonly target: any;
  76603. /** @hidden */
  76604. _onLoop: () => void;
  76605. /**
  76606. * Create a new RuntimeAnimation object
  76607. * @param target defines the target of the animation
  76608. * @param animation defines the source animation object
  76609. * @param scene defines the hosting scene
  76610. * @param host defines the initiating Animatable
  76611. */
  76612. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  76613. private _preparePath;
  76614. /**
  76615. * Gets the animation from the runtime animation
  76616. */
  76617. readonly animation: Animation;
  76618. /**
  76619. * Resets the runtime animation to the beginning
  76620. * @param restoreOriginal defines whether to restore the target property to the original value
  76621. */
  76622. reset(restoreOriginal?: boolean): void;
  76623. /**
  76624. * Specifies if the runtime animation is stopped
  76625. * @returns Boolean specifying if the runtime animation is stopped
  76626. */
  76627. isStopped(): boolean;
  76628. /**
  76629. * Disposes of the runtime animation
  76630. */
  76631. dispose(): void;
  76632. /**
  76633. * Apply the interpolated value to the target
  76634. * @param currentValue defines the value computed by the animation
  76635. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  76636. */
  76637. setValue(currentValue: any, weight: number): void;
  76638. private _getOriginalValues;
  76639. private _setValue;
  76640. /**
  76641. * Gets the loop pmode of the runtime animation
  76642. * @returns Loop Mode
  76643. */
  76644. private _getCorrectLoopMode;
  76645. /**
  76646. * Move the current animation to a given frame
  76647. * @param frame defines the frame to move to
  76648. */
  76649. goToFrame(frame: number): void;
  76650. /**
  76651. * @hidden Internal use only
  76652. */
  76653. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  76654. /**
  76655. * Execute the current animation
  76656. * @param delay defines the delay to add to the current frame
  76657. * @param from defines the lower bound of the animation range
  76658. * @param to defines the upper bound of the animation range
  76659. * @param loop defines if the current animation must loop
  76660. * @param speedRatio defines the current speed ratio
  76661. * @param weight defines the weight of the animation (default is -1 so no weight)
  76662. * @param onLoop optional callback called when animation loops
  76663. * @returns a boolean indicating if the animation is running
  76664. */
  76665. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  76666. }
  76667. }
  76668. declare module BABYLON {
  76669. /**
  76670. * Class used to store an actual running animation
  76671. */
  76672. export class Animatable {
  76673. /** defines the target object */
  76674. target: any;
  76675. /** defines the starting frame number (default is 0) */
  76676. fromFrame: number;
  76677. /** defines the ending frame number (default is 100) */
  76678. toFrame: number;
  76679. /** defines if the animation must loop (default is false) */
  76680. loopAnimation: boolean;
  76681. /** defines a callback to call when animation ends if it is not looping */
  76682. onAnimationEnd?: (() => void) | null | undefined;
  76683. /** defines a callback to call when animation loops */
  76684. onAnimationLoop?: (() => void) | null | undefined;
  76685. private _localDelayOffset;
  76686. private _pausedDelay;
  76687. private _runtimeAnimations;
  76688. private _paused;
  76689. private _scene;
  76690. private _speedRatio;
  76691. private _weight;
  76692. private _syncRoot;
  76693. /**
  76694. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  76695. * This will only apply for non looping animation (default is true)
  76696. */
  76697. disposeOnEnd: boolean;
  76698. /**
  76699. * Gets a boolean indicating if the animation has started
  76700. */
  76701. animationStarted: boolean;
  76702. /**
  76703. * Observer raised when the animation ends
  76704. */
  76705. onAnimationEndObservable: Observable<Animatable>;
  76706. /**
  76707. * Observer raised when the animation loops
  76708. */
  76709. onAnimationLoopObservable: Observable<Animatable>;
  76710. /**
  76711. * Gets the root Animatable used to synchronize and normalize animations
  76712. */
  76713. readonly syncRoot: Nullable<Animatable>;
  76714. /**
  76715. * Gets the current frame of the first RuntimeAnimation
  76716. * Used to synchronize Animatables
  76717. */
  76718. readonly masterFrame: number;
  76719. /**
  76720. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  76721. */
  76722. weight: number;
  76723. /**
  76724. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  76725. */
  76726. speedRatio: number;
  76727. /**
  76728. * Creates a new Animatable
  76729. * @param scene defines the hosting scene
  76730. * @param target defines the target object
  76731. * @param fromFrame defines the starting frame number (default is 0)
  76732. * @param toFrame defines the ending frame number (default is 100)
  76733. * @param loopAnimation defines if the animation must loop (default is false)
  76734. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  76735. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  76736. * @param animations defines a group of animation to add to the new Animatable
  76737. * @param onAnimationLoop defines a callback to call when animation loops
  76738. */
  76739. constructor(scene: Scene,
  76740. /** defines the target object */
  76741. target: any,
  76742. /** defines the starting frame number (default is 0) */
  76743. fromFrame?: number,
  76744. /** defines the ending frame number (default is 100) */
  76745. toFrame?: number,
  76746. /** defines if the animation must loop (default is false) */
  76747. loopAnimation?: boolean, speedRatio?: number,
  76748. /** defines a callback to call when animation ends if it is not looping */
  76749. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  76750. /** defines a callback to call when animation loops */
  76751. onAnimationLoop?: (() => void) | null | undefined);
  76752. /**
  76753. * Synchronize and normalize current Animatable with a source Animatable
  76754. * This is useful when using animation weights and when animations are not of the same length
  76755. * @param root defines the root Animatable to synchronize with
  76756. * @returns the current Animatable
  76757. */
  76758. syncWith(root: Animatable): Animatable;
  76759. /**
  76760. * Gets the list of runtime animations
  76761. * @returns an array of RuntimeAnimation
  76762. */
  76763. getAnimations(): RuntimeAnimation[];
  76764. /**
  76765. * Adds more animations to the current animatable
  76766. * @param target defines the target of the animations
  76767. * @param animations defines the new animations to add
  76768. */
  76769. appendAnimations(target: any, animations: Animation[]): void;
  76770. /**
  76771. * Gets the source animation for a specific property
  76772. * @param property defines the propertyu to look for
  76773. * @returns null or the source animation for the given property
  76774. */
  76775. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  76776. /**
  76777. * Gets the runtime animation for a specific property
  76778. * @param property defines the propertyu to look for
  76779. * @returns null or the runtime animation for the given property
  76780. */
  76781. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  76782. /**
  76783. * Resets the animatable to its original state
  76784. */
  76785. reset(): void;
  76786. /**
  76787. * Allows the animatable to blend with current running animations
  76788. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  76789. * @param blendingSpeed defines the blending speed to use
  76790. */
  76791. enableBlending(blendingSpeed: number): void;
  76792. /**
  76793. * Disable animation blending
  76794. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  76795. */
  76796. disableBlending(): void;
  76797. /**
  76798. * Jump directly to a given frame
  76799. * @param frame defines the frame to jump to
  76800. */
  76801. goToFrame(frame: number): void;
  76802. /**
  76803. * Pause the animation
  76804. */
  76805. pause(): void;
  76806. /**
  76807. * Restart the animation
  76808. */
  76809. restart(): void;
  76810. private _raiseOnAnimationEnd;
  76811. /**
  76812. * Stop and delete the current animation
  76813. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  76814. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  76815. */
  76816. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  76817. /**
  76818. * Wait asynchronously for the animation to end
  76819. * @returns a promise which will be fullfilled when the animation ends
  76820. */
  76821. waitAsync(): Promise<Animatable>;
  76822. /** @hidden */
  76823. _animate(delay: number): boolean;
  76824. }
  76825. interface Scene {
  76826. /** @hidden */
  76827. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  76828. /** @hidden */
  76829. _processLateAnimationBindingsForMatrices(holder: {
  76830. totalWeight: number;
  76831. animations: RuntimeAnimation[];
  76832. originalValue: Matrix;
  76833. }): any;
  76834. /** @hidden */
  76835. _processLateAnimationBindingsForQuaternions(holder: {
  76836. totalWeight: number;
  76837. animations: RuntimeAnimation[];
  76838. originalValue: Quaternion;
  76839. }, refQuaternion: Quaternion): Quaternion;
  76840. /** @hidden */
  76841. _processLateAnimationBindings(): void;
  76842. /**
  76843. * Will start the animation sequence of a given target
  76844. * @param target defines the target
  76845. * @param from defines from which frame should animation start
  76846. * @param to defines until which frame should animation run.
  76847. * @param weight defines the weight to apply to the animation (1.0 by default)
  76848. * @param loop defines if the animation loops
  76849. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  76850. * @param onAnimationEnd defines the function to be executed when the animation ends
  76851. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  76852. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  76853. * @param onAnimationLoop defines the callback to call when an animation loops
  76854. * @returns the animatable object created for this animation
  76855. */
  76856. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  76857. /**
  76858. * Will start the animation sequence of a given target
  76859. * @param target defines the target
  76860. * @param from defines from which frame should animation start
  76861. * @param to defines until which frame should animation run.
  76862. * @param loop defines if the animation loops
  76863. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  76864. * @param onAnimationEnd defines the function to be executed when the animation ends
  76865. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  76866. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  76867. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  76868. * @param onAnimationLoop defines the callback to call when an animation loops
  76869. * @returns the animatable object created for this animation
  76870. */
  76871. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  76872. /**
  76873. * Will start the animation sequence of a given target and its hierarchy
  76874. * @param target defines the target
  76875. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  76876. * @param from defines from which frame should animation start
  76877. * @param to defines until which frame should animation run.
  76878. * @param loop defines if the animation loops
  76879. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  76880. * @param onAnimationEnd defines the function to be executed when the animation ends
  76881. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  76882. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  76883. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  76884. * @param onAnimationLoop defines the callback to call when an animation loops
  76885. * @returns the list of created animatables
  76886. */
  76887. beginHierarchyAnimation(target: any, directDescendantsOnly: boolean, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable[];
  76888. /**
  76889. * Begin a new animation on a given node
  76890. * @param target defines the target where the animation will take place
  76891. * @param animations defines the list of animations to start
  76892. * @param from defines the initial value
  76893. * @param to defines the final value
  76894. * @param loop defines if you want animation to loop (off by default)
  76895. * @param speedRatio defines the speed ratio to apply to all animations
  76896. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  76897. * @param onAnimationLoop defines the callback to call when an animation loops
  76898. * @returns the list of created animatables
  76899. */
  76900. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  76901. /**
  76902. * Begin a new animation on a given node and its hierarchy
  76903. * @param target defines the root node where the animation will take place
  76904. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  76905. * @param animations defines the list of animations to start
  76906. * @param from defines the initial value
  76907. * @param to defines the final value
  76908. * @param loop defines if you want animation to loop (off by default)
  76909. * @param speedRatio defines the speed ratio to apply to all animations
  76910. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  76911. * @param onAnimationLoop defines the callback to call when an animation loops
  76912. * @returns the list of animatables created for all nodes
  76913. */
  76914. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  76915. /**
  76916. * Gets the animatable associated with a specific target
  76917. * @param target defines the target of the animatable
  76918. * @returns the required animatable if found
  76919. */
  76920. getAnimatableByTarget(target: any): Nullable<Animatable>;
  76921. /**
  76922. * Gets all animatables associated with a given target
  76923. * @param target defines the target to look animatables for
  76924. * @returns an array of Animatables
  76925. */
  76926. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  76927. /**
  76928. * Stops and removes all animations that have been applied to the scene
  76929. */
  76930. stopAllAnimations(): void;
  76931. }
  76932. interface Bone {
  76933. /**
  76934. * Copy an animation range from another bone
  76935. * @param source defines the source bone
  76936. * @param rangeName defines the range name to copy
  76937. * @param frameOffset defines the frame offset
  76938. * @param rescaleAsRequired defines if rescaling must be applied if required
  76939. * @param skelDimensionsRatio defines the scaling ratio
  76940. * @returns true if operation was successful
  76941. */
  76942. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  76943. }
  76944. }
  76945. declare module BABYLON {
  76946. /**
  76947. * Class used to override all child animations of a given target
  76948. */
  76949. export class AnimationPropertiesOverride {
  76950. /**
  76951. * Gets or sets a value indicating if animation blending must be used
  76952. */
  76953. enableBlending: boolean;
  76954. /**
  76955. * Gets or sets the blending speed to use when enableBlending is true
  76956. */
  76957. blendingSpeed: number;
  76958. /**
  76959. * Gets or sets the default loop mode to use
  76960. */
  76961. loopMode: number;
  76962. }
  76963. }
  76964. declare module BABYLON {
  76965. /**
  76966. * Class used to handle skinning animations
  76967. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  76968. */
  76969. export class Skeleton implements IAnimatable {
  76970. /** defines the skeleton name */
  76971. name: string;
  76972. /** defines the skeleton Id */
  76973. id: string;
  76974. /**
  76975. * Defines the list of child bones
  76976. */
  76977. bones: Bone[];
  76978. /**
  76979. * Defines an estimate of the dimension of the skeleton at rest
  76980. */
  76981. dimensionsAtRest: Vector3;
  76982. /**
  76983. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  76984. */
  76985. needInitialSkinMatrix: boolean;
  76986. /**
  76987. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  76988. */
  76989. overrideMesh: Nullable<AbstractMesh>;
  76990. /**
  76991. * Gets the list of animations attached to this skeleton
  76992. */
  76993. animations: Array<Animation>;
  76994. private _scene;
  76995. private _isDirty;
  76996. private _transformMatrices;
  76997. private _transformMatrixTexture;
  76998. private _meshesWithPoseMatrix;
  76999. private _animatables;
  77000. private _identity;
  77001. private _synchronizedWithMesh;
  77002. private _ranges;
  77003. private _lastAbsoluteTransformsUpdateId;
  77004. private _canUseTextureForBones;
  77005. private _uniqueId;
  77006. /** @hidden */
  77007. _numBonesWithLinkedTransformNode: number;
  77008. /** @hidden */
  77009. _hasWaitingData: Nullable<boolean>;
  77010. /**
  77011. * Specifies if the skeleton should be serialized
  77012. */
  77013. doNotSerialize: boolean;
  77014. private _useTextureToStoreBoneMatrices;
  77015. /**
  77016. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  77017. * Please note that this option is not available if the hardware does not support it
  77018. */
  77019. useTextureToStoreBoneMatrices: boolean;
  77020. private _animationPropertiesOverride;
  77021. /**
  77022. * Gets or sets the animation properties override
  77023. */
  77024. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  77025. /**
  77026. * List of inspectable custom properties (used by the Inspector)
  77027. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  77028. */
  77029. inspectableCustomProperties: IInspectable[];
  77030. /**
  77031. * An observable triggered before computing the skeleton's matrices
  77032. */
  77033. onBeforeComputeObservable: Observable<Skeleton>;
  77034. /**
  77035. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  77036. */
  77037. readonly isUsingTextureForMatrices: boolean;
  77038. /**
  77039. * Gets the unique ID of this skeleton
  77040. */
  77041. readonly uniqueId: number;
  77042. /**
  77043. * Creates a new skeleton
  77044. * @param name defines the skeleton name
  77045. * @param id defines the skeleton Id
  77046. * @param scene defines the hosting scene
  77047. */
  77048. constructor(
  77049. /** defines the skeleton name */
  77050. name: string,
  77051. /** defines the skeleton Id */
  77052. id: string, scene: Scene);
  77053. /**
  77054. * Gets the current object class name.
  77055. * @return the class name
  77056. */
  77057. getClassName(): string;
  77058. /**
  77059. * Returns an array containing the root bones
  77060. * @returns an array containing the root bones
  77061. */
  77062. getChildren(): Array<Bone>;
  77063. /**
  77064. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  77065. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  77066. * @returns a Float32Array containing matrices data
  77067. */
  77068. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  77069. /**
  77070. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  77071. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  77072. * @returns a raw texture containing the data
  77073. */
  77074. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  77075. /**
  77076. * Gets the current hosting scene
  77077. * @returns a scene object
  77078. */
  77079. getScene(): Scene;
  77080. /**
  77081. * Gets a string representing the current skeleton data
  77082. * @param fullDetails defines a boolean indicating if we want a verbose version
  77083. * @returns a string representing the current skeleton data
  77084. */
  77085. toString(fullDetails?: boolean): string;
  77086. /**
  77087. * Get bone's index searching by name
  77088. * @param name defines bone's name to search for
  77089. * @return the indice of the bone. Returns -1 if not found
  77090. */
  77091. getBoneIndexByName(name: string): number;
  77092. /**
  77093. * Creater a new animation range
  77094. * @param name defines the name of the range
  77095. * @param from defines the start key
  77096. * @param to defines the end key
  77097. */
  77098. createAnimationRange(name: string, from: number, to: number): void;
  77099. /**
  77100. * Delete a specific animation range
  77101. * @param name defines the name of the range
  77102. * @param deleteFrames defines if frames must be removed as well
  77103. */
  77104. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  77105. /**
  77106. * Gets a specific animation range
  77107. * @param name defines the name of the range to look for
  77108. * @returns the requested animation range or null if not found
  77109. */
  77110. getAnimationRange(name: string): Nullable<AnimationRange>;
  77111. /**
  77112. * Gets the list of all animation ranges defined on this skeleton
  77113. * @returns an array
  77114. */
  77115. getAnimationRanges(): Nullable<AnimationRange>[];
  77116. /**
  77117. * Copy animation range from a source skeleton.
  77118. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  77119. * @param source defines the source skeleton
  77120. * @param name defines the name of the range to copy
  77121. * @param rescaleAsRequired defines if rescaling must be applied if required
  77122. * @returns true if operation was successful
  77123. */
  77124. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  77125. /**
  77126. * Forces the skeleton to go to rest pose
  77127. */
  77128. returnToRest(): void;
  77129. private _getHighestAnimationFrame;
  77130. /**
  77131. * Begin a specific animation range
  77132. * @param name defines the name of the range to start
  77133. * @param loop defines if looping must be turned on (false by default)
  77134. * @param speedRatio defines the speed ratio to apply (1 by default)
  77135. * @param onAnimationEnd defines a callback which will be called when animation will end
  77136. * @returns a new animatable
  77137. */
  77138. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  77139. /** @hidden */
  77140. _markAsDirty(): void;
  77141. /** @hidden */
  77142. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  77143. /** @hidden */
  77144. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  77145. private _computeTransformMatrices;
  77146. /**
  77147. * Build all resources required to render a skeleton
  77148. */
  77149. prepare(): void;
  77150. /**
  77151. * Gets the list of animatables currently running for this skeleton
  77152. * @returns an array of animatables
  77153. */
  77154. getAnimatables(): IAnimatable[];
  77155. /**
  77156. * Clone the current skeleton
  77157. * @param name defines the name of the new skeleton
  77158. * @param id defines the id of the new skeleton
  77159. * @returns the new skeleton
  77160. */
  77161. clone(name: string, id: string): Skeleton;
  77162. /**
  77163. * Enable animation blending for this skeleton
  77164. * @param blendingSpeed defines the blending speed to apply
  77165. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  77166. */
  77167. enableBlending(blendingSpeed?: number): void;
  77168. /**
  77169. * Releases all resources associated with the current skeleton
  77170. */
  77171. dispose(): void;
  77172. /**
  77173. * Serialize the skeleton in a JSON object
  77174. * @returns a JSON object
  77175. */
  77176. serialize(): any;
  77177. /**
  77178. * Creates a new skeleton from serialized data
  77179. * @param parsedSkeleton defines the serialized data
  77180. * @param scene defines the hosting scene
  77181. * @returns a new skeleton
  77182. */
  77183. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  77184. /**
  77185. * Compute all node absolute transforms
  77186. * @param forceUpdate defines if computation must be done even if cache is up to date
  77187. */
  77188. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  77189. /**
  77190. * Gets the root pose matrix
  77191. * @returns a matrix
  77192. */
  77193. getPoseMatrix(): Nullable<Matrix>;
  77194. /**
  77195. * Sorts bones per internal index
  77196. */
  77197. sortBones(): void;
  77198. private _sortBones;
  77199. }
  77200. }
  77201. declare module BABYLON {
  77202. /**
  77203. * Class used to store bone information
  77204. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  77205. */
  77206. export class Bone extends Node {
  77207. /**
  77208. * defines the bone name
  77209. */
  77210. name: string;
  77211. private static _tmpVecs;
  77212. private static _tmpQuat;
  77213. private static _tmpMats;
  77214. /**
  77215. * Gets the list of child bones
  77216. */
  77217. children: Bone[];
  77218. /** Gets the animations associated with this bone */
  77219. animations: Animation[];
  77220. /**
  77221. * Gets or sets bone length
  77222. */
  77223. length: number;
  77224. /**
  77225. * @hidden Internal only
  77226. * Set this value to map this bone to a different index in the transform matrices
  77227. * Set this value to -1 to exclude the bone from the transform matrices
  77228. */
  77229. _index: Nullable<number>;
  77230. private _skeleton;
  77231. private _localMatrix;
  77232. private _restPose;
  77233. private _baseMatrix;
  77234. private _absoluteTransform;
  77235. private _invertedAbsoluteTransform;
  77236. private _parent;
  77237. private _scalingDeterminant;
  77238. private _worldTransform;
  77239. private _localScaling;
  77240. private _localRotation;
  77241. private _localPosition;
  77242. private _needToDecompose;
  77243. private _needToCompose;
  77244. /** @hidden */
  77245. _linkedTransformNode: Nullable<TransformNode>;
  77246. /** @hidden */
  77247. _waitingTransformNodeId: Nullable<string>;
  77248. /** @hidden */
  77249. /** @hidden */
  77250. _matrix: Matrix;
  77251. /**
  77252. * Create a new bone
  77253. * @param name defines the bone name
  77254. * @param skeleton defines the parent skeleton
  77255. * @param parentBone defines the parent (can be null if the bone is the root)
  77256. * @param localMatrix defines the local matrix
  77257. * @param restPose defines the rest pose matrix
  77258. * @param baseMatrix defines the base matrix
  77259. * @param index defines index of the bone in the hiearchy
  77260. */
  77261. constructor(
  77262. /**
  77263. * defines the bone name
  77264. */
  77265. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  77266. /**
  77267. * Gets the current object class name.
  77268. * @return the class name
  77269. */
  77270. getClassName(): string;
  77271. /**
  77272. * Gets the parent skeleton
  77273. * @returns a skeleton
  77274. */
  77275. getSkeleton(): Skeleton;
  77276. /**
  77277. * Gets parent bone
  77278. * @returns a bone or null if the bone is the root of the bone hierarchy
  77279. */
  77280. getParent(): Nullable<Bone>;
  77281. /**
  77282. * Returns an array containing the root bones
  77283. * @returns an array containing the root bones
  77284. */
  77285. getChildren(): Array<Bone>;
  77286. /**
  77287. * Sets the parent bone
  77288. * @param parent defines the parent (can be null if the bone is the root)
  77289. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  77290. */
  77291. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  77292. /**
  77293. * Gets the local matrix
  77294. * @returns a matrix
  77295. */
  77296. getLocalMatrix(): Matrix;
  77297. /**
  77298. * Gets the base matrix (initial matrix which remains unchanged)
  77299. * @returns a matrix
  77300. */
  77301. getBaseMatrix(): Matrix;
  77302. /**
  77303. * Gets the rest pose matrix
  77304. * @returns a matrix
  77305. */
  77306. getRestPose(): Matrix;
  77307. /**
  77308. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  77309. */
  77310. getWorldMatrix(): Matrix;
  77311. /**
  77312. * Sets the local matrix to rest pose matrix
  77313. */
  77314. returnToRest(): void;
  77315. /**
  77316. * Gets the inverse of the absolute transform matrix.
  77317. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  77318. * @returns a matrix
  77319. */
  77320. getInvertedAbsoluteTransform(): Matrix;
  77321. /**
  77322. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  77323. * @returns a matrix
  77324. */
  77325. getAbsoluteTransform(): Matrix;
  77326. /**
  77327. * Links with the given transform node.
  77328. * The local matrix of this bone is copied from the transform node every frame.
  77329. * @param transformNode defines the transform node to link to
  77330. */
  77331. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  77332. /**
  77333. * Gets the node used to drive the bone's transformation
  77334. * @returns a transform node or null
  77335. */
  77336. getTransformNode(): Nullable<TransformNode>;
  77337. /** Gets or sets current position (in local space) */
  77338. position: Vector3;
  77339. /** Gets or sets current rotation (in local space) */
  77340. rotation: Vector3;
  77341. /** Gets or sets current rotation quaternion (in local space) */
  77342. rotationQuaternion: Quaternion;
  77343. /** Gets or sets current scaling (in local space) */
  77344. scaling: Vector3;
  77345. /**
  77346. * Gets the animation properties override
  77347. */
  77348. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  77349. private _decompose;
  77350. private _compose;
  77351. /**
  77352. * Update the base and local matrices
  77353. * @param matrix defines the new base or local matrix
  77354. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  77355. * @param updateLocalMatrix defines if the local matrix should be updated
  77356. */
  77357. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  77358. /** @hidden */
  77359. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  77360. /**
  77361. * Flag the bone as dirty (Forcing it to update everything)
  77362. */
  77363. markAsDirty(): void;
  77364. /** @hidden */
  77365. _markAsDirtyAndCompose(): void;
  77366. private _markAsDirtyAndDecompose;
  77367. /**
  77368. * Translate the bone in local or world space
  77369. * @param vec The amount to translate the bone
  77370. * @param space The space that the translation is in
  77371. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77372. */
  77373. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  77374. /**
  77375. * Set the postion of the bone in local or world space
  77376. * @param position The position to set the bone
  77377. * @param space The space that the position is in
  77378. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77379. */
  77380. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  77381. /**
  77382. * Set the absolute position of the bone (world space)
  77383. * @param position The position to set the bone
  77384. * @param mesh The mesh that this bone is attached to
  77385. */
  77386. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  77387. /**
  77388. * Scale the bone on the x, y and z axes (in local space)
  77389. * @param x The amount to scale the bone on the x axis
  77390. * @param y The amount to scale the bone on the y axis
  77391. * @param z The amount to scale the bone on the z axis
  77392. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  77393. */
  77394. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  77395. /**
  77396. * Set the bone scaling in local space
  77397. * @param scale defines the scaling vector
  77398. */
  77399. setScale(scale: Vector3): void;
  77400. /**
  77401. * Gets the current scaling in local space
  77402. * @returns the current scaling vector
  77403. */
  77404. getScale(): Vector3;
  77405. /**
  77406. * Gets the current scaling in local space and stores it in a target vector
  77407. * @param result defines the target vector
  77408. */
  77409. getScaleToRef(result: Vector3): void;
  77410. /**
  77411. * Set the yaw, pitch, and roll of the bone in local or world space
  77412. * @param yaw The rotation of the bone on the y axis
  77413. * @param pitch The rotation of the bone on the x axis
  77414. * @param roll The rotation of the bone on the z axis
  77415. * @param space The space that the axes of rotation are in
  77416. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77417. */
  77418. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  77419. /**
  77420. * Add a rotation to the bone on an axis in local or world space
  77421. * @param axis The axis to rotate the bone on
  77422. * @param amount The amount to rotate the bone
  77423. * @param space The space that the axis is in
  77424. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77425. */
  77426. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  77427. /**
  77428. * Set the rotation of the bone to a particular axis angle in local or world space
  77429. * @param axis The axis to rotate the bone on
  77430. * @param angle The angle that the bone should be rotated to
  77431. * @param space The space that the axis is in
  77432. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77433. */
  77434. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  77435. /**
  77436. * Set the euler rotation of the bone in local of world space
  77437. * @param rotation The euler rotation that the bone should be set to
  77438. * @param space The space that the rotation is in
  77439. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77440. */
  77441. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  77442. /**
  77443. * Set the quaternion rotation of the bone in local of world space
  77444. * @param quat The quaternion rotation that the bone should be set to
  77445. * @param space The space that the rotation is in
  77446. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77447. */
  77448. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  77449. /**
  77450. * Set the rotation matrix of the bone in local of world space
  77451. * @param rotMat The rotation matrix that the bone should be set to
  77452. * @param space The space that the rotation is in
  77453. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77454. */
  77455. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  77456. private _rotateWithMatrix;
  77457. private _getNegativeRotationToRef;
  77458. /**
  77459. * Get the position of the bone in local or world space
  77460. * @param space The space that the returned position is in
  77461. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77462. * @returns The position of the bone
  77463. */
  77464. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  77465. /**
  77466. * Copy the position of the bone to a vector3 in local or world space
  77467. * @param space The space that the returned position is in
  77468. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77469. * @param result The vector3 to copy the position to
  77470. */
  77471. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  77472. /**
  77473. * Get the absolute position of the bone (world space)
  77474. * @param mesh The mesh that this bone is attached to
  77475. * @returns The absolute position of the bone
  77476. */
  77477. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  77478. /**
  77479. * Copy the absolute position of the bone (world space) to the result param
  77480. * @param mesh The mesh that this bone is attached to
  77481. * @param result The vector3 to copy the absolute position to
  77482. */
  77483. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  77484. /**
  77485. * Compute the absolute transforms of this bone and its children
  77486. */
  77487. computeAbsoluteTransforms(): void;
  77488. /**
  77489. * Get the world direction from an axis that is in the local space of the bone
  77490. * @param localAxis The local direction that is used to compute the world direction
  77491. * @param mesh The mesh that this bone is attached to
  77492. * @returns The world direction
  77493. */
  77494. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  77495. /**
  77496. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  77497. * @param localAxis The local direction that is used to compute the world direction
  77498. * @param mesh The mesh that this bone is attached to
  77499. * @param result The vector3 that the world direction will be copied to
  77500. */
  77501. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77502. /**
  77503. * Get the euler rotation of the bone in local or world space
  77504. * @param space The space that the rotation should be in
  77505. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77506. * @returns The euler rotation
  77507. */
  77508. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  77509. /**
  77510. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  77511. * @param space The space that the rotation should be in
  77512. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77513. * @param result The vector3 that the rotation should be copied to
  77514. */
  77515. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77516. /**
  77517. * Get the quaternion rotation of the bone in either local or world space
  77518. * @param space The space that the rotation should be in
  77519. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77520. * @returns The quaternion rotation
  77521. */
  77522. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  77523. /**
  77524. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  77525. * @param space The space that the rotation should be in
  77526. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77527. * @param result The quaternion that the rotation should be copied to
  77528. */
  77529. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  77530. /**
  77531. * Get the rotation matrix of the bone in local or world space
  77532. * @param space The space that the rotation should be in
  77533. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77534. * @returns The rotation matrix
  77535. */
  77536. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  77537. /**
  77538. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  77539. * @param space The space that the rotation should be in
  77540. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77541. * @param result The quaternion that the rotation should be copied to
  77542. */
  77543. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  77544. /**
  77545. * Get the world position of a point that is in the local space of the bone
  77546. * @param position The local position
  77547. * @param mesh The mesh that this bone is attached to
  77548. * @returns The world position
  77549. */
  77550. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  77551. /**
  77552. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  77553. * @param position The local position
  77554. * @param mesh The mesh that this bone is attached to
  77555. * @param result The vector3 that the world position should be copied to
  77556. */
  77557. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77558. /**
  77559. * Get the local position of a point that is in world space
  77560. * @param position The world position
  77561. * @param mesh The mesh that this bone is attached to
  77562. * @returns The local position
  77563. */
  77564. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  77565. /**
  77566. * Get the local position of a point that is in world space and copy it to the result param
  77567. * @param position The world position
  77568. * @param mesh The mesh that this bone is attached to
  77569. * @param result The vector3 that the local position should be copied to
  77570. */
  77571. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77572. }
  77573. }
  77574. declare module BABYLON {
  77575. /**
  77576. * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.
  77577. * @see https://doc.babylonjs.com/how_to/transformnode
  77578. */
  77579. export class TransformNode extends Node {
  77580. /**
  77581. * Object will not rotate to face the camera
  77582. */
  77583. static BILLBOARDMODE_NONE: number;
  77584. /**
  77585. * Object will rotate to face the camera but only on the x axis
  77586. */
  77587. static BILLBOARDMODE_X: number;
  77588. /**
  77589. * Object will rotate to face the camera but only on the y axis
  77590. */
  77591. static BILLBOARDMODE_Y: number;
  77592. /**
  77593. * Object will rotate to face the camera but only on the z axis
  77594. */
  77595. static BILLBOARDMODE_Z: number;
  77596. /**
  77597. * Object will rotate to face the camera
  77598. */
  77599. static BILLBOARDMODE_ALL: number;
  77600. private _forward;
  77601. private _forwardInverted;
  77602. private _up;
  77603. private _right;
  77604. private _rightInverted;
  77605. private _position;
  77606. private _rotation;
  77607. private _rotationQuaternion;
  77608. protected _scaling: Vector3;
  77609. protected _isDirty: boolean;
  77610. private _transformToBoneReferal;
  77611. private _isAbsoluteSynced;
  77612. private _billboardMode;
  77613. /**
  77614. * Gets or sets the billboard mode. Default is 0.
  77615. *
  77616. * | Value | Type | Description |
  77617. * | --- | --- | --- |
  77618. * | 0 | BILLBOARDMODE_NONE | |
  77619. * | 1 | BILLBOARDMODE_X | |
  77620. * | 2 | BILLBOARDMODE_Y | |
  77621. * | 4 | BILLBOARDMODE_Z | |
  77622. * | 7 | BILLBOARDMODE_ALL | |
  77623. *
  77624. */
  77625. billboardMode: number;
  77626. private _preserveParentRotationForBillboard;
  77627. /**
  77628. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  77629. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  77630. */
  77631. preserveParentRotationForBillboard: boolean;
  77632. /**
  77633. * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
  77634. */
  77635. scalingDeterminant: number;
  77636. private _infiniteDistance;
  77637. /**
  77638. * Gets or sets the distance of the object to max, often used by skybox
  77639. */
  77640. infiniteDistance: boolean;
  77641. /**
  77642. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  77643. * By default the system will update normals to compensate
  77644. */
  77645. ignoreNonUniformScaling: boolean;
  77646. /**
  77647. * Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both
  77648. */
  77649. reIntegrateRotationIntoRotationQuaternion: boolean;
  77650. /** @hidden */
  77651. _poseMatrix: Nullable<Matrix>;
  77652. /** @hidden */
  77653. _localMatrix: Matrix;
  77654. private _usePivotMatrix;
  77655. private _absolutePosition;
  77656. private _absoluteScaling;
  77657. private _absoluteRotationQuaternion;
  77658. private _pivotMatrix;
  77659. private _pivotMatrixInverse;
  77660. protected _postMultiplyPivotMatrix: boolean;
  77661. protected _isWorldMatrixFrozen: boolean;
  77662. /** @hidden */
  77663. _indexInSceneTransformNodesArray: number;
  77664. /**
  77665. * An event triggered after the world matrix is updated
  77666. */
  77667. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  77668. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  77669. /**
  77670. * Gets a string identifying the name of the class
  77671. * @returns "TransformNode" string
  77672. */
  77673. getClassName(): string;
  77674. /**
  77675. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  77676. */
  77677. position: Vector3;
  77678. /**
  77679. * Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  77680. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  77681. */
  77682. rotation: Vector3;
  77683. /**
  77684. * Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  77685. */
  77686. scaling: Vector3;
  77687. /**
  77688. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null).
  77689. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  77690. */
  77691. rotationQuaternion: Nullable<Quaternion>;
  77692. /**
  77693. * The forward direction of that transform in world space.
  77694. */
  77695. readonly forward: Vector3;
  77696. /**
  77697. * The up direction of that transform in world space.
  77698. */
  77699. readonly up: Vector3;
  77700. /**
  77701. * The right direction of that transform in world space.
  77702. */
  77703. readonly right: Vector3;
  77704. /**
  77705. * Copies the parameter passed Matrix into the mesh Pose matrix.
  77706. * @param matrix the matrix to copy the pose from
  77707. * @returns this TransformNode.
  77708. */
  77709. updatePoseMatrix(matrix: Matrix): TransformNode;
  77710. /**
  77711. * Returns the mesh Pose matrix.
  77712. * @returns the pose matrix
  77713. */
  77714. getPoseMatrix(): Matrix;
  77715. /** @hidden */
  77716. _isSynchronized(): boolean;
  77717. /** @hidden */
  77718. _initCache(): void;
  77719. /**
  77720. * Flag the transform node as dirty (Forcing it to update everything)
  77721. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  77722. * @returns this transform node
  77723. */
  77724. markAsDirty(property: string): TransformNode;
  77725. /**
  77726. * Returns the current mesh absolute position.
  77727. * Returns a Vector3.
  77728. */
  77729. readonly absolutePosition: Vector3;
  77730. /**
  77731. * Returns the current mesh absolute scaling.
  77732. * Returns a Vector3.
  77733. */
  77734. readonly absoluteScaling: Vector3;
  77735. /**
  77736. * Returns the current mesh absolute rotation.
  77737. * Returns a Quaternion.
  77738. */
  77739. readonly absoluteRotationQuaternion: Quaternion;
  77740. /**
  77741. * Sets a new matrix to apply before all other transformation
  77742. * @param matrix defines the transform matrix
  77743. * @returns the current TransformNode
  77744. */
  77745. setPreTransformMatrix(matrix: Matrix): TransformNode;
  77746. /**
  77747. * Sets a new pivot matrix to the current node
  77748. * @param matrix defines the new pivot matrix to use
  77749. * @param postMultiplyPivotMatrix defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect
  77750. * @returns the current TransformNode
  77751. */
  77752. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  77753. /**
  77754. * Returns the mesh pivot matrix.
  77755. * Default : Identity.
  77756. * @returns the matrix
  77757. */
  77758. getPivotMatrix(): Matrix;
  77759. /**
  77760. * Prevents the World matrix to be computed any longer.
  77761. * @returns the TransformNode.
  77762. */
  77763. freezeWorldMatrix(): TransformNode;
  77764. /**
  77765. * Allows back the World matrix computation.
  77766. * @returns the TransformNode.
  77767. */
  77768. unfreezeWorldMatrix(): this;
  77769. /**
  77770. * True if the World matrix has been frozen.
  77771. */
  77772. readonly isWorldMatrixFrozen: boolean;
  77773. /**
  77774. * Retuns the mesh absolute position in the World.
  77775. * @returns a Vector3.
  77776. */
  77777. getAbsolutePosition(): Vector3;
  77778. /**
  77779. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  77780. * @param absolutePosition the absolute position to set
  77781. * @returns the TransformNode.
  77782. */
  77783. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  77784. /**
  77785. * Sets the mesh position in its local space.
  77786. * @param vector3 the position to set in localspace
  77787. * @returns the TransformNode.
  77788. */
  77789. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  77790. /**
  77791. * Returns the mesh position in the local space from the current World matrix values.
  77792. * @returns a new Vector3.
  77793. */
  77794. getPositionExpressedInLocalSpace(): Vector3;
  77795. /**
  77796. * Translates the mesh along the passed Vector3 in its local space.
  77797. * @param vector3 the distance to translate in localspace
  77798. * @returns the TransformNode.
  77799. */
  77800. locallyTranslate(vector3: Vector3): TransformNode;
  77801. private static _lookAtVectorCache;
  77802. /**
  77803. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  77804. * @param targetPoint the position (must be in same space as current mesh) to look at
  77805. * @param yawCor optional yaw (y-axis) correction in radians
  77806. * @param pitchCor optional pitch (x-axis) correction in radians
  77807. * @param rollCor optional roll (z-axis) correction in radians
  77808. * @param space the choosen space of the target
  77809. * @returns the TransformNode.
  77810. */
  77811. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  77812. /**
  77813. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  77814. * This Vector3 is expressed in the World space.
  77815. * @param localAxis axis to rotate
  77816. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  77817. */
  77818. getDirection(localAxis: Vector3): Vector3;
  77819. /**
  77820. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  77821. * localAxis is expressed in the mesh local space.
  77822. * result is computed in the Wordl space from the mesh World matrix.
  77823. * @param localAxis axis to rotate
  77824. * @param result the resulting transformnode
  77825. * @returns this TransformNode.
  77826. */
  77827. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  77828. /**
  77829. * Sets this transform node rotation to the given local axis.
  77830. * @param localAxis the axis in local space
  77831. * @param yawCor optional yaw (y-axis) correction in radians
  77832. * @param pitchCor optional pitch (x-axis) correction in radians
  77833. * @param rollCor optional roll (z-axis) correction in radians
  77834. * @returns this TransformNode
  77835. */
  77836. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  77837. /**
  77838. * Sets a new pivot point to the current node
  77839. * @param point defines the new pivot point to use
  77840. * @param space defines if the point is in world or local space (local by default)
  77841. * @returns the current TransformNode
  77842. */
  77843. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  77844. /**
  77845. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  77846. * @returns the pivot point
  77847. */
  77848. getPivotPoint(): Vector3;
  77849. /**
  77850. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  77851. * @param result the vector3 to store the result
  77852. * @returns this TransformNode.
  77853. */
  77854. getPivotPointToRef(result: Vector3): TransformNode;
  77855. /**
  77856. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  77857. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  77858. */
  77859. getAbsolutePivotPoint(): Vector3;
  77860. /**
  77861. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  77862. * @param result vector3 to store the result
  77863. * @returns this TransformNode.
  77864. */
  77865. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  77866. /**
  77867. * Defines the passed node as the parent of the current node.
  77868. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  77869. * @see https://doc.babylonjs.com/how_to/parenting
  77870. * @param node the node ot set as the parent
  77871. * @returns this TransformNode.
  77872. */
  77873. setParent(node: Nullable<Node>): TransformNode;
  77874. private _nonUniformScaling;
  77875. /**
  77876. * True if the scaling property of this object is non uniform eg. (1,2,1)
  77877. */
  77878. readonly nonUniformScaling: boolean;
  77879. /** @hidden */
  77880. _updateNonUniformScalingState(value: boolean): boolean;
  77881. /**
  77882. * Attach the current TransformNode to another TransformNode associated with a bone
  77883. * @param bone Bone affecting the TransformNode
  77884. * @param affectedTransformNode TransformNode associated with the bone
  77885. * @returns this object
  77886. */
  77887. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  77888. /**
  77889. * Detach the transform node if its associated with a bone
  77890. * @returns this object
  77891. */
  77892. detachFromBone(): TransformNode;
  77893. private static _rotationAxisCache;
  77894. /**
  77895. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  77896. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  77897. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  77898. * The passed axis is also normalized.
  77899. * @param axis the axis to rotate around
  77900. * @param amount the amount to rotate in radians
  77901. * @param space Space to rotate in (Default: local)
  77902. * @returns the TransformNode.
  77903. */
  77904. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  77905. /**
  77906. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  77907. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  77908. * The passed axis is also normalized. .
  77909. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  77910. * @param point the point to rotate around
  77911. * @param axis the axis to rotate around
  77912. * @param amount the amount to rotate in radians
  77913. * @returns the TransformNode
  77914. */
  77915. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  77916. /**
  77917. * Translates the mesh along the axis vector for the passed distance in the given space.
  77918. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  77919. * @param axis the axis to translate in
  77920. * @param distance the distance to translate
  77921. * @param space Space to rotate in (Default: local)
  77922. * @returns the TransformNode.
  77923. */
  77924. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  77925. /**
  77926. * Adds a rotation step to the mesh current rotation.
  77927. * x, y, z are Euler angles expressed in radians.
  77928. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  77929. * This means this rotation is made in the mesh local space only.
  77930. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  77931. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  77932. * ```javascript
  77933. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  77934. * ```
  77935. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  77936. * Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.
  77937. * @param x Rotation to add
  77938. * @param y Rotation to add
  77939. * @param z Rotation to add
  77940. * @returns the TransformNode.
  77941. */
  77942. addRotation(x: number, y: number, z: number): TransformNode;
  77943. /**
  77944. * @hidden
  77945. */
  77946. protected _getEffectiveParent(): Nullable<Node>;
  77947. /**
  77948. * Computes the world matrix of the node
  77949. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  77950. * @returns the world matrix
  77951. */
  77952. computeWorldMatrix(force?: boolean): Matrix;
  77953. protected _afterComputeWorldMatrix(): void;
  77954. /**
  77955. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  77956. * @param func callback function to add
  77957. *
  77958. * @returns the TransformNode.
  77959. */
  77960. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  77961. /**
  77962. * Removes a registered callback function.
  77963. * @param func callback function to remove
  77964. * @returns the TransformNode.
  77965. */
  77966. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  77967. /**
  77968. * Gets the position of the current mesh in camera space
  77969. * @param camera defines the camera to use
  77970. * @returns a position
  77971. */
  77972. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  77973. /**
  77974. * Returns the distance from the mesh to the active camera
  77975. * @param camera defines the camera to use
  77976. * @returns the distance
  77977. */
  77978. getDistanceToCamera(camera?: Nullable<Camera>): number;
  77979. /**
  77980. * Clone the current transform node
  77981. * @param name Name of the new clone
  77982. * @param newParent New parent for the clone
  77983. * @param doNotCloneChildren Do not clone children hierarchy
  77984. * @returns the new transform node
  77985. */
  77986. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  77987. /**
  77988. * Serializes the objects information.
  77989. * @param currentSerializationObject defines the object to serialize in
  77990. * @returns the serialized object
  77991. */
  77992. serialize(currentSerializationObject?: any): any;
  77993. /**
  77994. * Returns a new TransformNode object parsed from the source provided.
  77995. * @param parsedTransformNode is the source.
  77996. * @param scene the scne the object belongs to
  77997. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  77998. * @returns a new TransformNode object parsed from the source provided.
  77999. */
  78000. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  78001. /**
  78002. * Get all child-transformNodes of this node
  78003. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  78004. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  78005. * @returns an array of TransformNode
  78006. */
  78007. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  78008. /**
  78009. * Releases resources associated with this transform node.
  78010. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  78011. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  78012. */
  78013. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  78014. /**
  78015. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  78016. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  78017. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  78018. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  78019. * @returns the current mesh
  78020. */
  78021. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  78022. private _syncAbsoluteScalingAndRotation;
  78023. }
  78024. }
  78025. declare module BABYLON {
  78026. /**
  78027. * Defines the types of pose enabled controllers that are supported
  78028. */
  78029. export enum PoseEnabledControllerType {
  78030. /**
  78031. * HTC Vive
  78032. */
  78033. VIVE = 0,
  78034. /**
  78035. * Oculus Rift
  78036. */
  78037. OCULUS = 1,
  78038. /**
  78039. * Windows mixed reality
  78040. */
  78041. WINDOWS = 2,
  78042. /**
  78043. * Samsung gear VR
  78044. */
  78045. GEAR_VR = 3,
  78046. /**
  78047. * Google Daydream
  78048. */
  78049. DAYDREAM = 4,
  78050. /**
  78051. * Generic
  78052. */
  78053. GENERIC = 5
  78054. }
  78055. /**
  78056. * Defines the MutableGamepadButton interface for the state of a gamepad button
  78057. */
  78058. export interface MutableGamepadButton {
  78059. /**
  78060. * Value of the button/trigger
  78061. */
  78062. value: number;
  78063. /**
  78064. * If the button/trigger is currently touched
  78065. */
  78066. touched: boolean;
  78067. /**
  78068. * If the button/trigger is currently pressed
  78069. */
  78070. pressed: boolean;
  78071. }
  78072. /**
  78073. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  78074. * @hidden
  78075. */
  78076. export interface ExtendedGamepadButton extends GamepadButton {
  78077. /**
  78078. * If the button/trigger is currently pressed
  78079. */
  78080. readonly pressed: boolean;
  78081. /**
  78082. * If the button/trigger is currently touched
  78083. */
  78084. readonly touched: boolean;
  78085. /**
  78086. * Value of the button/trigger
  78087. */
  78088. readonly value: number;
  78089. }
  78090. /** @hidden */
  78091. export interface _GamePadFactory {
  78092. /**
  78093. * Returns wether or not the current gamepad can be created for this type of controller.
  78094. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  78095. * @returns true if it can be created, otherwise false
  78096. */
  78097. canCreate(gamepadInfo: any): boolean;
  78098. /**
  78099. * Creates a new instance of the Gamepad.
  78100. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  78101. * @returns the new gamepad instance
  78102. */
  78103. create(gamepadInfo: any): Gamepad;
  78104. }
  78105. /**
  78106. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  78107. */
  78108. export class PoseEnabledControllerHelper {
  78109. /** @hidden */
  78110. static _ControllerFactories: _GamePadFactory[];
  78111. /** @hidden */
  78112. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  78113. /**
  78114. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  78115. * @param vrGamepad the gamepad to initialized
  78116. * @returns a vr controller of the type the gamepad identified as
  78117. */
  78118. static InitiateController(vrGamepad: any): Gamepad;
  78119. }
  78120. /**
  78121. * Defines the PoseEnabledController object that contains state of a vr capable controller
  78122. */
  78123. export class PoseEnabledController extends Gamepad implements PoseControlled {
  78124. /**
  78125. * If the controller is used in a webXR session
  78126. */
  78127. isXR: boolean;
  78128. private _deviceRoomPosition;
  78129. private _deviceRoomRotationQuaternion;
  78130. /**
  78131. * The device position in babylon space
  78132. */
  78133. devicePosition: Vector3;
  78134. /**
  78135. * The device rotation in babylon space
  78136. */
  78137. deviceRotationQuaternion: Quaternion;
  78138. /**
  78139. * The scale factor of the device in babylon space
  78140. */
  78141. deviceScaleFactor: number;
  78142. /**
  78143. * (Likely devicePosition should be used instead) The device position in its room space
  78144. */
  78145. position: Vector3;
  78146. /**
  78147. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  78148. */
  78149. rotationQuaternion: Quaternion;
  78150. /**
  78151. * The type of controller (Eg. Windows mixed reality)
  78152. */
  78153. controllerType: PoseEnabledControllerType;
  78154. protected _calculatedPosition: Vector3;
  78155. private _calculatedRotation;
  78156. /**
  78157. * The raw pose from the device
  78158. */
  78159. rawPose: DevicePose;
  78160. private _trackPosition;
  78161. private _maxRotationDistFromHeadset;
  78162. private _draggedRoomRotation;
  78163. /**
  78164. * @hidden
  78165. */
  78166. _disableTrackPosition(fixedPosition: Vector3): void;
  78167. /**
  78168. * Internal, the mesh attached to the controller
  78169. * @hidden
  78170. */
  78171. _mesh: Nullable<AbstractMesh>;
  78172. private _poseControlledCamera;
  78173. private _leftHandSystemQuaternion;
  78174. /**
  78175. * Internal, matrix used to convert room space to babylon space
  78176. * @hidden
  78177. */
  78178. _deviceToWorld: Matrix;
  78179. /**
  78180. * Node to be used when casting a ray from the controller
  78181. * @hidden
  78182. */
  78183. _pointingPoseNode: Nullable<TransformNode>;
  78184. /**
  78185. * Name of the child mesh that can be used to cast a ray from the controller
  78186. */
  78187. static readonly POINTING_POSE: string;
  78188. /**
  78189. * Creates a new PoseEnabledController from a gamepad
  78190. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  78191. */
  78192. constructor(browserGamepad: any);
  78193. private _workingMatrix;
  78194. /**
  78195. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  78196. */
  78197. update(): void;
  78198. /**
  78199. * Updates only the pose device and mesh without doing any button event checking
  78200. */
  78201. protected _updatePoseAndMesh(): void;
  78202. /**
  78203. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  78204. * @param poseData raw pose fromthe device
  78205. */
  78206. updateFromDevice(poseData: DevicePose): void;
  78207. /**
  78208. * @hidden
  78209. */
  78210. _meshAttachedObservable: Observable<AbstractMesh>;
  78211. /**
  78212. * Attaches a mesh to the controller
  78213. * @param mesh the mesh to be attached
  78214. */
  78215. attachToMesh(mesh: AbstractMesh): void;
  78216. /**
  78217. * Attaches the controllers mesh to a camera
  78218. * @param camera the camera the mesh should be attached to
  78219. */
  78220. attachToPoseControlledCamera(camera: TargetCamera): void;
  78221. /**
  78222. * Disposes of the controller
  78223. */
  78224. dispose(): void;
  78225. /**
  78226. * The mesh that is attached to the controller
  78227. */
  78228. readonly mesh: Nullable<AbstractMesh>;
  78229. /**
  78230. * Gets the ray of the controller in the direction the controller is pointing
  78231. * @param length the length the resulting ray should be
  78232. * @returns a ray in the direction the controller is pointing
  78233. */
  78234. getForwardRay(length?: number): Ray;
  78235. }
  78236. }
  78237. declare module BABYLON {
  78238. /**
  78239. * Defines the WebVRController object that represents controllers tracked in 3D space
  78240. */
  78241. export abstract class WebVRController extends PoseEnabledController {
  78242. /**
  78243. * Internal, the default controller model for the controller
  78244. */
  78245. protected _defaultModel: AbstractMesh;
  78246. /**
  78247. * Fired when the trigger state has changed
  78248. */
  78249. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  78250. /**
  78251. * Fired when the main button state has changed
  78252. */
  78253. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  78254. /**
  78255. * Fired when the secondary button state has changed
  78256. */
  78257. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  78258. /**
  78259. * Fired when the pad state has changed
  78260. */
  78261. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  78262. /**
  78263. * Fired when controllers stick values have changed
  78264. */
  78265. onPadValuesChangedObservable: Observable<StickValues>;
  78266. /**
  78267. * Array of button availible on the controller
  78268. */
  78269. protected _buttons: Array<MutableGamepadButton>;
  78270. private _onButtonStateChange;
  78271. /**
  78272. * Fired when a controller button's state has changed
  78273. * @param callback the callback containing the button that was modified
  78274. */
  78275. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  78276. /**
  78277. * X and Y axis corresponding to the controllers joystick
  78278. */
  78279. pad: StickValues;
  78280. /**
  78281. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  78282. */
  78283. hand: string;
  78284. /**
  78285. * The default controller model for the controller
  78286. */
  78287. readonly defaultModel: AbstractMesh;
  78288. /**
  78289. * Creates a new WebVRController from a gamepad
  78290. * @param vrGamepad the gamepad that the WebVRController should be created from
  78291. */
  78292. constructor(vrGamepad: any);
  78293. /**
  78294. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  78295. */
  78296. update(): void;
  78297. /**
  78298. * Function to be called when a button is modified
  78299. */
  78300. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  78301. /**
  78302. * Loads a mesh and attaches it to the controller
  78303. * @param scene the scene the mesh should be added to
  78304. * @param meshLoaded callback for when the mesh has been loaded
  78305. */
  78306. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  78307. private _setButtonValue;
  78308. private _changes;
  78309. private _checkChanges;
  78310. /**
  78311. * Disposes of th webVRCOntroller
  78312. */
  78313. dispose(): void;
  78314. }
  78315. }
  78316. declare module BABYLON {
  78317. /**
  78318. * The HemisphericLight simulates the ambient environment light,
  78319. * so the passed direction is the light reflection direction, not the incoming direction.
  78320. */
  78321. export class HemisphericLight extends Light {
  78322. /**
  78323. * The groundColor is the light in the opposite direction to the one specified during creation.
  78324. * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.
  78325. */
  78326. groundColor: Color3;
  78327. /**
  78328. * The light reflection direction, not the incoming direction.
  78329. */
  78330. direction: Vector3;
  78331. /**
  78332. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  78333. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  78334. * The HemisphericLight can't cast shadows.
  78335. * Documentation : https://doc.babylonjs.com/babylon101/lights
  78336. * @param name The friendly name of the light
  78337. * @param direction The direction of the light reflection
  78338. * @param scene The scene the light belongs to
  78339. */
  78340. constructor(name: string, direction: Vector3, scene: Scene);
  78341. protected _buildUniformLayout(): void;
  78342. /**
  78343. * Returns the string "HemisphericLight".
  78344. * @return The class name
  78345. */
  78346. getClassName(): string;
  78347. /**
  78348. * Sets the HemisphericLight direction towards the passed target (Vector3).
  78349. * Returns the updated direction.
  78350. * @param target The target the direction should point to
  78351. * @return The computed direction
  78352. */
  78353. setDirectionToTarget(target: Vector3): Vector3;
  78354. /**
  78355. * Returns the shadow generator associated to the light.
  78356. * @returns Always null for hemispheric lights because it does not support shadows.
  78357. */
  78358. getShadowGenerator(): Nullable<IShadowGenerator>;
  78359. /**
  78360. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  78361. * @param effect The effect to update
  78362. * @param lightIndex The index of the light in the effect to update
  78363. * @returns The hemispheric light
  78364. */
  78365. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  78366. /**
  78367. * Computes the world matrix of the node
  78368. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  78369. * @param useWasUpdatedFlag defines a reserved property
  78370. * @returns the world matrix
  78371. */
  78372. computeWorldMatrix(): Matrix;
  78373. /**
  78374. * Returns the integer 3.
  78375. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  78376. */
  78377. getTypeID(): number;
  78378. /**
  78379. * Prepares the list of defines specific to the light type.
  78380. * @param defines the list of defines
  78381. * @param lightIndex defines the index of the light for the effect
  78382. */
  78383. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  78384. }
  78385. }
  78386. declare module BABYLON {
  78387. /** @hidden */
  78388. export var vrMultiviewToSingleviewPixelShader: {
  78389. name: string;
  78390. shader: string;
  78391. };
  78392. }
  78393. declare module BABYLON {
  78394. /**
  78395. * Renders to multiple views with a single draw call
  78396. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  78397. */
  78398. export class MultiviewRenderTarget extends RenderTargetTexture {
  78399. /**
  78400. * Creates a multiview render target
  78401. * @param scene scene used with the render target
  78402. * @param size the size of the render target (used for each view)
  78403. */
  78404. constructor(scene: Scene, size?: number | {
  78405. width: number;
  78406. height: number;
  78407. } | {
  78408. ratio: number;
  78409. });
  78410. /**
  78411. * @hidden
  78412. * @param faceIndex the face index, if its a cube texture
  78413. */
  78414. _bindFrameBuffer(faceIndex?: number): void;
  78415. /**
  78416. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  78417. * @returns the view count
  78418. */
  78419. getViewCount(): number;
  78420. }
  78421. }
  78422. declare module BABYLON {
  78423. /**
  78424. * Reprasents a camera frustum
  78425. */
  78426. export class Frustum {
  78427. /**
  78428. * Gets the planes representing the frustum
  78429. * @param transform matrix to be applied to the returned planes
  78430. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  78431. */
  78432. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  78433. /**
  78434. * Gets the near frustum plane transformed by the transform matrix
  78435. * @param transform transformation matrix to be applied to the resulting frustum plane
  78436. * @param frustumPlane the resuling frustum plane
  78437. */
  78438. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78439. /**
  78440. * Gets the far frustum plane transformed by the transform matrix
  78441. * @param transform transformation matrix to be applied to the resulting frustum plane
  78442. * @param frustumPlane the resuling frustum plane
  78443. */
  78444. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78445. /**
  78446. * Gets the left frustum plane transformed by the transform matrix
  78447. * @param transform transformation matrix to be applied to the resulting frustum plane
  78448. * @param frustumPlane the resuling frustum plane
  78449. */
  78450. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78451. /**
  78452. * Gets the right frustum plane transformed by the transform matrix
  78453. * @param transform transformation matrix to be applied to the resulting frustum plane
  78454. * @param frustumPlane the resuling frustum plane
  78455. */
  78456. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78457. /**
  78458. * Gets the top frustum plane transformed by the transform matrix
  78459. * @param transform transformation matrix to be applied to the resulting frustum plane
  78460. * @param frustumPlane the resuling frustum plane
  78461. */
  78462. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78463. /**
  78464. * Gets the bottom frustum plane transformed by the transform matrix
  78465. * @param transform transformation matrix to be applied to the resulting frustum plane
  78466. * @param frustumPlane the resuling frustum plane
  78467. */
  78468. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78469. /**
  78470. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  78471. * @param transform transformation matrix to be applied to the resulting frustum planes
  78472. * @param frustumPlanes the resuling frustum planes
  78473. */
  78474. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  78475. }
  78476. }
  78477. declare module BABYLON {
  78478. interface Engine {
  78479. /**
  78480. * Creates a new multiview render target
  78481. * @param width defines the width of the texture
  78482. * @param height defines the height of the texture
  78483. * @returns the created multiview texture
  78484. */
  78485. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  78486. /**
  78487. * Binds a multiview framebuffer to be drawn to
  78488. * @param multiviewTexture texture to bind
  78489. */
  78490. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  78491. }
  78492. interface Camera {
  78493. /**
  78494. * @hidden
  78495. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  78496. */
  78497. _useMultiviewToSingleView: boolean;
  78498. /**
  78499. * @hidden
  78500. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  78501. */
  78502. _multiviewTexture: Nullable<RenderTargetTexture>;
  78503. /**
  78504. * @hidden
  78505. * ensures the multiview texture of the camera exists and has the specified width/height
  78506. * @param width height to set on the multiview texture
  78507. * @param height width to set on the multiview texture
  78508. */
  78509. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  78510. }
  78511. interface Scene {
  78512. /** @hidden */
  78513. _transformMatrixR: Matrix;
  78514. /** @hidden */
  78515. _multiviewSceneUbo: Nullable<UniformBuffer>;
  78516. /** @hidden */
  78517. _createMultiviewUbo(): void;
  78518. /** @hidden */
  78519. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  78520. /** @hidden */
  78521. _renderMultiviewToSingleView(camera: Camera): void;
  78522. }
  78523. }
  78524. declare module BABYLON {
  78525. /**
  78526. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  78527. * This will not be used for webXR as it supports displaying texture arrays directly
  78528. */
  78529. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  78530. /**
  78531. * Initializes a VRMultiviewToSingleview
  78532. * @param name name of the post process
  78533. * @param camera camera to be applied to
  78534. * @param scaleFactor scaling factor to the size of the output texture
  78535. */
  78536. constructor(name: string, camera: Camera, scaleFactor: number);
  78537. }
  78538. }
  78539. declare module BABYLON {
  78540. interface Engine {
  78541. /** @hidden */
  78542. _vrDisplay: any;
  78543. /** @hidden */
  78544. _vrSupported: boolean;
  78545. /** @hidden */
  78546. _oldSize: Size;
  78547. /** @hidden */
  78548. _oldHardwareScaleFactor: number;
  78549. /** @hidden */
  78550. _vrExclusivePointerMode: boolean;
  78551. /** @hidden */
  78552. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  78553. /** @hidden */
  78554. _onVRDisplayPointerRestricted: () => void;
  78555. /** @hidden */
  78556. _onVRDisplayPointerUnrestricted: () => void;
  78557. /** @hidden */
  78558. _onVrDisplayConnect: Nullable<(display: any) => void>;
  78559. /** @hidden */
  78560. _onVrDisplayDisconnect: Nullable<() => void>;
  78561. /** @hidden */
  78562. _onVrDisplayPresentChange: Nullable<() => void>;
  78563. /**
  78564. * Observable signaled when VR display mode changes
  78565. */
  78566. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  78567. /**
  78568. * Observable signaled when VR request present is complete
  78569. */
  78570. onVRRequestPresentComplete: Observable<boolean>;
  78571. /**
  78572. * Observable signaled when VR request present starts
  78573. */
  78574. onVRRequestPresentStart: Observable<Engine>;
  78575. /**
  78576. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  78577. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  78578. */
  78579. isInVRExclusivePointerMode: boolean;
  78580. /**
  78581. * Gets a boolean indicating if a webVR device was detected
  78582. * @returns true if a webVR device was detected
  78583. */
  78584. isVRDevicePresent(): boolean;
  78585. /**
  78586. * Gets the current webVR device
  78587. * @returns the current webVR device (or null)
  78588. */
  78589. getVRDevice(): any;
  78590. /**
  78591. * Initializes a webVR display and starts listening to display change events
  78592. * The onVRDisplayChangedObservable will be notified upon these changes
  78593. * @returns A promise containing a VRDisplay and if vr is supported
  78594. */
  78595. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  78596. /** @hidden */
  78597. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  78598. /**
  78599. * Call this function to switch to webVR mode
  78600. * Will do nothing if webVR is not supported or if there is no webVR device
  78601. * @see http://doc.babylonjs.com/how_to/webvr_camera
  78602. */
  78603. enableVR(): void;
  78604. /** @hidden */
  78605. _onVRFullScreenTriggered(): void;
  78606. }
  78607. }
  78608. declare module BABYLON {
  78609. /**
  78610. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  78611. * IMPORTANT!! The data is right-hand data.
  78612. * @export
  78613. * @interface DevicePose
  78614. */
  78615. export interface DevicePose {
  78616. /**
  78617. * The position of the device, values in array are [x,y,z].
  78618. */
  78619. readonly position: Nullable<Float32Array>;
  78620. /**
  78621. * The linearVelocity of the device, values in array are [x,y,z].
  78622. */
  78623. readonly linearVelocity: Nullable<Float32Array>;
  78624. /**
  78625. * The linearAcceleration of the device, values in array are [x,y,z].
  78626. */
  78627. readonly linearAcceleration: Nullable<Float32Array>;
  78628. /**
  78629. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  78630. */
  78631. readonly orientation: Nullable<Float32Array>;
  78632. /**
  78633. * The angularVelocity of the device, values in array are [x,y,z].
  78634. */
  78635. readonly angularVelocity: Nullable<Float32Array>;
  78636. /**
  78637. * The angularAcceleration of the device, values in array are [x,y,z].
  78638. */
  78639. readonly angularAcceleration: Nullable<Float32Array>;
  78640. }
  78641. /**
  78642. * Interface representing a pose controlled object in Babylon.
  78643. * A pose controlled object has both regular pose values as well as pose values
  78644. * from an external device such as a VR head mounted display
  78645. */
  78646. export interface PoseControlled {
  78647. /**
  78648. * The position of the object in babylon space.
  78649. */
  78650. position: Vector3;
  78651. /**
  78652. * The rotation quaternion of the object in babylon space.
  78653. */
  78654. rotationQuaternion: Quaternion;
  78655. /**
  78656. * The position of the device in babylon space.
  78657. */
  78658. devicePosition?: Vector3;
  78659. /**
  78660. * The rotation quaternion of the device in babylon space.
  78661. */
  78662. deviceRotationQuaternion: Quaternion;
  78663. /**
  78664. * The raw pose coming from the device.
  78665. */
  78666. rawPose: Nullable<DevicePose>;
  78667. /**
  78668. * The scale of the device to be used when translating from device space to babylon space.
  78669. */
  78670. deviceScaleFactor: number;
  78671. /**
  78672. * Updates the poseControlled values based on the input device pose.
  78673. * @param poseData the pose data to update the object with
  78674. */
  78675. updateFromDevice(poseData: DevicePose): void;
  78676. }
  78677. /**
  78678. * Set of options to customize the webVRCamera
  78679. */
  78680. export interface WebVROptions {
  78681. /**
  78682. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  78683. */
  78684. trackPosition?: boolean;
  78685. /**
  78686. * Sets the scale of the vrDevice in babylon space. (default: 1)
  78687. */
  78688. positionScale?: number;
  78689. /**
  78690. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  78691. */
  78692. displayName?: string;
  78693. /**
  78694. * Should the native controller meshes be initialized. (default: true)
  78695. */
  78696. controllerMeshes?: boolean;
  78697. /**
  78698. * Creating a default HemiLight only on controllers. (default: true)
  78699. */
  78700. defaultLightingOnControllers?: boolean;
  78701. /**
  78702. * If you don't want to use the default VR button of the helper. (default: false)
  78703. */
  78704. useCustomVRButton?: boolean;
  78705. /**
  78706. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  78707. */
  78708. customVRButton?: HTMLButtonElement;
  78709. /**
  78710. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  78711. */
  78712. rayLength?: number;
  78713. /**
  78714. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  78715. */
  78716. defaultHeight?: number;
  78717. /**
  78718. * If multiview should be used if availible (default: false)
  78719. */
  78720. useMultiview?: boolean;
  78721. }
  78722. /**
  78723. * This represents a WebVR camera.
  78724. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  78725. * @example http://doc.babylonjs.com/how_to/webvr_camera
  78726. */
  78727. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  78728. private webVROptions;
  78729. /**
  78730. * @hidden
  78731. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  78732. */
  78733. _vrDevice: any;
  78734. /**
  78735. * The rawPose of the vrDevice.
  78736. */
  78737. rawPose: Nullable<DevicePose>;
  78738. private _onVREnabled;
  78739. private _specsVersion;
  78740. private _attached;
  78741. private _frameData;
  78742. protected _descendants: Array<Node>;
  78743. private _deviceRoomPosition;
  78744. /** @hidden */
  78745. _deviceRoomRotationQuaternion: Quaternion;
  78746. private _standingMatrix;
  78747. /**
  78748. * Represents device position in babylon space.
  78749. */
  78750. devicePosition: Vector3;
  78751. /**
  78752. * Represents device rotation in babylon space.
  78753. */
  78754. deviceRotationQuaternion: Quaternion;
  78755. /**
  78756. * The scale of the device to be used when translating from device space to babylon space.
  78757. */
  78758. deviceScaleFactor: number;
  78759. private _deviceToWorld;
  78760. private _worldToDevice;
  78761. /**
  78762. * References to the webVR controllers for the vrDevice.
  78763. */
  78764. controllers: Array<WebVRController>;
  78765. /**
  78766. * Emits an event when a controller is attached.
  78767. */
  78768. onControllersAttachedObservable: Observable<WebVRController[]>;
  78769. /**
  78770. * Emits an event when a controller's mesh has been loaded;
  78771. */
  78772. onControllerMeshLoadedObservable: Observable<WebVRController>;
  78773. /**
  78774. * Emits an event when the HMD's pose has been updated.
  78775. */
  78776. onPoseUpdatedFromDeviceObservable: Observable<any>;
  78777. private _poseSet;
  78778. /**
  78779. * If the rig cameras be used as parent instead of this camera.
  78780. */
  78781. rigParenting: boolean;
  78782. private _lightOnControllers;
  78783. private _defaultHeight?;
  78784. /**
  78785. * Instantiates a WebVRFreeCamera.
  78786. * @param name The name of the WebVRFreeCamera
  78787. * @param position The starting anchor position for the camera
  78788. * @param scene The scene the camera belongs to
  78789. * @param webVROptions a set of customizable options for the webVRCamera
  78790. */
  78791. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  78792. /**
  78793. * Gets the device distance from the ground in meters.
  78794. * @returns the distance in meters from the vrDevice to ground in device space. If standing matrix is not supported for the vrDevice 0 is returned.
  78795. */
  78796. deviceDistanceToRoomGround(): number;
  78797. /**
  78798. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  78799. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  78800. */
  78801. useStandingMatrix(callback?: (bool: boolean) => void): void;
  78802. /**
  78803. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  78804. * @returns A promise with a boolean set to if the standing matrix is supported.
  78805. */
  78806. useStandingMatrixAsync(): Promise<boolean>;
  78807. /**
  78808. * Disposes the camera
  78809. */
  78810. dispose(): void;
  78811. /**
  78812. * Gets a vrController by name.
  78813. * @param name The name of the controller to retreive
  78814. * @returns the controller matching the name specified or null if not found
  78815. */
  78816. getControllerByName(name: string): Nullable<WebVRController>;
  78817. private _leftController;
  78818. /**
  78819. * The controller corresponding to the users left hand.
  78820. */
  78821. readonly leftController: Nullable<WebVRController>;
  78822. private _rightController;
  78823. /**
  78824. * The controller corresponding to the users right hand.
  78825. */
  78826. readonly rightController: Nullable<WebVRController>;
  78827. /**
  78828. * Casts a ray forward from the vrCamera's gaze.
  78829. * @param length Length of the ray (default: 100)
  78830. * @returns the ray corresponding to the gaze
  78831. */
  78832. getForwardRay(length?: number): Ray;
  78833. /**
  78834. * @hidden
  78835. * Updates the camera based on device's frame data
  78836. */
  78837. _checkInputs(): void;
  78838. /**
  78839. * Updates the poseControlled values based on the input device pose.
  78840. * @param poseData Pose coming from the device
  78841. */
  78842. updateFromDevice(poseData: DevicePose): void;
  78843. private _htmlElementAttached;
  78844. private _detachIfAttached;
  78845. /**
  78846. * WebVR's attach control will start broadcasting frames to the device.
  78847. * Note that in certain browsers (chrome for example) this function must be called
  78848. * within a user-interaction callback. Example:
  78849. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  78850. *
  78851. * @param element html element to attach the vrDevice to
  78852. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  78853. */
  78854. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  78855. /**
  78856. * Detaches the camera from the html element and disables VR
  78857. *
  78858. * @param element html element to detach from
  78859. */
  78860. detachControl(element: HTMLElement): void;
  78861. /**
  78862. * @returns the name of this class
  78863. */
  78864. getClassName(): string;
  78865. /**
  78866. * Calls resetPose on the vrDisplay
  78867. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  78868. */
  78869. resetToCurrentRotation(): void;
  78870. /**
  78871. * @hidden
  78872. * Updates the rig cameras (left and right eye)
  78873. */
  78874. _updateRigCameras(): void;
  78875. private _workingVector;
  78876. private _oneVector;
  78877. private _workingMatrix;
  78878. private updateCacheCalled;
  78879. private _correctPositionIfNotTrackPosition;
  78880. /**
  78881. * @hidden
  78882. * Updates the cached values of the camera
  78883. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  78884. */
  78885. _updateCache(ignoreParentClass?: boolean): void;
  78886. /**
  78887. * @hidden
  78888. * Get current device position in babylon world
  78889. */
  78890. _computeDevicePosition(): void;
  78891. /**
  78892. * Updates the current device position and rotation in the babylon world
  78893. */
  78894. update(): void;
  78895. /**
  78896. * @hidden
  78897. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  78898. * @returns an identity matrix
  78899. */
  78900. _getViewMatrix(): Matrix;
  78901. private _tmpMatrix;
  78902. /**
  78903. * This function is called by the two RIG cameras.
  78904. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  78905. * @hidden
  78906. */
  78907. _getWebVRViewMatrix(): Matrix;
  78908. /** @hidden */
  78909. _getWebVRProjectionMatrix(): Matrix;
  78910. private _onGamepadConnectedObserver;
  78911. private _onGamepadDisconnectedObserver;
  78912. private _updateCacheWhenTrackingDisabledObserver;
  78913. /**
  78914. * Initializes the controllers and their meshes
  78915. */
  78916. initControllers(): void;
  78917. }
  78918. }
  78919. declare module BABYLON {
  78920. /**
  78921. * Size options for a post process
  78922. */
  78923. export type PostProcessOptions = {
  78924. width: number;
  78925. height: number;
  78926. };
  78927. /**
  78928. * PostProcess can be used to apply a shader to a texture after it has been rendered
  78929. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  78930. */
  78931. export class PostProcess {
  78932. /** Name of the PostProcess. */
  78933. name: string;
  78934. /**
  78935. * Gets or sets the unique id of the post process
  78936. */
  78937. uniqueId: number;
  78938. /**
  78939. * Width of the texture to apply the post process on
  78940. */
  78941. width: number;
  78942. /**
  78943. * Height of the texture to apply the post process on
  78944. */
  78945. height: number;
  78946. /**
  78947. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  78948. * @hidden
  78949. */
  78950. _outputTexture: Nullable<InternalTexture>;
  78951. /**
  78952. * Sampling mode used by the shader
  78953. * See https://doc.babylonjs.com/classes/3.1/texture
  78954. */
  78955. renderTargetSamplingMode: number;
  78956. /**
  78957. * Clear color to use when screen clearing
  78958. */
  78959. clearColor: Color4;
  78960. /**
  78961. * If the buffer needs to be cleared before applying the post process. (default: true)
  78962. * Should be set to false if shader will overwrite all previous pixels.
  78963. */
  78964. autoClear: boolean;
  78965. /**
  78966. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  78967. */
  78968. alphaMode: number;
  78969. /**
  78970. * Sets the setAlphaBlendConstants of the babylon engine
  78971. */
  78972. alphaConstants: Color4;
  78973. /**
  78974. * Animations to be used for the post processing
  78975. */
  78976. animations: Animation[];
  78977. /**
  78978. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  78979. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  78980. */
  78981. enablePixelPerfectMode: boolean;
  78982. /**
  78983. * Force the postprocess to be applied without taking in account viewport
  78984. */
  78985. forceFullscreenViewport: boolean;
  78986. /**
  78987. * List of inspectable custom properties (used by the Inspector)
  78988. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  78989. */
  78990. inspectableCustomProperties: IInspectable[];
  78991. /**
  78992. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  78993. *
  78994. * | Value | Type | Description |
  78995. * | ----- | ----------------------------------- | ----------- |
  78996. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  78997. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  78998. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  78999. *
  79000. */
  79001. scaleMode: number;
  79002. /**
  79003. * Force textures to be a power of two (default: false)
  79004. */
  79005. alwaysForcePOT: boolean;
  79006. private _samples;
  79007. /**
  79008. * Number of sample textures (default: 1)
  79009. */
  79010. samples: number;
  79011. /**
  79012. * Modify the scale of the post process to be the same as the viewport (default: false)
  79013. */
  79014. adaptScaleToCurrentViewport: boolean;
  79015. private _camera;
  79016. private _scene;
  79017. private _engine;
  79018. private _options;
  79019. private _reusable;
  79020. private _textureType;
  79021. /**
  79022. * Smart array of input and output textures for the post process.
  79023. * @hidden
  79024. */
  79025. _textures: SmartArray<InternalTexture>;
  79026. /**
  79027. * The index in _textures that corresponds to the output texture.
  79028. * @hidden
  79029. */
  79030. _currentRenderTextureInd: number;
  79031. private _effect;
  79032. private _samplers;
  79033. private _fragmentUrl;
  79034. private _vertexUrl;
  79035. private _parameters;
  79036. private _scaleRatio;
  79037. protected _indexParameters: any;
  79038. private _shareOutputWithPostProcess;
  79039. private _texelSize;
  79040. private _forcedOutputTexture;
  79041. /**
  79042. * Returns the fragment url or shader name used in the post process.
  79043. * @returns the fragment url or name in the shader store.
  79044. */
  79045. getEffectName(): string;
  79046. /**
  79047. * An event triggered when the postprocess is activated.
  79048. */
  79049. onActivateObservable: Observable<Camera>;
  79050. private _onActivateObserver;
  79051. /**
  79052. * A function that is added to the onActivateObservable
  79053. */
  79054. onActivate: Nullable<(camera: Camera) => void>;
  79055. /**
  79056. * An event triggered when the postprocess changes its size.
  79057. */
  79058. onSizeChangedObservable: Observable<PostProcess>;
  79059. private _onSizeChangedObserver;
  79060. /**
  79061. * A function that is added to the onSizeChangedObservable
  79062. */
  79063. onSizeChanged: (postProcess: PostProcess) => void;
  79064. /**
  79065. * An event triggered when the postprocess applies its effect.
  79066. */
  79067. onApplyObservable: Observable<Effect>;
  79068. private _onApplyObserver;
  79069. /**
  79070. * A function that is added to the onApplyObservable
  79071. */
  79072. onApply: (effect: Effect) => void;
  79073. /**
  79074. * An event triggered before rendering the postprocess
  79075. */
  79076. onBeforeRenderObservable: Observable<Effect>;
  79077. private _onBeforeRenderObserver;
  79078. /**
  79079. * A function that is added to the onBeforeRenderObservable
  79080. */
  79081. onBeforeRender: (effect: Effect) => void;
  79082. /**
  79083. * An event triggered after rendering the postprocess
  79084. */
  79085. onAfterRenderObservable: Observable<Effect>;
  79086. private _onAfterRenderObserver;
  79087. /**
  79088. * A function that is added to the onAfterRenderObservable
  79089. */
  79090. onAfterRender: (efect: Effect) => void;
  79091. /**
  79092. * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will
  79093. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  79094. */
  79095. inputTexture: InternalTexture;
  79096. /**
  79097. * Gets the camera which post process is applied to.
  79098. * @returns The camera the post process is applied to.
  79099. */
  79100. getCamera(): Camera;
  79101. /**
  79102. * Gets the texel size of the postprocess.
  79103. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  79104. */
  79105. readonly texelSize: Vector2;
  79106. /**
  79107. * Creates a new instance PostProcess
  79108. * @param name The name of the PostProcess.
  79109. * @param fragmentUrl The url of the fragment shader to be used.
  79110. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  79111. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  79112. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  79113. * @param camera The camera to apply the render pass to.
  79114. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  79115. * @param engine The engine which the post process will be applied. (default: current engine)
  79116. * @param reusable If the post process can be reused on the same frame. (default: false)
  79117. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  79118. * @param textureType Type of textures used when performing the post process. (default: 0)
  79119. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  79120. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  79121. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  79122. */
  79123. constructor(
  79124. /** Name of the PostProcess. */
  79125. name: string, fragmentUrl: string, parameters: Nullable<string[]>, samplers: Nullable<string[]>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, defines?: Nullable<string>, textureType?: number, vertexUrl?: string, indexParameters?: any, blockCompilation?: boolean);
  79126. /**
  79127. * Gets a string idenfifying the name of the class
  79128. * @returns "PostProcess" string
  79129. */
  79130. getClassName(): string;
  79131. /**
  79132. * Gets the engine which this post process belongs to.
  79133. * @returns The engine the post process was enabled with.
  79134. */
  79135. getEngine(): Engine;
  79136. /**
  79137. * The effect that is created when initializing the post process.
  79138. * @returns The created effect corresponding the the postprocess.
  79139. */
  79140. getEffect(): Effect;
  79141. /**
  79142. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  79143. * @param postProcess The post process to share the output with.
  79144. * @returns This post process.
  79145. */
  79146. shareOutputWith(postProcess: PostProcess): PostProcess;
  79147. /**
  79148. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  79149. * This should be called if the post process that shares output with this post process is disabled/disposed.
  79150. */
  79151. useOwnOutput(): void;
  79152. /**
  79153. * Updates the effect with the current post process compile time values and recompiles the shader.
  79154. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  79155. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  79156. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  79157. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  79158. * @param onCompiled Called when the shader has been compiled.
  79159. * @param onError Called if there is an error when compiling a shader.
  79160. */
  79161. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  79162. /**
  79163. * The post process is reusable if it can be used multiple times within one frame.
  79164. * @returns If the post process is reusable
  79165. */
  79166. isReusable(): boolean;
  79167. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  79168. markTextureDirty(): void;
  79169. /**
  79170. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  79171. * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.
  79172. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  79173. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  79174. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  79175. * @returns The target texture that was bound to be written to.
  79176. */
  79177. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  79178. /**
  79179. * If the post process is supported.
  79180. */
  79181. readonly isSupported: boolean;
  79182. /**
  79183. * The aspect ratio of the output texture.
  79184. */
  79185. readonly aspectRatio: number;
  79186. /**
  79187. * Get a value indicating if the post-process is ready to be used
  79188. * @returns true if the post-process is ready (shader is compiled)
  79189. */
  79190. isReady(): boolean;
  79191. /**
  79192. * Binds all textures and uniforms to the shader, this will be run on every pass.
  79193. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  79194. */
  79195. apply(): Nullable<Effect>;
  79196. private _disposeTextures;
  79197. /**
  79198. * Disposes the post process.
  79199. * @param camera The camera to dispose the post process on.
  79200. */
  79201. dispose(camera?: Camera): void;
  79202. }
  79203. }
  79204. declare module BABYLON {
  79205. /** @hidden */
  79206. export var kernelBlurVaryingDeclaration: {
  79207. name: string;
  79208. shader: string;
  79209. };
  79210. }
  79211. declare module BABYLON {
  79212. /** @hidden */
  79213. export var kernelBlurFragment: {
  79214. name: string;
  79215. shader: string;
  79216. };
  79217. }
  79218. declare module BABYLON {
  79219. /** @hidden */
  79220. export var kernelBlurFragment2: {
  79221. name: string;
  79222. shader: string;
  79223. };
  79224. }
  79225. declare module BABYLON {
  79226. /** @hidden */
  79227. export var kernelBlurPixelShader: {
  79228. name: string;
  79229. shader: string;
  79230. };
  79231. }
  79232. declare module BABYLON {
  79233. /** @hidden */
  79234. export var kernelBlurVertex: {
  79235. name: string;
  79236. shader: string;
  79237. };
  79238. }
  79239. declare module BABYLON {
  79240. /** @hidden */
  79241. export var kernelBlurVertexShader: {
  79242. name: string;
  79243. shader: string;
  79244. };
  79245. }
  79246. declare module BABYLON {
  79247. /**
  79248. * The Blur Post Process which blurs an image based on a kernel and direction.
  79249. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  79250. */
  79251. export class BlurPostProcess extends PostProcess {
  79252. /** The direction in which to blur the image. */
  79253. direction: Vector2;
  79254. private blockCompilation;
  79255. protected _kernel: number;
  79256. protected _idealKernel: number;
  79257. protected _packedFloat: boolean;
  79258. private _staticDefines;
  79259. /**
  79260. * Sets the length in pixels of the blur sample region
  79261. */
  79262. /**
  79263. * Gets the length in pixels of the blur sample region
  79264. */
  79265. kernel: number;
  79266. /**
  79267. * Sets wether or not the blur needs to unpack/repack floats
  79268. */
  79269. /**
  79270. * Gets wether or not the blur is unpacking/repacking floats
  79271. */
  79272. packedFloat: boolean;
  79273. /**
  79274. * Creates a new instance BlurPostProcess
  79275. * @param name The name of the effect.
  79276. * @param direction The direction in which to blur the image.
  79277. * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
  79278. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  79279. * @param camera The camera to apply the render pass to.
  79280. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  79281. * @param engine The engine which the post process will be applied. (default: current engine)
  79282. * @param reusable If the post process can be reused on the same frame. (default: false)
  79283. * @param textureType Type of textures used when performing the post process. (default: 0)
  79284. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  79285. */
  79286. constructor(name: string,
  79287. /** The direction in which to blur the image. */
  79288. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  79289. /**
  79290. * Updates the effect with the current post process compile time values and recompiles the shader.
  79291. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  79292. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  79293. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  79294. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  79295. * @param onCompiled Called when the shader has been compiled.
  79296. * @param onError Called if there is an error when compiling a shader.
  79297. */
  79298. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  79299. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  79300. /**
  79301. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  79302. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  79303. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  79304. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  79305. * The gaps between physical kernels are compensated for in the weighting of the samples
  79306. * @param idealKernel Ideal blur kernel.
  79307. * @return Nearest best kernel.
  79308. */
  79309. protected _nearestBestKernel(idealKernel: number): number;
  79310. /**
  79311. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  79312. * @param x The point on the Gaussian distribution to sample.
  79313. * @return the value of the Gaussian function at x.
  79314. */
  79315. protected _gaussianWeight(x: number): number;
  79316. /**
  79317. * Generates a string that can be used as a floating point number in GLSL.
  79318. * @param x Value to print.
  79319. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  79320. * @return GLSL float string.
  79321. */
  79322. protected _glslFloat(x: number, decimalFigures?: number): string;
  79323. }
  79324. }
  79325. declare module BABYLON {
  79326. /**
  79327. * Mirror texture can be used to simulate the view from a mirror in a scene.
  79328. * It will dynamically be rendered every frame to adapt to the camera point of view.
  79329. * You can then easily use it as a reflectionTexture on a flat surface.
  79330. * In case the surface is not a plane, please consider relying on reflection probes.
  79331. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79332. */
  79333. export class MirrorTexture extends RenderTargetTexture {
  79334. private scene;
  79335. /**
  79336. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  79337. * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
  79338. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79339. */
  79340. mirrorPlane: Plane;
  79341. /**
  79342. * Define the blur ratio used to blur the reflection if needed.
  79343. */
  79344. blurRatio: number;
  79345. /**
  79346. * Define the adaptive blur kernel used to blur the reflection if needed.
  79347. * This will autocompute the closest best match for the `blurKernel`
  79348. */
  79349. adaptiveBlurKernel: number;
  79350. /**
  79351. * Define the blur kernel used to blur the reflection if needed.
  79352. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79353. */
  79354. blurKernel: number;
  79355. /**
  79356. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  79357. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79358. */
  79359. blurKernelX: number;
  79360. /**
  79361. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  79362. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79363. */
  79364. blurKernelY: number;
  79365. private _autoComputeBlurKernel;
  79366. protected _onRatioRescale(): void;
  79367. private _updateGammaSpace;
  79368. private _imageProcessingConfigChangeObserver;
  79369. private _transformMatrix;
  79370. private _mirrorMatrix;
  79371. private _savedViewMatrix;
  79372. private _blurX;
  79373. private _blurY;
  79374. private _adaptiveBlurKernel;
  79375. private _blurKernelX;
  79376. private _blurKernelY;
  79377. private _blurRatio;
  79378. /**
  79379. * Instantiates a Mirror Texture.
  79380. * Mirror texture can be used to simulate the view from a mirror in a scene.
  79381. * It will dynamically be rendered every frame to adapt to the camera point of view.
  79382. * You can then easily use it as a reflectionTexture on a flat surface.
  79383. * In case the surface is not a plane, please consider relying on reflection probes.
  79384. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79385. * @param name
  79386. * @param size
  79387. * @param scene
  79388. * @param generateMipMaps
  79389. * @param type
  79390. * @param samplingMode
  79391. * @param generateDepthBuffer
  79392. */
  79393. constructor(name: string, size: number | {
  79394. width: number;
  79395. height: number;
  79396. } | {
  79397. ratio: number;
  79398. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  79399. private _preparePostProcesses;
  79400. /**
  79401. * Clone the mirror texture.
  79402. * @returns the cloned texture
  79403. */
  79404. clone(): MirrorTexture;
  79405. /**
  79406. * Serialize the texture to a JSON representation you could use in Parse later on
  79407. * @returns the serialized JSON representation
  79408. */
  79409. serialize(): any;
  79410. /**
  79411. * Dispose the texture and release its associated resources.
  79412. */
  79413. dispose(): void;
  79414. }
  79415. }
  79416. declare module BABYLON {
  79417. /**
  79418. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  79419. * @see http://doc.babylonjs.com/babylon101/materials#texture
  79420. */
  79421. export class Texture extends BaseTexture {
  79422. /** @hidden */
  79423. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  79424. /** @hidden */
  79425. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  79426. /** @hidden */
  79427. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  79428. /** nearest is mag = nearest and min = nearest and mip = linear */
  79429. static readonly NEAREST_SAMPLINGMODE: number;
  79430. /** nearest is mag = nearest and min = nearest and mip = linear */
  79431. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  79432. /** Bilinear is mag = linear and min = linear and mip = nearest */
  79433. static readonly BILINEAR_SAMPLINGMODE: number;
  79434. /** Bilinear is mag = linear and min = linear and mip = nearest */
  79435. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  79436. /** Trilinear is mag = linear and min = linear and mip = linear */
  79437. static readonly TRILINEAR_SAMPLINGMODE: number;
  79438. /** Trilinear is mag = linear and min = linear and mip = linear */
  79439. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  79440. /** mag = nearest and min = nearest and mip = nearest */
  79441. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  79442. /** mag = nearest and min = linear and mip = nearest */
  79443. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  79444. /** mag = nearest and min = linear and mip = linear */
  79445. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  79446. /** mag = nearest and min = linear and mip = none */
  79447. static readonly NEAREST_LINEAR: number;
  79448. /** mag = nearest and min = nearest and mip = none */
  79449. static readonly NEAREST_NEAREST: number;
  79450. /** mag = linear and min = nearest and mip = nearest */
  79451. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  79452. /** mag = linear and min = nearest and mip = linear */
  79453. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  79454. /** mag = linear and min = linear and mip = none */
  79455. static readonly LINEAR_LINEAR: number;
  79456. /** mag = linear and min = nearest and mip = none */
  79457. static readonly LINEAR_NEAREST: number;
  79458. /** Explicit coordinates mode */
  79459. static readonly EXPLICIT_MODE: number;
  79460. /** Spherical coordinates mode */
  79461. static readonly SPHERICAL_MODE: number;
  79462. /** Planar coordinates mode */
  79463. static readonly PLANAR_MODE: number;
  79464. /** Cubic coordinates mode */
  79465. static readonly CUBIC_MODE: number;
  79466. /** Projection coordinates mode */
  79467. static readonly PROJECTION_MODE: number;
  79468. /** Inverse Cubic coordinates mode */
  79469. static readonly SKYBOX_MODE: number;
  79470. /** Inverse Cubic coordinates mode */
  79471. static readonly INVCUBIC_MODE: number;
  79472. /** Equirectangular coordinates mode */
  79473. static readonly EQUIRECTANGULAR_MODE: number;
  79474. /** Equirectangular Fixed coordinates mode */
  79475. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  79476. /** Equirectangular Fixed Mirrored coordinates mode */
  79477. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  79478. /** Texture is not repeating outside of 0..1 UVs */
  79479. static readonly CLAMP_ADDRESSMODE: number;
  79480. /** Texture is repeating outside of 0..1 UVs */
  79481. static readonly WRAP_ADDRESSMODE: number;
  79482. /** Texture is repeating and mirrored */
  79483. static readonly MIRROR_ADDRESSMODE: number;
  79484. /**
  79485. * Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file
  79486. */
  79487. static UseSerializedUrlIfAny: boolean;
  79488. /**
  79489. * Define the url of the texture.
  79490. */
  79491. url: Nullable<string>;
  79492. /**
  79493. * Define an offset on the texture to offset the u coordinates of the UVs
  79494. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  79495. */
  79496. uOffset: number;
  79497. /**
  79498. * Define an offset on the texture to offset the v coordinates of the UVs
  79499. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  79500. */
  79501. vOffset: number;
  79502. /**
  79503. * Define an offset on the texture to scale the u coordinates of the UVs
  79504. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  79505. */
  79506. uScale: number;
  79507. /**
  79508. * Define an offset on the texture to scale the v coordinates of the UVs
  79509. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  79510. */
  79511. vScale: number;
  79512. /**
  79513. * Define an offset on the texture to rotate around the u coordinates of the UVs
  79514. * @see http://doc.babylonjs.com/how_to/more_materials
  79515. */
  79516. uAng: number;
  79517. /**
  79518. * Define an offset on the texture to rotate around the v coordinates of the UVs
  79519. * @see http://doc.babylonjs.com/how_to/more_materials
  79520. */
  79521. vAng: number;
  79522. /**
  79523. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  79524. * @see http://doc.babylonjs.com/how_to/more_materials
  79525. */
  79526. wAng: number;
  79527. /**
  79528. * Defines the center of rotation (U)
  79529. */
  79530. uRotationCenter: number;
  79531. /**
  79532. * Defines the center of rotation (V)
  79533. */
  79534. vRotationCenter: number;
  79535. /**
  79536. * Defines the center of rotation (W)
  79537. */
  79538. wRotationCenter: number;
  79539. /**
  79540. * Are mip maps generated for this texture or not.
  79541. */
  79542. readonly noMipmap: boolean;
  79543. /**
  79544. * List of inspectable custom properties (used by the Inspector)
  79545. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  79546. */
  79547. inspectableCustomProperties: Nullable<IInspectable[]>;
  79548. private _noMipmap;
  79549. /** @hidden */
  79550. _invertY: boolean;
  79551. private _rowGenerationMatrix;
  79552. private _cachedTextureMatrix;
  79553. private _projectionModeMatrix;
  79554. private _t0;
  79555. private _t1;
  79556. private _t2;
  79557. private _cachedUOffset;
  79558. private _cachedVOffset;
  79559. private _cachedUScale;
  79560. private _cachedVScale;
  79561. private _cachedUAng;
  79562. private _cachedVAng;
  79563. private _cachedWAng;
  79564. private _cachedProjectionMatrixId;
  79565. private _cachedCoordinatesMode;
  79566. /** @hidden */
  79567. protected _initialSamplingMode: number;
  79568. /** @hidden */
  79569. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  79570. private _deleteBuffer;
  79571. protected _format: Nullable<number>;
  79572. private _delayedOnLoad;
  79573. private _delayedOnError;
  79574. /**
  79575. * Observable triggered once the texture has been loaded.
  79576. */
  79577. onLoadObservable: Observable<Texture>;
  79578. protected _isBlocking: boolean;
  79579. /**
  79580. * Is the texture preventing material to render while loading.
  79581. * If false, a default texture will be used instead of the loading one during the preparation step.
  79582. */
  79583. isBlocking: boolean;
  79584. /**
  79585. * Get the current sampling mode associated with the texture.
  79586. */
  79587. readonly samplingMode: number;
  79588. /**
  79589. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  79590. */
  79591. readonly invertY: boolean;
  79592. /**
  79593. * Instantiates a new texture.
  79594. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  79595. * @see http://doc.babylonjs.com/babylon101/materials#texture
  79596. * @param url define the url of the picture to load as a texture
  79597. * @param scene define the scene or engine the texture will belong to
  79598. * @param noMipmap define if the texture will require mip maps or not
  79599. * @param invertY define if the texture needs to be inverted on the y axis during loading
  79600. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  79601. * @param onLoad define a callback triggered when the texture has been loaded
  79602. * @param onError define a callback triggered when an error occurred during the loading session
  79603. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  79604. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  79605. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  79606. */
  79607. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  79608. /**
  79609. * Update the url (and optional buffer) of this texture if url was null during construction.
  79610. * @param url the url of the texture
  79611. * @param buffer the buffer of the texture (defaults to null)
  79612. * @param onLoad callback called when the texture is loaded (defaults to null)
  79613. */
  79614. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  79615. /**
  79616. * Finish the loading sequence of a texture flagged as delayed load.
  79617. * @hidden
  79618. */
  79619. delayLoad(): void;
  79620. private _prepareRowForTextureGeneration;
  79621. /**
  79622. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  79623. * @returns the transform matrix of the texture.
  79624. */
  79625. getTextureMatrix(): Matrix;
  79626. /**
  79627. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  79628. * @returns The reflection texture transform
  79629. */
  79630. getReflectionTextureMatrix(): Matrix;
  79631. /**
  79632. * Clones the texture.
  79633. * @returns the cloned texture
  79634. */
  79635. clone(): Texture;
  79636. /**
  79637. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  79638. * @returns The JSON representation of the texture
  79639. */
  79640. serialize(): any;
  79641. /**
  79642. * Get the current class name of the texture useful for serialization or dynamic coding.
  79643. * @returns "Texture"
  79644. */
  79645. getClassName(): string;
  79646. /**
  79647. * Dispose the texture and release its associated resources.
  79648. */
  79649. dispose(): void;
  79650. /**
  79651. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  79652. * @param parsedTexture Define the JSON representation of the texture
  79653. * @param scene Define the scene the parsed texture should be instantiated in
  79654. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  79655. * @returns The parsed texture if successful
  79656. */
  79657. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  79658. /**
  79659. * Creates a texture from its base 64 representation.
  79660. * @param data Define the base64 payload without the data: prefix
  79661. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  79662. * @param scene Define the scene the texture should belong to
  79663. * @param noMipmap Forces the texture to not create mip map information if true
  79664. * @param invertY define if the texture needs to be inverted on the y axis during loading
  79665. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  79666. * @param onLoad define a callback triggered when the texture has been loaded
  79667. * @param onError define a callback triggered when an error occurred during the loading session
  79668. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  79669. * @returns the created texture
  79670. */
  79671. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  79672. /**
  79673. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  79674. * @param data Define the base64 payload without the data: prefix
  79675. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  79676. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  79677. * @param scene Define the scene the texture should belong to
  79678. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  79679. * @param noMipmap Forces the texture to not create mip map information if true
  79680. * @param invertY define if the texture needs to be inverted on the y axis during loading
  79681. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  79682. * @param onLoad define a callback triggered when the texture has been loaded
  79683. * @param onError define a callback triggered when an error occurred during the loading session
  79684. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  79685. * @returns the created texture
  79686. */
  79687. static LoadFromDataString(name: string, buffer: any, scene: Scene, deleteBuffer?: boolean, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number): Texture;
  79688. }
  79689. }
  79690. declare module BABYLON {
  79691. /**
  79692. * PostProcessManager is used to manage one or more post processes or post process pipelines
  79693. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  79694. */
  79695. export class PostProcessManager {
  79696. private _scene;
  79697. private _indexBuffer;
  79698. private _vertexBuffers;
  79699. /**
  79700. * Creates a new instance PostProcess
  79701. * @param scene The scene that the post process is associated with.
  79702. */
  79703. constructor(scene: Scene);
  79704. private _prepareBuffers;
  79705. private _buildIndexBuffer;
  79706. /**
  79707. * Rebuilds the vertex buffers of the manager.
  79708. * @hidden
  79709. */
  79710. _rebuild(): void;
  79711. /**
  79712. * Prepares a frame to be run through a post process.
  79713. * @param sourceTexture The input texture to the post procesess. (default: null)
  79714. * @param postProcesses An array of post processes to be run. (default: null)
  79715. * @returns True if the post processes were able to be run.
  79716. * @hidden
  79717. */
  79718. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  79719. /**
  79720. * Manually render a set of post processes to a texture.
  79721. * @param postProcesses An array of post processes to be run.
  79722. * @param targetTexture The target texture to render to.
  79723. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  79724. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  79725. * @param lodLevel defines which lod of the texture to render to
  79726. */
  79727. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  79728. /**
  79729. * Finalize the result of the output of the postprocesses.
  79730. * @param doNotPresent If true the result will not be displayed to the screen.
  79731. * @param targetTexture The target texture to render to.
  79732. * @param faceIndex The index of the face to bind the target texture to.
  79733. * @param postProcesses The array of post processes to render.
  79734. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  79735. * @hidden
  79736. */
  79737. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  79738. /**
  79739. * Disposes of the post process manager.
  79740. */
  79741. dispose(): void;
  79742. }
  79743. }
  79744. declare module BABYLON {
  79745. /** Interface used by value gradients (color, factor, ...) */
  79746. export interface IValueGradient {
  79747. /**
  79748. * Gets or sets the gradient value (between 0 and 1)
  79749. */
  79750. gradient: number;
  79751. }
  79752. /** Class used to store color4 gradient */
  79753. export class ColorGradient implements IValueGradient {
  79754. /**
  79755. * Gets or sets the gradient value (between 0 and 1)
  79756. */
  79757. gradient: number;
  79758. /**
  79759. * Gets or sets first associated color
  79760. */
  79761. color1: Color4;
  79762. /**
  79763. * Gets or sets second associated color
  79764. */
  79765. color2?: Color4;
  79766. /**
  79767. * Will get a color picked randomly between color1 and color2.
  79768. * If color2 is undefined then color1 will be used
  79769. * @param result defines the target Color4 to store the result in
  79770. */
  79771. getColorToRef(result: Color4): void;
  79772. }
  79773. /** Class used to store color 3 gradient */
  79774. export class Color3Gradient implements IValueGradient {
  79775. /**
  79776. * Gets or sets the gradient value (between 0 and 1)
  79777. */
  79778. gradient: number;
  79779. /**
  79780. * Gets or sets the associated color
  79781. */
  79782. color: Color3;
  79783. }
  79784. /** Class used to store factor gradient */
  79785. export class FactorGradient implements IValueGradient {
  79786. /**
  79787. * Gets or sets the gradient value (between 0 and 1)
  79788. */
  79789. gradient: number;
  79790. /**
  79791. * Gets or sets first associated factor
  79792. */
  79793. factor1: number;
  79794. /**
  79795. * Gets or sets second associated factor
  79796. */
  79797. factor2?: number;
  79798. /**
  79799. * Will get a number picked randomly between factor1 and factor2.
  79800. * If factor2 is undefined then factor1 will be used
  79801. * @returns the picked number
  79802. */
  79803. getFactor(): number;
  79804. }
  79805. /**
  79806. * Helper used to simplify some generic gradient tasks
  79807. */
  79808. export class GradientHelper {
  79809. /**
  79810. * Gets the current gradient from an array of IValueGradient
  79811. * @param ratio defines the current ratio to get
  79812. * @param gradients defines the array of IValueGradient
  79813. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  79814. */
  79815. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  79816. }
  79817. }
  79818. declare module BABYLON {
  79819. interface AbstractScene {
  79820. /**
  79821. * The list of procedural textures added to the scene
  79822. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  79823. */
  79824. proceduralTextures: Array<ProceduralTexture>;
  79825. }
  79826. /**
  79827. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  79828. * in a given scene.
  79829. */
  79830. export class ProceduralTextureSceneComponent implements ISceneComponent {
  79831. /**
  79832. * The component name helpfull to identify the component in the list of scene components.
  79833. */
  79834. readonly name: string;
  79835. /**
  79836. * The scene the component belongs to.
  79837. */
  79838. scene: Scene;
  79839. /**
  79840. * Creates a new instance of the component for the given scene
  79841. * @param scene Defines the scene to register the component in
  79842. */
  79843. constructor(scene: Scene);
  79844. /**
  79845. * Registers the component in a given scene
  79846. */
  79847. register(): void;
  79848. /**
  79849. * Rebuilds the elements related to this component in case of
  79850. * context lost for instance.
  79851. */
  79852. rebuild(): void;
  79853. /**
  79854. * Disposes the component and the associated ressources.
  79855. */
  79856. dispose(): void;
  79857. private _beforeClear;
  79858. }
  79859. }
  79860. declare module BABYLON {
  79861. interface Engine {
  79862. /**
  79863. * Creates a new render target cube texture
  79864. * @param size defines the size of the texture
  79865. * @param options defines the options used to create the texture
  79866. * @returns a new render target cube texture stored in an InternalTexture
  79867. */
  79868. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  79869. }
  79870. }
  79871. declare module BABYLON {
  79872. /** @hidden */
  79873. export var proceduralVertexShader: {
  79874. name: string;
  79875. shader: string;
  79876. };
  79877. }
  79878. declare module BABYLON {
  79879. /**
  79880. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.
  79881. * This is the base class of any Procedural texture and contains most of the shareable code.
  79882. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  79883. */
  79884. export class ProceduralTexture extends Texture {
  79885. isCube: boolean;
  79886. /**
  79887. * Define if the texture is enabled or not (disabled texture will not render)
  79888. */
  79889. isEnabled: boolean;
  79890. /**
  79891. * Define if the texture must be cleared before rendering (default is true)
  79892. */
  79893. autoClear: boolean;
  79894. /**
  79895. * Callback called when the texture is generated
  79896. */
  79897. onGenerated: () => void;
  79898. /**
  79899. * Event raised when the texture is generated
  79900. */
  79901. onGeneratedObservable: Observable<ProceduralTexture>;
  79902. /** @hidden */
  79903. _generateMipMaps: boolean;
  79904. /** @hidden **/
  79905. _effect: Effect;
  79906. /** @hidden */
  79907. _textures: {
  79908. [key: string]: Texture;
  79909. };
  79910. private _size;
  79911. private _currentRefreshId;
  79912. private _refreshRate;
  79913. private _vertexBuffers;
  79914. private _indexBuffer;
  79915. private _uniforms;
  79916. private _samplers;
  79917. private _fragment;
  79918. private _floats;
  79919. private _ints;
  79920. private _floatsArrays;
  79921. private _colors3;
  79922. private _colors4;
  79923. private _vectors2;
  79924. private _vectors3;
  79925. private _matrices;
  79926. private _fallbackTexture;
  79927. private _fallbackTextureUsed;
  79928. private _engine;
  79929. private _cachedDefines;
  79930. private _contentUpdateId;
  79931. private _contentData;
  79932. /**
  79933. * Instantiates a new procedural texture.
  79934. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  79935. * This is the base class of any Procedural texture and contains most of the shareable code.
  79936. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  79937. * @param name Define the name of the texture
  79938. * @param size Define the size of the texture to create
  79939. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  79940. * @param scene Define the scene the texture belongs to
  79941. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  79942. * @param generateMipMaps Define if the texture should creates mip maps or not
  79943. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  79944. */
  79945. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  79946. /**
  79947. * The effect that is created when initializing the post process.
  79948. * @returns The created effect corresponding the the postprocess.
  79949. */
  79950. getEffect(): Effect;
  79951. /**
  79952. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  79953. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  79954. */
  79955. getContent(): Nullable<ArrayBufferView>;
  79956. private _createIndexBuffer;
  79957. /** @hidden */
  79958. _rebuild(): void;
  79959. /**
  79960. * Resets the texture in order to recreate its associated resources.
  79961. * This can be called in case of context loss
  79962. */
  79963. reset(): void;
  79964. protected _getDefines(): string;
  79965. /**
  79966. * Is the texture ready to be used ? (rendered at least once)
  79967. * @returns true if ready, otherwise, false.
  79968. */
  79969. isReady(): boolean;
  79970. /**
  79971. * Resets the refresh counter of the texture and start bak from scratch.
  79972. * Could be useful to regenerate the texture if it is setup to render only once.
  79973. */
  79974. resetRefreshCounter(): void;
  79975. /**
  79976. * Set the fragment shader to use in order to render the texture.
  79977. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  79978. */
  79979. setFragment(fragment: any): void;
  79980. /**
  79981. * Define the refresh rate of the texture or the rendering frequency.
  79982. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  79983. */
  79984. refreshRate: number;
  79985. /** @hidden */
  79986. _shouldRender(): boolean;
  79987. /**
  79988. * Get the size the texture is rendering at.
  79989. * @returns the size (texture is always squared)
  79990. */
  79991. getRenderSize(): number;
  79992. /**
  79993. * Resize the texture to new value.
  79994. * @param size Define the new size the texture should have
  79995. * @param generateMipMaps Define whether the new texture should create mip maps
  79996. */
  79997. resize(size: number, generateMipMaps: boolean): void;
  79998. private _checkUniform;
  79999. /**
  80000. * Set a texture in the shader program used to render.
  80001. * @param name Define the name of the uniform samplers as defined in the shader
  80002. * @param texture Define the texture to bind to this sampler
  80003. * @return the texture itself allowing "fluent" like uniform updates
  80004. */
  80005. setTexture(name: string, texture: Texture): ProceduralTexture;
  80006. /**
  80007. * Set a float in the shader.
  80008. * @param name Define the name of the uniform as defined in the shader
  80009. * @param value Define the value to give to the uniform
  80010. * @return the texture itself allowing "fluent" like uniform updates
  80011. */
  80012. setFloat(name: string, value: number): ProceduralTexture;
  80013. /**
  80014. * Set a int in the shader.
  80015. * @param name Define the name of the uniform as defined in the shader
  80016. * @param value Define the value to give to the uniform
  80017. * @return the texture itself allowing "fluent" like uniform updates
  80018. */
  80019. setInt(name: string, value: number): ProceduralTexture;
  80020. /**
  80021. * Set an array of floats in the shader.
  80022. * @param name Define the name of the uniform as defined in the shader
  80023. * @param value Define the value to give to the uniform
  80024. * @return the texture itself allowing "fluent" like uniform updates
  80025. */
  80026. setFloats(name: string, value: number[]): ProceduralTexture;
  80027. /**
  80028. * Set a vec3 in the shader from a Color3.
  80029. * @param name Define the name of the uniform as defined in the shader
  80030. * @param value Define the value to give to the uniform
  80031. * @return the texture itself allowing "fluent" like uniform updates
  80032. */
  80033. setColor3(name: string, value: Color3): ProceduralTexture;
  80034. /**
  80035. * Set a vec4 in the shader from a Color4.
  80036. * @param name Define the name of the uniform as defined in the shader
  80037. * @param value Define the value to give to the uniform
  80038. * @return the texture itself allowing "fluent" like uniform updates
  80039. */
  80040. setColor4(name: string, value: Color4): ProceduralTexture;
  80041. /**
  80042. * Set a vec2 in the shader from a Vector2.
  80043. * @param name Define the name of the uniform as defined in the shader
  80044. * @param value Define the value to give to the uniform
  80045. * @return the texture itself allowing "fluent" like uniform updates
  80046. */
  80047. setVector2(name: string, value: Vector2): ProceduralTexture;
  80048. /**
  80049. * Set a vec3 in the shader from a Vector3.
  80050. * @param name Define the name of the uniform as defined in the shader
  80051. * @param value Define the value to give to the uniform
  80052. * @return the texture itself allowing "fluent" like uniform updates
  80053. */
  80054. setVector3(name: string, value: Vector3): ProceduralTexture;
  80055. /**
  80056. * Set a mat4 in the shader from a MAtrix.
  80057. * @param name Define the name of the uniform as defined in the shader
  80058. * @param value Define the value to give to the uniform
  80059. * @return the texture itself allowing "fluent" like uniform updates
  80060. */
  80061. setMatrix(name: string, value: Matrix): ProceduralTexture;
  80062. /**
  80063. * Render the texture to its associated render target.
  80064. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  80065. */
  80066. render(useCameraPostProcess?: boolean): void;
  80067. /**
  80068. * Clone the texture.
  80069. * @returns the cloned texture
  80070. */
  80071. clone(): ProceduralTexture;
  80072. /**
  80073. * Dispose the texture and release its asoociated resources.
  80074. */
  80075. dispose(): void;
  80076. }
  80077. }
  80078. declare module BABYLON {
  80079. /**
  80080. * This represents the base class for particle system in Babylon.
  80081. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  80082. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  80083. * @example https://doc.babylonjs.com/babylon101/particles
  80084. */
  80085. export class BaseParticleSystem {
  80086. /**
  80087. * Source color is added to the destination color without alpha affecting the result
  80088. */
  80089. static BLENDMODE_ONEONE: number;
  80090. /**
  80091. * Blend current color and particle color using particle’s alpha
  80092. */
  80093. static BLENDMODE_STANDARD: number;
  80094. /**
  80095. * Add current color and particle color multiplied by particle’s alpha
  80096. */
  80097. static BLENDMODE_ADD: number;
  80098. /**
  80099. * Multiply current color with particle color
  80100. */
  80101. static BLENDMODE_MULTIPLY: number;
  80102. /**
  80103. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  80104. */
  80105. static BLENDMODE_MULTIPLYADD: number;
  80106. /**
  80107. * List of animations used by the particle system.
  80108. */
  80109. animations: Animation[];
  80110. /**
  80111. * The id of the Particle system.
  80112. */
  80113. id: string;
  80114. /**
  80115. * The friendly name of the Particle system.
  80116. */
  80117. name: string;
  80118. /**
  80119. * The rendering group used by the Particle system to chose when to render.
  80120. */
  80121. renderingGroupId: number;
  80122. /**
  80123. * The emitter represents the Mesh or position we are attaching the particle system to.
  80124. */
  80125. emitter: Nullable<AbstractMesh | Vector3>;
  80126. /**
  80127. * The maximum number of particles to emit per frame
  80128. */
  80129. emitRate: number;
  80130. /**
  80131. * If you want to launch only a few particles at once, that can be done, as well.
  80132. */
  80133. manualEmitCount: number;
  80134. /**
  80135. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  80136. */
  80137. updateSpeed: number;
  80138. /**
  80139. * The amount of time the particle system is running (depends of the overall update speed).
  80140. */
  80141. targetStopDuration: number;
  80142. /**
  80143. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  80144. */
  80145. disposeOnStop: boolean;
  80146. /**
  80147. * Minimum power of emitting particles.
  80148. */
  80149. minEmitPower: number;
  80150. /**
  80151. * Maximum power of emitting particles.
  80152. */
  80153. maxEmitPower: number;
  80154. /**
  80155. * Minimum life time of emitting particles.
  80156. */
  80157. minLifeTime: number;
  80158. /**
  80159. * Maximum life time of emitting particles.
  80160. */
  80161. maxLifeTime: number;
  80162. /**
  80163. * Minimum Size of emitting particles.
  80164. */
  80165. minSize: number;
  80166. /**
  80167. * Maximum Size of emitting particles.
  80168. */
  80169. maxSize: number;
  80170. /**
  80171. * Minimum scale of emitting particles on X axis.
  80172. */
  80173. minScaleX: number;
  80174. /**
  80175. * Maximum scale of emitting particles on X axis.
  80176. */
  80177. maxScaleX: number;
  80178. /**
  80179. * Minimum scale of emitting particles on Y axis.
  80180. */
  80181. minScaleY: number;
  80182. /**
  80183. * Maximum scale of emitting particles on Y axis.
  80184. */
  80185. maxScaleY: number;
  80186. /**
  80187. * Gets or sets the minimal initial rotation in radians.
  80188. */
  80189. minInitialRotation: number;
  80190. /**
  80191. * Gets or sets the maximal initial rotation in radians.
  80192. */
  80193. maxInitialRotation: number;
  80194. /**
  80195. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  80196. */
  80197. minAngularSpeed: number;
  80198. /**
  80199. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  80200. */
  80201. maxAngularSpeed: number;
  80202. /**
  80203. * The texture used to render each particle. (this can be a spritesheet)
  80204. */
  80205. particleTexture: Nullable<Texture>;
  80206. /**
  80207. * The layer mask we are rendering the particles through.
  80208. */
  80209. layerMask: number;
  80210. /**
  80211. * This can help using your own shader to render the particle system.
  80212. * The according effect will be created
  80213. */
  80214. customShader: any;
  80215. /**
  80216. * By default particle system starts as soon as they are created. This prevents the
  80217. * automatic start to happen and let you decide when to start emitting particles.
  80218. */
  80219. preventAutoStart: boolean;
  80220. private _noiseTexture;
  80221. /**
  80222. * Gets or sets a texture used to add random noise to particle positions
  80223. */
  80224. noiseTexture: Nullable<ProceduralTexture>;
  80225. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  80226. noiseStrength: Vector3;
  80227. /**
  80228. * Callback triggered when the particle animation is ending.
  80229. */
  80230. onAnimationEnd: Nullable<() => void>;
  80231. /**
  80232. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  80233. */
  80234. blendMode: number;
  80235. /**
  80236. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  80237. * to override the particles.
  80238. */
  80239. forceDepthWrite: boolean;
  80240. /** Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0 */
  80241. preWarmCycles: number;
  80242. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  80243. preWarmStepOffset: number;
  80244. /**
  80245. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  80246. */
  80247. spriteCellChangeSpeed: number;
  80248. /**
  80249. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  80250. */
  80251. startSpriteCellID: number;
  80252. /**
  80253. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  80254. */
  80255. endSpriteCellID: number;
  80256. /**
  80257. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  80258. */
  80259. spriteCellWidth: number;
  80260. /**
  80261. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  80262. */
  80263. spriteCellHeight: number;
  80264. /**
  80265. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  80266. */
  80267. spriteRandomStartCell: boolean;
  80268. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  80269. translationPivot: Vector2;
  80270. /** @hidden */
  80271. protected _isAnimationSheetEnabled: boolean;
  80272. /**
  80273. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  80274. */
  80275. beginAnimationOnStart: boolean;
  80276. /**
  80277. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  80278. */
  80279. beginAnimationFrom: number;
  80280. /**
  80281. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  80282. */
  80283. beginAnimationTo: number;
  80284. /**
  80285. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  80286. */
  80287. beginAnimationLoop: boolean;
  80288. /**
  80289. * Gets or sets a world offset applied to all particles
  80290. */
  80291. worldOffset: Vector3;
  80292. /**
  80293. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  80294. */
  80295. isAnimationSheetEnabled: boolean;
  80296. /**
  80297. * Get hosting scene
  80298. * @returns the scene
  80299. */
  80300. getScene(): Scene;
  80301. /**
  80302. * You can use gravity if you want to give an orientation to your particles.
  80303. */
  80304. gravity: Vector3;
  80305. protected _colorGradients: Nullable<Array<ColorGradient>>;
  80306. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  80307. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  80308. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  80309. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  80310. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  80311. protected _dragGradients: Nullable<Array<FactorGradient>>;
  80312. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  80313. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  80314. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  80315. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  80316. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  80317. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  80318. /**
  80319. * Defines the delay in milliseconds before starting the system (0 by default)
  80320. */
  80321. startDelay: number;
  80322. /**
  80323. * Gets the current list of drag gradients.
  80324. * You must use addDragGradient and removeDragGradient to udpate this list
  80325. * @returns the list of drag gradients
  80326. */
  80327. getDragGradients(): Nullable<Array<FactorGradient>>;
  80328. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  80329. limitVelocityDamping: number;
  80330. /**
  80331. * Gets the current list of limit velocity gradients.
  80332. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  80333. * @returns the list of limit velocity gradients
  80334. */
  80335. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  80336. /**
  80337. * Gets the current list of color gradients.
  80338. * You must use addColorGradient and removeColorGradient to udpate this list
  80339. * @returns the list of color gradients
  80340. */
  80341. getColorGradients(): Nullable<Array<ColorGradient>>;
  80342. /**
  80343. * Gets the current list of size gradients.
  80344. * You must use addSizeGradient and removeSizeGradient to udpate this list
  80345. * @returns the list of size gradients
  80346. */
  80347. getSizeGradients(): Nullable<Array<FactorGradient>>;
  80348. /**
  80349. * Gets the current list of color remap gradients.
  80350. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  80351. * @returns the list of color remap gradients
  80352. */
  80353. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  80354. /**
  80355. * Gets the current list of alpha remap gradients.
  80356. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  80357. * @returns the list of alpha remap gradients
  80358. */
  80359. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  80360. /**
  80361. * Gets the current list of life time gradients.
  80362. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  80363. * @returns the list of life time gradients
  80364. */
  80365. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  80366. /**
  80367. * Gets the current list of angular speed gradients.
  80368. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  80369. * @returns the list of angular speed gradients
  80370. */
  80371. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  80372. /**
  80373. * Gets the current list of velocity gradients.
  80374. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  80375. * @returns the list of velocity gradients
  80376. */
  80377. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  80378. /**
  80379. * Gets the current list of start size gradients.
  80380. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  80381. * @returns the list of start size gradients
  80382. */
  80383. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  80384. /**
  80385. * Gets the current list of emit rate gradients.
  80386. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  80387. * @returns the list of emit rate gradients
  80388. */
  80389. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  80390. /**
  80391. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  80392. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80393. */
  80394. direction1: Vector3;
  80395. /**
  80396. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  80397. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80398. */
  80399. direction2: Vector3;
  80400. /**
  80401. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  80402. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80403. */
  80404. minEmitBox: Vector3;
  80405. /**
  80406. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  80407. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80408. */
  80409. maxEmitBox: Vector3;
  80410. /**
  80411. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  80412. */
  80413. color1: Color4;
  80414. /**
  80415. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  80416. */
  80417. color2: Color4;
  80418. /**
  80419. * Color the particle will have at the end of its lifetime
  80420. */
  80421. colorDead: Color4;
  80422. /**
  80423. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  80424. */
  80425. textureMask: Color4;
  80426. /**
  80427. * The particle emitter type defines the emitter used by the particle system.
  80428. * It can be for example box, sphere, or cone...
  80429. */
  80430. particleEmitterType: IParticleEmitterType;
  80431. /** @hidden */
  80432. _isSubEmitter: boolean;
  80433. /**
  80434. * Gets or sets the billboard mode to use when isBillboardBased = true.
  80435. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  80436. */
  80437. billboardMode: number;
  80438. protected _isBillboardBased: boolean;
  80439. /**
  80440. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  80441. */
  80442. isBillboardBased: boolean;
  80443. /**
  80444. * The scene the particle system belongs to.
  80445. */
  80446. protected _scene: Scene;
  80447. /**
  80448. * Local cache of defines for image processing.
  80449. */
  80450. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  80451. /**
  80452. * Default configuration related to image processing available in the standard Material.
  80453. */
  80454. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  80455. /**
  80456. * Gets the image processing configuration used either in this material.
  80457. */
  80458. /**
  80459. * Sets the Default image processing configuration used either in the this material.
  80460. *
  80461. * If sets to null, the scene one is in use.
  80462. */
  80463. imageProcessingConfiguration: ImageProcessingConfiguration;
  80464. /**
  80465. * Attaches a new image processing configuration to the Standard Material.
  80466. * @param configuration
  80467. */
  80468. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  80469. /** @hidden */
  80470. protected _reset(): void;
  80471. /** @hidden */
  80472. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  80473. /**
  80474. * Instantiates a particle system.
  80475. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  80476. * @param name The name of the particle system
  80477. */
  80478. constructor(name: string);
  80479. /**
  80480. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  80481. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  80482. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  80483. * @returns the emitter
  80484. */
  80485. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  80486. /**
  80487. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  80488. * @param radius The radius of the hemisphere to emit from
  80489. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  80490. * @returns the emitter
  80491. */
  80492. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  80493. /**
  80494. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  80495. * @param radius The radius of the sphere to emit from
  80496. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  80497. * @returns the emitter
  80498. */
  80499. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  80500. /**
  80501. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  80502. * @param radius The radius of the sphere to emit from
  80503. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  80504. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  80505. * @returns the emitter
  80506. */
  80507. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  80508. /**
  80509. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  80510. * @param radius The radius of the emission cylinder
  80511. * @param height The height of the emission cylinder
  80512. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  80513. * @param directionRandomizer How much to randomize the particle direction [0-1]
  80514. * @returns the emitter
  80515. */
  80516. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  80517. /**
  80518. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  80519. * @param radius The radius of the cylinder to emit from
  80520. * @param height The height of the emission cylinder
  80521. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  80522. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  80523. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  80524. * @returns the emitter
  80525. */
  80526. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  80527. /**
  80528. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  80529. * @param radius The radius of the cone to emit from
  80530. * @param angle The base angle of the cone
  80531. * @returns the emitter
  80532. */
  80533. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  80534. /**
  80535. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  80536. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  80537. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  80538. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  80539. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  80540. * @returns the emitter
  80541. */
  80542. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  80543. }
  80544. }
  80545. declare module BABYLON {
  80546. /**
  80547. * Type of sub emitter
  80548. */
  80549. export enum SubEmitterType {
  80550. /**
  80551. * Attached to the particle over it's lifetime
  80552. */
  80553. ATTACHED = 0,
  80554. /**
  80555. * Created when the particle dies
  80556. */
  80557. END = 1
  80558. }
  80559. /**
  80560. * Sub emitter class used to emit particles from an existing particle
  80561. */
  80562. export class SubEmitter {
  80563. /**
  80564. * the particle system to be used by the sub emitter
  80565. */
  80566. particleSystem: ParticleSystem;
  80567. /**
  80568. * Type of the submitter (Default: END)
  80569. */
  80570. type: SubEmitterType;
  80571. /**
  80572. * If the particle should inherit the direction from the particle it's attached to. (+Y will face the direction the particle is moving) (Default: false)
  80573. * Note: This only is supported when using an emitter of type Mesh
  80574. */
  80575. inheritDirection: boolean;
  80576. /**
  80577. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  80578. */
  80579. inheritedVelocityAmount: number;
  80580. /**
  80581. * Creates a sub emitter
  80582. * @param particleSystem the particle system to be used by the sub emitter
  80583. */
  80584. constructor(
  80585. /**
  80586. * the particle system to be used by the sub emitter
  80587. */
  80588. particleSystem: ParticleSystem);
  80589. /**
  80590. * Clones the sub emitter
  80591. * @returns the cloned sub emitter
  80592. */
  80593. clone(): SubEmitter;
  80594. /**
  80595. * Serialize current object to a JSON object
  80596. * @returns the serialized object
  80597. */
  80598. serialize(): any;
  80599. /** @hidden */
  80600. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  80601. /**
  80602. * Creates a new SubEmitter from a serialized JSON version
  80603. * @param serializationObject defines the JSON object to read from
  80604. * @param scene defines the hosting scene
  80605. * @param rootUrl defines the rootUrl for data loading
  80606. * @returns a new SubEmitter
  80607. */
  80608. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  80609. /** Release associated resources */
  80610. dispose(): void;
  80611. }
  80612. }
  80613. declare module BABYLON {
  80614. /** @hidden */
  80615. export var clipPlaneFragmentDeclaration: {
  80616. name: string;
  80617. shader: string;
  80618. };
  80619. }
  80620. declare module BABYLON {
  80621. /** @hidden */
  80622. export var imageProcessingDeclaration: {
  80623. name: string;
  80624. shader: string;
  80625. };
  80626. }
  80627. declare module BABYLON {
  80628. /** @hidden */
  80629. export var imageProcessingFunctions: {
  80630. name: string;
  80631. shader: string;
  80632. };
  80633. }
  80634. declare module BABYLON {
  80635. /** @hidden */
  80636. export var clipPlaneFragment: {
  80637. name: string;
  80638. shader: string;
  80639. };
  80640. }
  80641. declare module BABYLON {
  80642. /** @hidden */
  80643. export var particlesPixelShader: {
  80644. name: string;
  80645. shader: string;
  80646. };
  80647. }
  80648. declare module BABYLON {
  80649. /** @hidden */
  80650. export var clipPlaneVertexDeclaration: {
  80651. name: string;
  80652. shader: string;
  80653. };
  80654. }
  80655. declare module BABYLON {
  80656. /** @hidden */
  80657. export var clipPlaneVertex: {
  80658. name: string;
  80659. shader: string;
  80660. };
  80661. }
  80662. declare module BABYLON {
  80663. /** @hidden */
  80664. export var particlesVertexShader: {
  80665. name: string;
  80666. shader: string;
  80667. };
  80668. }
  80669. declare module BABYLON {
  80670. /**
  80671. * This represents a particle system in Babylon.
  80672. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  80673. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  80674. * @example https://doc.babylonjs.com/babylon101/particles
  80675. */
  80676. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  80677. /**
  80678. * Billboard mode will only apply to Y axis
  80679. */
  80680. static readonly BILLBOARDMODE_Y: number;
  80681. /**
  80682. * Billboard mode will apply to all axes
  80683. */
  80684. static readonly BILLBOARDMODE_ALL: number;
  80685. /**
  80686. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  80687. */
  80688. static readonly BILLBOARDMODE_STRETCHED: number;
  80689. /**
  80690. * This function can be defined to provide custom update for active particles.
  80691. * This function will be called instead of regular update (age, position, color, etc.).
  80692. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  80693. */
  80694. updateFunction: (particles: Particle[]) => void;
  80695. private _emitterWorldMatrix;
  80696. /**
  80697. * This function can be defined to specify initial direction for every new particle.
  80698. * It by default use the emitterType defined function
  80699. */
  80700. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  80701. /**
  80702. * This function can be defined to specify initial position for every new particle.
  80703. * It by default use the emitterType defined function
  80704. */
  80705. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  80706. /**
  80707. * @hidden
  80708. */
  80709. _inheritedVelocityOffset: Vector3;
  80710. /**
  80711. * An event triggered when the system is disposed
  80712. */
  80713. onDisposeObservable: Observable<ParticleSystem>;
  80714. private _onDisposeObserver;
  80715. /**
  80716. * Sets a callback that will be triggered when the system is disposed
  80717. */
  80718. onDispose: () => void;
  80719. private _particles;
  80720. private _epsilon;
  80721. private _capacity;
  80722. private _stockParticles;
  80723. private _newPartsExcess;
  80724. private _vertexData;
  80725. private _vertexBuffer;
  80726. private _vertexBuffers;
  80727. private _spriteBuffer;
  80728. private _indexBuffer;
  80729. private _effect;
  80730. private _customEffect;
  80731. private _cachedDefines;
  80732. private _scaledColorStep;
  80733. private _colorDiff;
  80734. private _scaledDirection;
  80735. private _scaledGravity;
  80736. private _currentRenderId;
  80737. private _alive;
  80738. private _useInstancing;
  80739. private _started;
  80740. private _stopped;
  80741. private _actualFrame;
  80742. private _scaledUpdateSpeed;
  80743. private _vertexBufferSize;
  80744. /** @hidden */
  80745. _currentEmitRateGradient: Nullable<FactorGradient>;
  80746. /** @hidden */
  80747. _currentEmitRate1: number;
  80748. /** @hidden */
  80749. _currentEmitRate2: number;
  80750. /** @hidden */
  80751. _currentStartSizeGradient: Nullable<FactorGradient>;
  80752. /** @hidden */
  80753. _currentStartSize1: number;
  80754. /** @hidden */
  80755. _currentStartSize2: number;
  80756. private readonly _rawTextureWidth;
  80757. private _rampGradientsTexture;
  80758. private _useRampGradients;
  80759. /** Gets or sets a boolean indicating that ramp gradients must be used
  80760. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  80761. */
  80762. useRampGradients: boolean;
  80763. /**
  80764. * The Sub-emitters templates that will be used to generate the sub particle system to be associated with the system, this property is used by the root particle system only.
  80765. * When a particle is spawned, an array will be chosen at random and all the emitters in that array will be attached to the particle. (Default: [])
  80766. */
  80767. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  80768. private _subEmitters;
  80769. /**
  80770. * @hidden
  80771. * If the particle systems emitter should be disposed when the particle system is disposed
  80772. */
  80773. _disposeEmitterOnDispose: boolean;
  80774. /**
  80775. * The current active Sub-systems, this property is used by the root particle system only.
  80776. */
  80777. activeSubSystems: Array<ParticleSystem>;
  80778. private _rootParticleSystem;
  80779. /**
  80780. * Gets the current list of active particles
  80781. */
  80782. readonly particles: Particle[];
  80783. /**
  80784. * Returns the string "ParticleSystem"
  80785. * @returns a string containing the class name
  80786. */
  80787. getClassName(): string;
  80788. /**
  80789. * Instantiates a particle system.
  80790. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  80791. * @param name The name of the particle system
  80792. * @param capacity The max number of particles alive at the same time
  80793. * @param scene The scene the particle system belongs to
  80794. * @param customEffect a custom effect used to change the way particles are rendered by default
  80795. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  80796. * @param epsilon Offset used to render the particles
  80797. */
  80798. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  80799. private _addFactorGradient;
  80800. private _removeFactorGradient;
  80801. /**
  80802. * Adds a new life time gradient
  80803. * @param gradient defines the gradient to use (between 0 and 1)
  80804. * @param factor defines the life time factor to affect to the specified gradient
  80805. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80806. * @returns the current particle system
  80807. */
  80808. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80809. /**
  80810. * Remove a specific life time gradient
  80811. * @param gradient defines the gradient to remove
  80812. * @returns the current particle system
  80813. */
  80814. removeLifeTimeGradient(gradient: number): IParticleSystem;
  80815. /**
  80816. * Adds a new size gradient
  80817. * @param gradient defines the gradient to use (between 0 and 1)
  80818. * @param factor defines the size factor to affect to the specified gradient
  80819. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80820. * @returns the current particle system
  80821. */
  80822. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80823. /**
  80824. * Remove a specific size gradient
  80825. * @param gradient defines the gradient to remove
  80826. * @returns the current particle system
  80827. */
  80828. removeSizeGradient(gradient: number): IParticleSystem;
  80829. /**
  80830. * Adds a new color remap gradient
  80831. * @param gradient defines the gradient to use (between 0 and 1)
  80832. * @param min defines the color remap minimal range
  80833. * @param max defines the color remap maximal range
  80834. * @returns the current particle system
  80835. */
  80836. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  80837. /**
  80838. * Remove a specific color remap gradient
  80839. * @param gradient defines the gradient to remove
  80840. * @returns the current particle system
  80841. */
  80842. removeColorRemapGradient(gradient: number): IParticleSystem;
  80843. /**
  80844. * Adds a new alpha remap gradient
  80845. * @param gradient defines the gradient to use (between 0 and 1)
  80846. * @param min defines the alpha remap minimal range
  80847. * @param max defines the alpha remap maximal range
  80848. * @returns the current particle system
  80849. */
  80850. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  80851. /**
  80852. * Remove a specific alpha remap gradient
  80853. * @param gradient defines the gradient to remove
  80854. * @returns the current particle system
  80855. */
  80856. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  80857. /**
  80858. * Adds a new angular speed gradient
  80859. * @param gradient defines the gradient to use (between 0 and 1)
  80860. * @param factor defines the angular speed to affect to the specified gradient
  80861. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80862. * @returns the current particle system
  80863. */
  80864. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80865. /**
  80866. * Remove a specific angular speed gradient
  80867. * @param gradient defines the gradient to remove
  80868. * @returns the current particle system
  80869. */
  80870. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  80871. /**
  80872. * Adds a new velocity gradient
  80873. * @param gradient defines the gradient to use (between 0 and 1)
  80874. * @param factor defines the velocity to affect to the specified gradient
  80875. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80876. * @returns the current particle system
  80877. */
  80878. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80879. /**
  80880. * Remove a specific velocity gradient
  80881. * @param gradient defines the gradient to remove
  80882. * @returns the current particle system
  80883. */
  80884. removeVelocityGradient(gradient: number): IParticleSystem;
  80885. /**
  80886. * Adds a new limit velocity gradient
  80887. * @param gradient defines the gradient to use (between 0 and 1)
  80888. * @param factor defines the limit velocity value to affect to the specified gradient
  80889. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80890. * @returns the current particle system
  80891. */
  80892. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80893. /**
  80894. * Remove a specific limit velocity gradient
  80895. * @param gradient defines the gradient to remove
  80896. * @returns the current particle system
  80897. */
  80898. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  80899. /**
  80900. * Adds a new drag gradient
  80901. * @param gradient defines the gradient to use (between 0 and 1)
  80902. * @param factor defines the drag value to affect to the specified gradient
  80903. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80904. * @returns the current particle system
  80905. */
  80906. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80907. /**
  80908. * Remove a specific drag gradient
  80909. * @param gradient defines the gradient to remove
  80910. * @returns the current particle system
  80911. */
  80912. removeDragGradient(gradient: number): IParticleSystem;
  80913. /**
  80914. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  80915. * @param gradient defines the gradient to use (between 0 and 1)
  80916. * @param factor defines the emit rate value to affect to the specified gradient
  80917. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80918. * @returns the current particle system
  80919. */
  80920. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80921. /**
  80922. * Remove a specific emit rate gradient
  80923. * @param gradient defines the gradient to remove
  80924. * @returns the current particle system
  80925. */
  80926. removeEmitRateGradient(gradient: number): IParticleSystem;
  80927. /**
  80928. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  80929. * @param gradient defines the gradient to use (between 0 and 1)
  80930. * @param factor defines the start size value to affect to the specified gradient
  80931. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80932. * @returns the current particle system
  80933. */
  80934. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80935. /**
  80936. * Remove a specific start size gradient
  80937. * @param gradient defines the gradient to remove
  80938. * @returns the current particle system
  80939. */
  80940. removeStartSizeGradient(gradient: number): IParticleSystem;
  80941. private _createRampGradientTexture;
  80942. /**
  80943. * Gets the current list of ramp gradients.
  80944. * You must use addRampGradient and removeRampGradient to udpate this list
  80945. * @returns the list of ramp gradients
  80946. */
  80947. getRampGradients(): Nullable<Array<Color3Gradient>>;
  80948. /**
  80949. * Adds a new ramp gradient used to remap particle colors
  80950. * @param gradient defines the gradient to use (between 0 and 1)
  80951. * @param color defines the color to affect to the specified gradient
  80952. * @returns the current particle system
  80953. */
  80954. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  80955. /**
  80956. * Remove a specific ramp gradient
  80957. * @param gradient defines the gradient to remove
  80958. * @returns the current particle system
  80959. */
  80960. removeRampGradient(gradient: number): ParticleSystem;
  80961. /**
  80962. * Adds a new color gradient
  80963. * @param gradient defines the gradient to use (between 0 and 1)
  80964. * @param color1 defines the color to affect to the specified gradient
  80965. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  80966. * @returns this particle system
  80967. */
  80968. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  80969. /**
  80970. * Remove a specific color gradient
  80971. * @param gradient defines the gradient to remove
  80972. * @returns this particle system
  80973. */
  80974. removeColorGradient(gradient: number): IParticleSystem;
  80975. private _fetchR;
  80976. protected _reset(): void;
  80977. private _resetEffect;
  80978. private _createVertexBuffers;
  80979. private _createIndexBuffer;
  80980. /**
  80981. * Gets the maximum number of particles active at the same time.
  80982. * @returns The max number of active particles.
  80983. */
  80984. getCapacity(): number;
  80985. /**
  80986. * Gets whether there are still active particles in the system.
  80987. * @returns True if it is alive, otherwise false.
  80988. */
  80989. isAlive(): boolean;
  80990. /**
  80991. * Gets if the system has been started. (Note: this will still be true after stop is called)
  80992. * @returns True if it has been started, otherwise false.
  80993. */
  80994. isStarted(): boolean;
  80995. private _prepareSubEmitterInternalArray;
  80996. /**
  80997. * Starts the particle system and begins to emit
  80998. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  80999. */
  81000. start(delay?: number): void;
  81001. /**
  81002. * Stops the particle system.
  81003. * @param stopSubEmitters if true it will stop the current system and all created sub-Systems if false it will stop the current root system only, this param is used by the root particle system only. the default value is true.
  81004. */
  81005. stop(stopSubEmitters?: boolean): void;
  81006. /**
  81007. * Remove all active particles
  81008. */
  81009. reset(): void;
  81010. /**
  81011. * @hidden (for internal use only)
  81012. */
  81013. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  81014. /**
  81015. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  81016. * Its lifetime will start back at 0.
  81017. */
  81018. recycleParticle: (particle: Particle) => void;
  81019. private _stopSubEmitters;
  81020. private _createParticle;
  81021. private _removeFromRoot;
  81022. private _emitFromParticle;
  81023. private _update;
  81024. /** @hidden */
  81025. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  81026. /** @hidden */
  81027. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  81028. /** @hidden */
  81029. private _getEffect;
  81030. /**
  81031. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  81032. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  81033. */
  81034. animate(preWarmOnly?: boolean): void;
  81035. private _appendParticleVertices;
  81036. /**
  81037. * Rebuilds the particle system.
  81038. */
  81039. rebuild(): void;
  81040. /**
  81041. * Is this system ready to be used/rendered
  81042. * @return true if the system is ready
  81043. */
  81044. isReady(): boolean;
  81045. private _render;
  81046. /**
  81047. * Renders the particle system in its current state.
  81048. * @returns the current number of particles
  81049. */
  81050. render(): number;
  81051. /**
  81052. * Disposes the particle system and free the associated resources
  81053. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  81054. */
  81055. dispose(disposeTexture?: boolean): void;
  81056. /**
  81057. * Clones the particle system.
  81058. * @param name The name of the cloned object
  81059. * @param newEmitter The new emitter to use
  81060. * @returns the cloned particle system
  81061. */
  81062. clone(name: string, newEmitter: any): ParticleSystem;
  81063. /**
  81064. * Serializes the particle system to a JSON object.
  81065. * @returns the JSON object
  81066. */
  81067. serialize(): any;
  81068. /** @hidden */
  81069. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  81070. /** @hidden */
  81071. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  81072. /**
  81073. * Parses a JSON object to create a particle system.
  81074. * @param parsedParticleSystem The JSON object to parse
  81075. * @param scene The scene to create the particle system in
  81076. * @param rootUrl The root url to use to load external dependencies like texture
  81077. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  81078. * @returns the Parsed particle system
  81079. */
  81080. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  81081. }
  81082. }
  81083. declare module BABYLON {
  81084. /**
  81085. * A particle represents one of the element emitted by a particle system.
  81086. * This is mainly define by its coordinates, direction, velocity and age.
  81087. */
  81088. export class Particle {
  81089. /**
  81090. * The particle system the particle belongs to.
  81091. */
  81092. particleSystem: ParticleSystem;
  81093. private static _Count;
  81094. /**
  81095. * Unique ID of the particle
  81096. */
  81097. id: number;
  81098. /**
  81099. * The world position of the particle in the scene.
  81100. */
  81101. position: Vector3;
  81102. /**
  81103. * The world direction of the particle in the scene.
  81104. */
  81105. direction: Vector3;
  81106. /**
  81107. * The color of the particle.
  81108. */
  81109. color: Color4;
  81110. /**
  81111. * The color change of the particle per step.
  81112. */
  81113. colorStep: Color4;
  81114. /**
  81115. * Defines how long will the life of the particle be.
  81116. */
  81117. lifeTime: number;
  81118. /**
  81119. * The current age of the particle.
  81120. */
  81121. age: number;
  81122. /**
  81123. * The current size of the particle.
  81124. */
  81125. size: number;
  81126. /**
  81127. * The current scale of the particle.
  81128. */
  81129. scale: Vector2;
  81130. /**
  81131. * The current angle of the particle.
  81132. */
  81133. angle: number;
  81134. /**
  81135. * Defines how fast is the angle changing.
  81136. */
  81137. angularSpeed: number;
  81138. /**
  81139. * Defines the cell index used by the particle to be rendered from a sprite.
  81140. */
  81141. cellIndex: number;
  81142. /**
  81143. * The information required to support color remapping
  81144. */
  81145. remapData: Vector4;
  81146. /** @hidden */
  81147. _randomCellOffset?: number;
  81148. /** @hidden */
  81149. _initialDirection: Nullable<Vector3>;
  81150. /** @hidden */
  81151. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  81152. /** @hidden */
  81153. _initialStartSpriteCellID: number;
  81154. /** @hidden */
  81155. _initialEndSpriteCellID: number;
  81156. /** @hidden */
  81157. _currentColorGradient: Nullable<ColorGradient>;
  81158. /** @hidden */
  81159. _currentColor1: Color4;
  81160. /** @hidden */
  81161. _currentColor2: Color4;
  81162. /** @hidden */
  81163. _currentSizeGradient: Nullable<FactorGradient>;
  81164. /** @hidden */
  81165. _currentSize1: number;
  81166. /** @hidden */
  81167. _currentSize2: number;
  81168. /** @hidden */
  81169. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  81170. /** @hidden */
  81171. _currentAngularSpeed1: number;
  81172. /** @hidden */
  81173. _currentAngularSpeed2: number;
  81174. /** @hidden */
  81175. _currentVelocityGradient: Nullable<FactorGradient>;
  81176. /** @hidden */
  81177. _currentVelocity1: number;
  81178. /** @hidden */
  81179. _currentVelocity2: number;
  81180. /** @hidden */
  81181. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  81182. /** @hidden */
  81183. _currentLimitVelocity1: number;
  81184. /** @hidden */
  81185. _currentLimitVelocity2: number;
  81186. /** @hidden */
  81187. _currentDragGradient: Nullable<FactorGradient>;
  81188. /** @hidden */
  81189. _currentDrag1: number;
  81190. /** @hidden */
  81191. _currentDrag2: number;
  81192. /** @hidden */
  81193. _randomNoiseCoordinates1: Vector3;
  81194. /** @hidden */
  81195. _randomNoiseCoordinates2: Vector3;
  81196. /**
  81197. * Creates a new instance Particle
  81198. * @param particleSystem the particle system the particle belongs to
  81199. */
  81200. constructor(
  81201. /**
  81202. * The particle system the particle belongs to.
  81203. */
  81204. particleSystem: ParticleSystem);
  81205. private updateCellInfoFromSystem;
  81206. /**
  81207. * Defines how the sprite cell index is updated for the particle
  81208. */
  81209. updateCellIndex(): void;
  81210. /** @hidden */
  81211. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  81212. /** @hidden */
  81213. _inheritParticleInfoToSubEmitters(): void;
  81214. /** @hidden */
  81215. _reset(): void;
  81216. /**
  81217. * Copy the properties of particle to another one.
  81218. * @param other the particle to copy the information to.
  81219. */
  81220. copyTo(other: Particle): void;
  81221. }
  81222. }
  81223. declare module BABYLON {
  81224. /**
  81225. * Particle emitter represents a volume emitting particles.
  81226. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  81227. */
  81228. export interface IParticleEmitterType {
  81229. /**
  81230. * Called by the particle System when the direction is computed for the created particle.
  81231. * @param worldMatrix is the world matrix of the particle system
  81232. * @param directionToUpdate is the direction vector to update with the result
  81233. * @param particle is the particle we are computed the direction for
  81234. */
  81235. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81236. /**
  81237. * Called by the particle System when the position is computed for the created particle.
  81238. * @param worldMatrix is the world matrix of the particle system
  81239. * @param positionToUpdate is the position vector to update with the result
  81240. * @param particle is the particle we are computed the position for
  81241. */
  81242. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81243. /**
  81244. * Clones the current emitter and returns a copy of it
  81245. * @returns the new emitter
  81246. */
  81247. clone(): IParticleEmitterType;
  81248. /**
  81249. * Called by the GPUParticleSystem to setup the update shader
  81250. * @param effect defines the update shader
  81251. */
  81252. applyToShader(effect: Effect): void;
  81253. /**
  81254. * Returns a string to use to update the GPU particles update shader
  81255. * @returns the effect defines string
  81256. */
  81257. getEffectDefines(): string;
  81258. /**
  81259. * Returns a string representing the class name
  81260. * @returns a string containing the class name
  81261. */
  81262. getClassName(): string;
  81263. /**
  81264. * Serializes the particle system to a JSON object.
  81265. * @returns the JSON object
  81266. */
  81267. serialize(): any;
  81268. /**
  81269. * Parse properties from a JSON object
  81270. * @param serializationObject defines the JSON object
  81271. */
  81272. parse(serializationObject: any): void;
  81273. }
  81274. }
  81275. declare module BABYLON {
  81276. /**
  81277. * Particle emitter emitting particles from the inside of a box.
  81278. * It emits the particles randomly between 2 given directions.
  81279. */
  81280. export class BoxParticleEmitter implements IParticleEmitterType {
  81281. /**
  81282. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81283. */
  81284. direction1: Vector3;
  81285. /**
  81286. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81287. */
  81288. direction2: Vector3;
  81289. /**
  81290. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  81291. */
  81292. minEmitBox: Vector3;
  81293. /**
  81294. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  81295. */
  81296. maxEmitBox: Vector3;
  81297. /**
  81298. * Creates a new instance BoxParticleEmitter
  81299. */
  81300. constructor();
  81301. /**
  81302. * Called by the particle System when the direction is computed for the created particle.
  81303. * @param worldMatrix is the world matrix of the particle system
  81304. * @param directionToUpdate is the direction vector to update with the result
  81305. * @param particle is the particle we are computed the direction for
  81306. */
  81307. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81308. /**
  81309. * Called by the particle System when the position is computed for the created particle.
  81310. * @param worldMatrix is the world matrix of the particle system
  81311. * @param positionToUpdate is the position vector to update with the result
  81312. * @param particle is the particle we are computed the position for
  81313. */
  81314. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81315. /**
  81316. * Clones the current emitter and returns a copy of it
  81317. * @returns the new emitter
  81318. */
  81319. clone(): BoxParticleEmitter;
  81320. /**
  81321. * Called by the GPUParticleSystem to setup the update shader
  81322. * @param effect defines the update shader
  81323. */
  81324. applyToShader(effect: Effect): void;
  81325. /**
  81326. * Returns a string to use to update the GPU particles update shader
  81327. * @returns a string containng the defines string
  81328. */
  81329. getEffectDefines(): string;
  81330. /**
  81331. * Returns the string "BoxParticleEmitter"
  81332. * @returns a string containing the class name
  81333. */
  81334. getClassName(): string;
  81335. /**
  81336. * Serializes the particle system to a JSON object.
  81337. * @returns the JSON object
  81338. */
  81339. serialize(): any;
  81340. /**
  81341. * Parse properties from a JSON object
  81342. * @param serializationObject defines the JSON object
  81343. */
  81344. parse(serializationObject: any): void;
  81345. }
  81346. }
  81347. declare module BABYLON {
  81348. /**
  81349. * Particle emitter emitting particles from the inside of a cone.
  81350. * It emits the particles alongside the cone volume from the base to the particle.
  81351. * The emission direction might be randomized.
  81352. */
  81353. export class ConeParticleEmitter implements IParticleEmitterType {
  81354. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  81355. directionRandomizer: number;
  81356. private _radius;
  81357. private _angle;
  81358. private _height;
  81359. /**
  81360. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  81361. */
  81362. radiusRange: number;
  81363. /**
  81364. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  81365. */
  81366. heightRange: number;
  81367. /**
  81368. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  81369. */
  81370. emitFromSpawnPointOnly: boolean;
  81371. /**
  81372. * Gets or sets the radius of the emission cone
  81373. */
  81374. radius: number;
  81375. /**
  81376. * Gets or sets the angle of the emission cone
  81377. */
  81378. angle: number;
  81379. private _buildHeight;
  81380. /**
  81381. * Creates a new instance ConeParticleEmitter
  81382. * @param radius the radius of the emission cone (1 by default)
  81383. * @param angle the cone base angle (PI by default)
  81384. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  81385. */
  81386. constructor(radius?: number, angle?: number,
  81387. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  81388. directionRandomizer?: number);
  81389. /**
  81390. * Called by the particle System when the direction is computed for the created particle.
  81391. * @param worldMatrix is the world matrix of the particle system
  81392. * @param directionToUpdate is the direction vector to update with the result
  81393. * @param particle is the particle we are computed the direction for
  81394. */
  81395. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81396. /**
  81397. * Called by the particle System when the position is computed for the created particle.
  81398. * @param worldMatrix is the world matrix of the particle system
  81399. * @param positionToUpdate is the position vector to update with the result
  81400. * @param particle is the particle we are computed the position for
  81401. */
  81402. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81403. /**
  81404. * Clones the current emitter and returns a copy of it
  81405. * @returns the new emitter
  81406. */
  81407. clone(): ConeParticleEmitter;
  81408. /**
  81409. * Called by the GPUParticleSystem to setup the update shader
  81410. * @param effect defines the update shader
  81411. */
  81412. applyToShader(effect: Effect): void;
  81413. /**
  81414. * Returns a string to use to update the GPU particles update shader
  81415. * @returns a string containng the defines string
  81416. */
  81417. getEffectDefines(): string;
  81418. /**
  81419. * Returns the string "ConeParticleEmitter"
  81420. * @returns a string containing the class name
  81421. */
  81422. getClassName(): string;
  81423. /**
  81424. * Serializes the particle system to a JSON object.
  81425. * @returns the JSON object
  81426. */
  81427. serialize(): any;
  81428. /**
  81429. * Parse properties from a JSON object
  81430. * @param serializationObject defines the JSON object
  81431. */
  81432. parse(serializationObject: any): void;
  81433. }
  81434. }
  81435. declare module BABYLON {
  81436. /**
  81437. * Particle emitter emitting particles from the inside of a cylinder.
  81438. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  81439. */
  81440. export class CylinderParticleEmitter implements IParticleEmitterType {
  81441. /**
  81442. * The radius of the emission cylinder.
  81443. */
  81444. radius: number;
  81445. /**
  81446. * The height of the emission cylinder.
  81447. */
  81448. height: number;
  81449. /**
  81450. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81451. */
  81452. radiusRange: number;
  81453. /**
  81454. * How much to randomize the particle direction [0-1].
  81455. */
  81456. directionRandomizer: number;
  81457. /**
  81458. * Creates a new instance CylinderParticleEmitter
  81459. * @param radius the radius of the emission cylinder (1 by default)
  81460. * @param height the height of the emission cylinder (1 by default)
  81461. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81462. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  81463. */
  81464. constructor(
  81465. /**
  81466. * The radius of the emission cylinder.
  81467. */
  81468. radius?: number,
  81469. /**
  81470. * The height of the emission cylinder.
  81471. */
  81472. height?: number,
  81473. /**
  81474. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81475. */
  81476. radiusRange?: number,
  81477. /**
  81478. * How much to randomize the particle direction [0-1].
  81479. */
  81480. directionRandomizer?: number);
  81481. /**
  81482. * Called by the particle System when the direction is computed for the created particle.
  81483. * @param worldMatrix is the world matrix of the particle system
  81484. * @param directionToUpdate is the direction vector to update with the result
  81485. * @param particle is the particle we are computed the direction for
  81486. */
  81487. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81488. /**
  81489. * Called by the particle System when the position is computed for the created particle.
  81490. * @param worldMatrix is the world matrix of the particle system
  81491. * @param positionToUpdate is the position vector to update with the result
  81492. * @param particle is the particle we are computed the position for
  81493. */
  81494. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81495. /**
  81496. * Clones the current emitter and returns a copy of it
  81497. * @returns the new emitter
  81498. */
  81499. clone(): CylinderParticleEmitter;
  81500. /**
  81501. * Called by the GPUParticleSystem to setup the update shader
  81502. * @param effect defines the update shader
  81503. */
  81504. applyToShader(effect: Effect): void;
  81505. /**
  81506. * Returns a string to use to update the GPU particles update shader
  81507. * @returns a string containng the defines string
  81508. */
  81509. getEffectDefines(): string;
  81510. /**
  81511. * Returns the string "CylinderParticleEmitter"
  81512. * @returns a string containing the class name
  81513. */
  81514. getClassName(): string;
  81515. /**
  81516. * Serializes the particle system to a JSON object.
  81517. * @returns the JSON object
  81518. */
  81519. serialize(): any;
  81520. /**
  81521. * Parse properties from a JSON object
  81522. * @param serializationObject defines the JSON object
  81523. */
  81524. parse(serializationObject: any): void;
  81525. }
  81526. /**
  81527. * Particle emitter emitting particles from the inside of a cylinder.
  81528. * It emits the particles randomly between two vectors.
  81529. */
  81530. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  81531. /**
  81532. * The min limit of the emission direction.
  81533. */
  81534. direction1: Vector3;
  81535. /**
  81536. * The max limit of the emission direction.
  81537. */
  81538. direction2: Vector3;
  81539. /**
  81540. * Creates a new instance CylinderDirectedParticleEmitter
  81541. * @param radius the radius of the emission cylinder (1 by default)
  81542. * @param height the height of the emission cylinder (1 by default)
  81543. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81544. * @param direction1 the min limit of the emission direction (up vector by default)
  81545. * @param direction2 the max limit of the emission direction (up vector by default)
  81546. */
  81547. constructor(radius?: number, height?: number, radiusRange?: number,
  81548. /**
  81549. * The min limit of the emission direction.
  81550. */
  81551. direction1?: Vector3,
  81552. /**
  81553. * The max limit of the emission direction.
  81554. */
  81555. direction2?: Vector3);
  81556. /**
  81557. * Called by the particle System when the direction is computed for the created particle.
  81558. * @param worldMatrix is the world matrix of the particle system
  81559. * @param directionToUpdate is the direction vector to update with the result
  81560. * @param particle is the particle we are computed the direction for
  81561. */
  81562. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81563. /**
  81564. * Clones the current emitter and returns a copy of it
  81565. * @returns the new emitter
  81566. */
  81567. clone(): CylinderDirectedParticleEmitter;
  81568. /**
  81569. * Called by the GPUParticleSystem to setup the update shader
  81570. * @param effect defines the update shader
  81571. */
  81572. applyToShader(effect: Effect): void;
  81573. /**
  81574. * Returns a string to use to update the GPU particles update shader
  81575. * @returns a string containng the defines string
  81576. */
  81577. getEffectDefines(): string;
  81578. /**
  81579. * Returns the string "CylinderDirectedParticleEmitter"
  81580. * @returns a string containing the class name
  81581. */
  81582. getClassName(): string;
  81583. /**
  81584. * Serializes the particle system to a JSON object.
  81585. * @returns the JSON object
  81586. */
  81587. serialize(): any;
  81588. /**
  81589. * Parse properties from a JSON object
  81590. * @param serializationObject defines the JSON object
  81591. */
  81592. parse(serializationObject: any): void;
  81593. }
  81594. }
  81595. declare module BABYLON {
  81596. /**
  81597. * Particle emitter emitting particles from the inside of a hemisphere.
  81598. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  81599. */
  81600. export class HemisphericParticleEmitter implements IParticleEmitterType {
  81601. /**
  81602. * The radius of the emission hemisphere.
  81603. */
  81604. radius: number;
  81605. /**
  81606. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81607. */
  81608. radiusRange: number;
  81609. /**
  81610. * How much to randomize the particle direction [0-1].
  81611. */
  81612. directionRandomizer: number;
  81613. /**
  81614. * Creates a new instance HemisphericParticleEmitter
  81615. * @param radius the radius of the emission hemisphere (1 by default)
  81616. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81617. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  81618. */
  81619. constructor(
  81620. /**
  81621. * The radius of the emission hemisphere.
  81622. */
  81623. radius?: number,
  81624. /**
  81625. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81626. */
  81627. radiusRange?: number,
  81628. /**
  81629. * How much to randomize the particle direction [0-1].
  81630. */
  81631. directionRandomizer?: number);
  81632. /**
  81633. * Called by the particle System when the direction is computed for the created particle.
  81634. * @param worldMatrix is the world matrix of the particle system
  81635. * @param directionToUpdate is the direction vector to update with the result
  81636. * @param particle is the particle we are computed the direction for
  81637. */
  81638. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81639. /**
  81640. * Called by the particle System when the position is computed for the created particle.
  81641. * @param worldMatrix is the world matrix of the particle system
  81642. * @param positionToUpdate is the position vector to update with the result
  81643. * @param particle is the particle we are computed the position for
  81644. */
  81645. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81646. /**
  81647. * Clones the current emitter and returns a copy of it
  81648. * @returns the new emitter
  81649. */
  81650. clone(): HemisphericParticleEmitter;
  81651. /**
  81652. * Called by the GPUParticleSystem to setup the update shader
  81653. * @param effect defines the update shader
  81654. */
  81655. applyToShader(effect: Effect): void;
  81656. /**
  81657. * Returns a string to use to update the GPU particles update shader
  81658. * @returns a string containng the defines string
  81659. */
  81660. getEffectDefines(): string;
  81661. /**
  81662. * Returns the string "HemisphericParticleEmitter"
  81663. * @returns a string containing the class name
  81664. */
  81665. getClassName(): string;
  81666. /**
  81667. * Serializes the particle system to a JSON object.
  81668. * @returns the JSON object
  81669. */
  81670. serialize(): any;
  81671. /**
  81672. * Parse properties from a JSON object
  81673. * @param serializationObject defines the JSON object
  81674. */
  81675. parse(serializationObject: any): void;
  81676. }
  81677. }
  81678. declare module BABYLON {
  81679. /**
  81680. * Particle emitter emitting particles from a point.
  81681. * It emits the particles randomly between 2 given directions.
  81682. */
  81683. export class PointParticleEmitter implements IParticleEmitterType {
  81684. /**
  81685. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81686. */
  81687. direction1: Vector3;
  81688. /**
  81689. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81690. */
  81691. direction2: Vector3;
  81692. /**
  81693. * Creates a new instance PointParticleEmitter
  81694. */
  81695. constructor();
  81696. /**
  81697. * Called by the particle System when the direction is computed for the created particle.
  81698. * @param worldMatrix is the world matrix of the particle system
  81699. * @param directionToUpdate is the direction vector to update with the result
  81700. * @param particle is the particle we are computed the direction for
  81701. */
  81702. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81703. /**
  81704. * Called by the particle System when the position is computed for the created particle.
  81705. * @param worldMatrix is the world matrix of the particle system
  81706. * @param positionToUpdate is the position vector to update with the result
  81707. * @param particle is the particle we are computed the position for
  81708. */
  81709. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81710. /**
  81711. * Clones the current emitter and returns a copy of it
  81712. * @returns the new emitter
  81713. */
  81714. clone(): PointParticleEmitter;
  81715. /**
  81716. * Called by the GPUParticleSystem to setup the update shader
  81717. * @param effect defines the update shader
  81718. */
  81719. applyToShader(effect: Effect): void;
  81720. /**
  81721. * Returns a string to use to update the GPU particles update shader
  81722. * @returns a string containng the defines string
  81723. */
  81724. getEffectDefines(): string;
  81725. /**
  81726. * Returns the string "PointParticleEmitter"
  81727. * @returns a string containing the class name
  81728. */
  81729. getClassName(): string;
  81730. /**
  81731. * Serializes the particle system to a JSON object.
  81732. * @returns the JSON object
  81733. */
  81734. serialize(): any;
  81735. /**
  81736. * Parse properties from a JSON object
  81737. * @param serializationObject defines the JSON object
  81738. */
  81739. parse(serializationObject: any): void;
  81740. }
  81741. }
  81742. declare module BABYLON {
  81743. /**
  81744. * Particle emitter emitting particles from the inside of a sphere.
  81745. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  81746. */
  81747. export class SphereParticleEmitter implements IParticleEmitterType {
  81748. /**
  81749. * The radius of the emission sphere.
  81750. */
  81751. radius: number;
  81752. /**
  81753. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81754. */
  81755. radiusRange: number;
  81756. /**
  81757. * How much to randomize the particle direction [0-1].
  81758. */
  81759. directionRandomizer: number;
  81760. /**
  81761. * Creates a new instance SphereParticleEmitter
  81762. * @param radius the radius of the emission sphere (1 by default)
  81763. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81764. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  81765. */
  81766. constructor(
  81767. /**
  81768. * The radius of the emission sphere.
  81769. */
  81770. radius?: number,
  81771. /**
  81772. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81773. */
  81774. radiusRange?: number,
  81775. /**
  81776. * How much to randomize the particle direction [0-1].
  81777. */
  81778. directionRandomizer?: number);
  81779. /**
  81780. * Called by the particle System when the direction is computed for the created particle.
  81781. * @param worldMatrix is the world matrix of the particle system
  81782. * @param directionToUpdate is the direction vector to update with the result
  81783. * @param particle is the particle we are computed the direction for
  81784. */
  81785. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81786. /**
  81787. * Called by the particle System when the position is computed for the created particle.
  81788. * @param worldMatrix is the world matrix of the particle system
  81789. * @param positionToUpdate is the position vector to update with the result
  81790. * @param particle is the particle we are computed the position for
  81791. */
  81792. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81793. /**
  81794. * Clones the current emitter and returns a copy of it
  81795. * @returns the new emitter
  81796. */
  81797. clone(): SphereParticleEmitter;
  81798. /**
  81799. * Called by the GPUParticleSystem to setup the update shader
  81800. * @param effect defines the update shader
  81801. */
  81802. applyToShader(effect: Effect): void;
  81803. /**
  81804. * Returns a string to use to update the GPU particles update shader
  81805. * @returns a string containng the defines string
  81806. */
  81807. getEffectDefines(): string;
  81808. /**
  81809. * Returns the string "SphereParticleEmitter"
  81810. * @returns a string containing the class name
  81811. */
  81812. getClassName(): string;
  81813. /**
  81814. * Serializes the particle system to a JSON object.
  81815. * @returns the JSON object
  81816. */
  81817. serialize(): any;
  81818. /**
  81819. * Parse properties from a JSON object
  81820. * @param serializationObject defines the JSON object
  81821. */
  81822. parse(serializationObject: any): void;
  81823. }
  81824. /**
  81825. * Particle emitter emitting particles from the inside of a sphere.
  81826. * It emits the particles randomly between two vectors.
  81827. */
  81828. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  81829. /**
  81830. * The min limit of the emission direction.
  81831. */
  81832. direction1: Vector3;
  81833. /**
  81834. * The max limit of the emission direction.
  81835. */
  81836. direction2: Vector3;
  81837. /**
  81838. * Creates a new instance SphereDirectedParticleEmitter
  81839. * @param radius the radius of the emission sphere (1 by default)
  81840. * @param direction1 the min limit of the emission direction (up vector by default)
  81841. * @param direction2 the max limit of the emission direction (up vector by default)
  81842. */
  81843. constructor(radius?: number,
  81844. /**
  81845. * The min limit of the emission direction.
  81846. */
  81847. direction1?: Vector3,
  81848. /**
  81849. * The max limit of the emission direction.
  81850. */
  81851. direction2?: Vector3);
  81852. /**
  81853. * Called by the particle System when the direction is computed for the created particle.
  81854. * @param worldMatrix is the world matrix of the particle system
  81855. * @param directionToUpdate is the direction vector to update with the result
  81856. * @param particle is the particle we are computed the direction for
  81857. */
  81858. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81859. /**
  81860. * Clones the current emitter and returns a copy of it
  81861. * @returns the new emitter
  81862. */
  81863. clone(): SphereDirectedParticleEmitter;
  81864. /**
  81865. * Called by the GPUParticleSystem to setup the update shader
  81866. * @param effect defines the update shader
  81867. */
  81868. applyToShader(effect: Effect): void;
  81869. /**
  81870. * Returns a string to use to update the GPU particles update shader
  81871. * @returns a string containng the defines string
  81872. */
  81873. getEffectDefines(): string;
  81874. /**
  81875. * Returns the string "SphereDirectedParticleEmitter"
  81876. * @returns a string containing the class name
  81877. */
  81878. getClassName(): string;
  81879. /**
  81880. * Serializes the particle system to a JSON object.
  81881. * @returns the JSON object
  81882. */
  81883. serialize(): any;
  81884. /**
  81885. * Parse properties from a JSON object
  81886. * @param serializationObject defines the JSON object
  81887. */
  81888. parse(serializationObject: any): void;
  81889. }
  81890. }
  81891. declare module BABYLON {
  81892. /**
  81893. * Interface representing a particle system in Babylon.js.
  81894. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  81895. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  81896. */
  81897. export interface IParticleSystem {
  81898. /**
  81899. * List of animations used by the particle system.
  81900. */
  81901. animations: Animation[];
  81902. /**
  81903. * The id of the Particle system.
  81904. */
  81905. id: string;
  81906. /**
  81907. * The name of the Particle system.
  81908. */
  81909. name: string;
  81910. /**
  81911. * The emitter represents the Mesh or position we are attaching the particle system to.
  81912. */
  81913. emitter: Nullable<AbstractMesh | Vector3>;
  81914. /**
  81915. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  81916. */
  81917. isBillboardBased: boolean;
  81918. /**
  81919. * The rendering group used by the Particle system to chose when to render.
  81920. */
  81921. renderingGroupId: number;
  81922. /**
  81923. * The layer mask we are rendering the particles through.
  81924. */
  81925. layerMask: number;
  81926. /**
  81927. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  81928. */
  81929. updateSpeed: number;
  81930. /**
  81931. * The amount of time the particle system is running (depends of the overall update speed).
  81932. */
  81933. targetStopDuration: number;
  81934. /**
  81935. * The texture used to render each particle. (this can be a spritesheet)
  81936. */
  81937. particleTexture: Nullable<Texture>;
  81938. /**
  81939. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  81940. */
  81941. blendMode: number;
  81942. /**
  81943. * Minimum life time of emitting particles.
  81944. */
  81945. minLifeTime: number;
  81946. /**
  81947. * Maximum life time of emitting particles.
  81948. */
  81949. maxLifeTime: number;
  81950. /**
  81951. * Minimum Size of emitting particles.
  81952. */
  81953. minSize: number;
  81954. /**
  81955. * Maximum Size of emitting particles.
  81956. */
  81957. maxSize: number;
  81958. /**
  81959. * Minimum scale of emitting particles on X axis.
  81960. */
  81961. minScaleX: number;
  81962. /**
  81963. * Maximum scale of emitting particles on X axis.
  81964. */
  81965. maxScaleX: number;
  81966. /**
  81967. * Minimum scale of emitting particles on Y axis.
  81968. */
  81969. minScaleY: number;
  81970. /**
  81971. * Maximum scale of emitting particles on Y axis.
  81972. */
  81973. maxScaleY: number;
  81974. /**
  81975. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  81976. */
  81977. color1: Color4;
  81978. /**
  81979. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  81980. */
  81981. color2: Color4;
  81982. /**
  81983. * Color the particle will have at the end of its lifetime.
  81984. */
  81985. colorDead: Color4;
  81986. /**
  81987. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  81988. */
  81989. emitRate: number;
  81990. /**
  81991. * You can use gravity if you want to give an orientation to your particles.
  81992. */
  81993. gravity: Vector3;
  81994. /**
  81995. * Minimum power of emitting particles.
  81996. */
  81997. minEmitPower: number;
  81998. /**
  81999. * Maximum power of emitting particles.
  82000. */
  82001. maxEmitPower: number;
  82002. /**
  82003. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  82004. */
  82005. minAngularSpeed: number;
  82006. /**
  82007. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  82008. */
  82009. maxAngularSpeed: number;
  82010. /**
  82011. * Gets or sets the minimal initial rotation in radians.
  82012. */
  82013. minInitialRotation: number;
  82014. /**
  82015. * Gets or sets the maximal initial rotation in radians.
  82016. */
  82017. maxInitialRotation: number;
  82018. /**
  82019. * The particle emitter type defines the emitter used by the particle system.
  82020. * It can be for example box, sphere, or cone...
  82021. */
  82022. particleEmitterType: Nullable<IParticleEmitterType>;
  82023. /**
  82024. * Defines the delay in milliseconds before starting the system (0 by default)
  82025. */
  82026. startDelay: number;
  82027. /**
  82028. * Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0
  82029. */
  82030. preWarmCycles: number;
  82031. /**
  82032. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  82033. */
  82034. preWarmStepOffset: number;
  82035. /**
  82036. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  82037. */
  82038. spriteCellChangeSpeed: number;
  82039. /**
  82040. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  82041. */
  82042. startSpriteCellID: number;
  82043. /**
  82044. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  82045. */
  82046. endSpriteCellID: number;
  82047. /**
  82048. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  82049. */
  82050. spriteCellWidth: number;
  82051. /**
  82052. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  82053. */
  82054. spriteCellHeight: number;
  82055. /**
  82056. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  82057. */
  82058. spriteRandomStartCell: boolean;
  82059. /**
  82060. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  82061. */
  82062. isAnimationSheetEnabled: boolean;
  82063. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  82064. translationPivot: Vector2;
  82065. /**
  82066. * Gets or sets a texture used to add random noise to particle positions
  82067. */
  82068. noiseTexture: Nullable<BaseTexture>;
  82069. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  82070. noiseStrength: Vector3;
  82071. /**
  82072. * Gets or sets the billboard mode to use when isBillboardBased = true.
  82073. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  82074. */
  82075. billboardMode: number;
  82076. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  82077. limitVelocityDamping: number;
  82078. /**
  82079. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  82080. */
  82081. beginAnimationOnStart: boolean;
  82082. /**
  82083. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  82084. */
  82085. beginAnimationFrom: number;
  82086. /**
  82087. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  82088. */
  82089. beginAnimationTo: number;
  82090. /**
  82091. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  82092. */
  82093. beginAnimationLoop: boolean;
  82094. /**
  82095. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  82096. */
  82097. disposeOnStop: boolean;
  82098. /**
  82099. * Gets the maximum number of particles active at the same time.
  82100. * @returns The max number of active particles.
  82101. */
  82102. getCapacity(): number;
  82103. /**
  82104. * Gets if the system has been started. (Note: this will still be true after stop is called)
  82105. * @returns True if it has been started, otherwise false.
  82106. */
  82107. isStarted(): boolean;
  82108. /**
  82109. * Animates the particle system for this frame.
  82110. */
  82111. animate(): void;
  82112. /**
  82113. * Renders the particle system in its current state.
  82114. * @returns the current number of particles
  82115. */
  82116. render(): number;
  82117. /**
  82118. * Dispose the particle system and frees its associated resources.
  82119. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  82120. */
  82121. dispose(disposeTexture?: boolean): void;
  82122. /**
  82123. * Clones the particle system.
  82124. * @param name The name of the cloned object
  82125. * @param newEmitter The new emitter to use
  82126. * @returns the cloned particle system
  82127. */
  82128. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  82129. /**
  82130. * Serializes the particle system to a JSON object.
  82131. * @returns the JSON object
  82132. */
  82133. serialize(): any;
  82134. /**
  82135. * Rebuild the particle system
  82136. */
  82137. rebuild(): void;
  82138. /**
  82139. * Starts the particle system and begins to emit
  82140. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  82141. */
  82142. start(delay?: number): void;
  82143. /**
  82144. * Stops the particle system.
  82145. */
  82146. stop(): void;
  82147. /**
  82148. * Remove all active particles
  82149. */
  82150. reset(): void;
  82151. /**
  82152. * Is this system ready to be used/rendered
  82153. * @return true if the system is ready
  82154. */
  82155. isReady(): boolean;
  82156. /**
  82157. * Adds a new color gradient
  82158. * @param gradient defines the gradient to use (between 0 and 1)
  82159. * @param color1 defines the color to affect to the specified gradient
  82160. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  82161. * @returns the current particle system
  82162. */
  82163. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  82164. /**
  82165. * Remove a specific color gradient
  82166. * @param gradient defines the gradient to remove
  82167. * @returns the current particle system
  82168. */
  82169. removeColorGradient(gradient: number): IParticleSystem;
  82170. /**
  82171. * Adds a new size gradient
  82172. * @param gradient defines the gradient to use (between 0 and 1)
  82173. * @param factor defines the size factor to affect to the specified gradient
  82174. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82175. * @returns the current particle system
  82176. */
  82177. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82178. /**
  82179. * Remove a specific size gradient
  82180. * @param gradient defines the gradient to remove
  82181. * @returns the current particle system
  82182. */
  82183. removeSizeGradient(gradient: number): IParticleSystem;
  82184. /**
  82185. * Gets the current list of color gradients.
  82186. * You must use addColorGradient and removeColorGradient to udpate this list
  82187. * @returns the list of color gradients
  82188. */
  82189. getColorGradients(): Nullable<Array<ColorGradient>>;
  82190. /**
  82191. * Gets the current list of size gradients.
  82192. * You must use addSizeGradient and removeSizeGradient to udpate this list
  82193. * @returns the list of size gradients
  82194. */
  82195. getSizeGradients(): Nullable<Array<FactorGradient>>;
  82196. /**
  82197. * Gets the current list of angular speed gradients.
  82198. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  82199. * @returns the list of angular speed gradients
  82200. */
  82201. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  82202. /**
  82203. * Adds a new angular speed gradient
  82204. * @param gradient defines the gradient to use (between 0 and 1)
  82205. * @param factor defines the angular speed to affect to the specified gradient
  82206. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82207. * @returns the current particle system
  82208. */
  82209. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82210. /**
  82211. * Remove a specific angular speed gradient
  82212. * @param gradient defines the gradient to remove
  82213. * @returns the current particle system
  82214. */
  82215. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  82216. /**
  82217. * Gets the current list of velocity gradients.
  82218. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  82219. * @returns the list of velocity gradients
  82220. */
  82221. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  82222. /**
  82223. * Adds a new velocity gradient
  82224. * @param gradient defines the gradient to use (between 0 and 1)
  82225. * @param factor defines the velocity to affect to the specified gradient
  82226. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82227. * @returns the current particle system
  82228. */
  82229. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82230. /**
  82231. * Remove a specific velocity gradient
  82232. * @param gradient defines the gradient to remove
  82233. * @returns the current particle system
  82234. */
  82235. removeVelocityGradient(gradient: number): IParticleSystem;
  82236. /**
  82237. * Gets the current list of limit velocity gradients.
  82238. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  82239. * @returns the list of limit velocity gradients
  82240. */
  82241. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  82242. /**
  82243. * Adds a new limit velocity gradient
  82244. * @param gradient defines the gradient to use (between 0 and 1)
  82245. * @param factor defines the limit velocity to affect to the specified gradient
  82246. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82247. * @returns the current particle system
  82248. */
  82249. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82250. /**
  82251. * Remove a specific limit velocity gradient
  82252. * @param gradient defines the gradient to remove
  82253. * @returns the current particle system
  82254. */
  82255. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  82256. /**
  82257. * Adds a new drag gradient
  82258. * @param gradient defines the gradient to use (between 0 and 1)
  82259. * @param factor defines the drag to affect to the specified gradient
  82260. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82261. * @returns the current particle system
  82262. */
  82263. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82264. /**
  82265. * Remove a specific drag gradient
  82266. * @param gradient defines the gradient to remove
  82267. * @returns the current particle system
  82268. */
  82269. removeDragGradient(gradient: number): IParticleSystem;
  82270. /**
  82271. * Gets the current list of drag gradients.
  82272. * You must use addDragGradient and removeDragGradient to udpate this list
  82273. * @returns the list of drag gradients
  82274. */
  82275. getDragGradients(): Nullable<Array<FactorGradient>>;
  82276. /**
  82277. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  82278. * @param gradient defines the gradient to use (between 0 and 1)
  82279. * @param factor defines the emit rate to affect to the specified gradient
  82280. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82281. * @returns the current particle system
  82282. */
  82283. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82284. /**
  82285. * Remove a specific emit rate gradient
  82286. * @param gradient defines the gradient to remove
  82287. * @returns the current particle system
  82288. */
  82289. removeEmitRateGradient(gradient: number): IParticleSystem;
  82290. /**
  82291. * Gets the current list of emit rate gradients.
  82292. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  82293. * @returns the list of emit rate gradients
  82294. */
  82295. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  82296. /**
  82297. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  82298. * @param gradient defines the gradient to use (between 0 and 1)
  82299. * @param factor defines the start size to affect to the specified gradient
  82300. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82301. * @returns the current particle system
  82302. */
  82303. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82304. /**
  82305. * Remove a specific start size gradient
  82306. * @param gradient defines the gradient to remove
  82307. * @returns the current particle system
  82308. */
  82309. removeStartSizeGradient(gradient: number): IParticleSystem;
  82310. /**
  82311. * Gets the current list of start size gradients.
  82312. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  82313. * @returns the list of start size gradients
  82314. */
  82315. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  82316. /**
  82317. * Adds a new life time gradient
  82318. * @param gradient defines the gradient to use (between 0 and 1)
  82319. * @param factor defines the life time factor to affect to the specified gradient
  82320. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82321. * @returns the current particle system
  82322. */
  82323. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82324. /**
  82325. * Remove a specific life time gradient
  82326. * @param gradient defines the gradient to remove
  82327. * @returns the current particle system
  82328. */
  82329. removeLifeTimeGradient(gradient: number): IParticleSystem;
  82330. /**
  82331. * Gets the current list of life time gradients.
  82332. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  82333. * @returns the list of life time gradients
  82334. */
  82335. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  82336. /**
  82337. * Gets the current list of color gradients.
  82338. * You must use addColorGradient and removeColorGradient to udpate this list
  82339. * @returns the list of color gradients
  82340. */
  82341. getColorGradients(): Nullable<Array<ColorGradient>>;
  82342. /**
  82343. * Adds a new ramp gradient used to remap particle colors
  82344. * @param gradient defines the gradient to use (between 0 and 1)
  82345. * @param color defines the color to affect to the specified gradient
  82346. * @returns the current particle system
  82347. */
  82348. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  82349. /**
  82350. * Gets the current list of ramp gradients.
  82351. * You must use addRampGradient and removeRampGradient to udpate this list
  82352. * @returns the list of ramp gradients
  82353. */
  82354. getRampGradients(): Nullable<Array<Color3Gradient>>;
  82355. /** Gets or sets a boolean indicating that ramp gradients must be used
  82356. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  82357. */
  82358. useRampGradients: boolean;
  82359. /**
  82360. * Adds a new color remap gradient
  82361. * @param gradient defines the gradient to use (between 0 and 1)
  82362. * @param min defines the color remap minimal range
  82363. * @param max defines the color remap maximal range
  82364. * @returns the current particle system
  82365. */
  82366. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82367. /**
  82368. * Gets the current list of color remap gradients.
  82369. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  82370. * @returns the list of color remap gradients
  82371. */
  82372. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  82373. /**
  82374. * Adds a new alpha remap gradient
  82375. * @param gradient defines the gradient to use (between 0 and 1)
  82376. * @param min defines the alpha remap minimal range
  82377. * @param max defines the alpha remap maximal range
  82378. * @returns the current particle system
  82379. */
  82380. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82381. /**
  82382. * Gets the current list of alpha remap gradients.
  82383. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  82384. * @returns the list of alpha remap gradients
  82385. */
  82386. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  82387. /**
  82388. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  82389. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82390. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82391. * @returns the emitter
  82392. */
  82393. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  82394. /**
  82395. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  82396. * @param radius The radius of the hemisphere to emit from
  82397. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82398. * @returns the emitter
  82399. */
  82400. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  82401. /**
  82402. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  82403. * @param radius The radius of the sphere to emit from
  82404. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82405. * @returns the emitter
  82406. */
  82407. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  82408. /**
  82409. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  82410. * @param radius The radius of the sphere to emit from
  82411. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  82412. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  82413. * @returns the emitter
  82414. */
  82415. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  82416. /**
  82417. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  82418. * @param radius The radius of the emission cylinder
  82419. * @param height The height of the emission cylinder
  82420. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  82421. * @param directionRandomizer How much to randomize the particle direction [0-1]
  82422. * @returns the emitter
  82423. */
  82424. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  82425. /**
  82426. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  82427. * @param radius The radius of the cylinder to emit from
  82428. * @param height The height of the emission cylinder
  82429. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82430. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  82431. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  82432. * @returns the emitter
  82433. */
  82434. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  82435. /**
  82436. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  82437. * @param radius The radius of the cone to emit from
  82438. * @param angle The base angle of the cone
  82439. * @returns the emitter
  82440. */
  82441. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  82442. /**
  82443. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  82444. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82445. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82446. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82447. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82448. * @returns the emitter
  82449. */
  82450. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  82451. /**
  82452. * Get hosting scene
  82453. * @returns the scene
  82454. */
  82455. getScene(): Scene;
  82456. }
  82457. }
  82458. declare module BABYLON {
  82459. /**
  82460. * Creates an instance based on a source mesh.
  82461. */
  82462. export class InstancedMesh extends AbstractMesh {
  82463. private _sourceMesh;
  82464. private _currentLOD;
  82465. /** @hidden */
  82466. _indexInSourceMeshInstanceArray: number;
  82467. constructor(name: string, source: Mesh);
  82468. /**
  82469. * Returns the string "InstancedMesh".
  82470. */
  82471. getClassName(): string;
  82472. /** Gets the list of lights affecting that mesh */
  82473. readonly lightSources: Light[];
  82474. _resyncLightSources(): void;
  82475. _resyncLighSource(light: Light): void;
  82476. _removeLightSource(light: Light): void;
  82477. /**
  82478. * If the source mesh receives shadows
  82479. */
  82480. readonly receiveShadows: boolean;
  82481. /**
  82482. * The material of the source mesh
  82483. */
  82484. readonly material: Nullable<Material>;
  82485. /**
  82486. * Visibility of the source mesh
  82487. */
  82488. readonly visibility: number;
  82489. /**
  82490. * Skeleton of the source mesh
  82491. */
  82492. readonly skeleton: Nullable<Skeleton>;
  82493. /**
  82494. * Rendering ground id of the source mesh
  82495. */
  82496. renderingGroupId: number;
  82497. /**
  82498. * Returns the total number of vertices (integer).
  82499. */
  82500. getTotalVertices(): number;
  82501. /**
  82502. * Returns a positive integer : the total number of indices in this mesh geometry.
  82503. * @returns the numner of indices or zero if the mesh has no geometry.
  82504. */
  82505. getTotalIndices(): number;
  82506. /**
  82507. * The source mesh of the instance
  82508. */
  82509. readonly sourceMesh: Mesh;
  82510. /**
  82511. * Is this node ready to be used/rendered
  82512. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  82513. * @return {boolean} is it ready
  82514. */
  82515. isReady(completeCheck?: boolean): boolean;
  82516. /**
  82517. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  82518. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  82519. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  82520. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  82521. */
  82522. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  82523. /**
  82524. * Sets the vertex data of the mesh geometry for the requested `kind`.
  82525. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  82526. * The `data` are either a numeric array either a Float32Array.
  82527. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  82528. * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).
  82529. * Note that a new underlying VertexBuffer object is created each call.
  82530. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  82531. *
  82532. * Possible `kind` values :
  82533. * - VertexBuffer.PositionKind
  82534. * - VertexBuffer.UVKind
  82535. * - VertexBuffer.UV2Kind
  82536. * - VertexBuffer.UV3Kind
  82537. * - VertexBuffer.UV4Kind
  82538. * - VertexBuffer.UV5Kind
  82539. * - VertexBuffer.UV6Kind
  82540. * - VertexBuffer.ColorKind
  82541. * - VertexBuffer.MatricesIndicesKind
  82542. * - VertexBuffer.MatricesIndicesExtraKind
  82543. * - VertexBuffer.MatricesWeightsKind
  82544. * - VertexBuffer.MatricesWeightsExtraKind
  82545. *
  82546. * Returns the Mesh.
  82547. */
  82548. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  82549. /**
  82550. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  82551. * If the mesh has no geometry, it is simply returned as it is.
  82552. * The `data` are either a numeric array either a Float32Array.
  82553. * No new underlying VertexBuffer object is created.
  82554. * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  82555. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  82556. *
  82557. * Possible `kind` values :
  82558. * - VertexBuffer.PositionKind
  82559. * - VertexBuffer.UVKind
  82560. * - VertexBuffer.UV2Kind
  82561. * - VertexBuffer.UV3Kind
  82562. * - VertexBuffer.UV4Kind
  82563. * - VertexBuffer.UV5Kind
  82564. * - VertexBuffer.UV6Kind
  82565. * - VertexBuffer.ColorKind
  82566. * - VertexBuffer.MatricesIndicesKind
  82567. * - VertexBuffer.MatricesIndicesExtraKind
  82568. * - VertexBuffer.MatricesWeightsKind
  82569. * - VertexBuffer.MatricesWeightsExtraKind
  82570. *
  82571. * Returns the Mesh.
  82572. */
  82573. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  82574. /**
  82575. * Sets the mesh indices.
  82576. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  82577. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  82578. * This method creates a new index buffer each call.
  82579. * Returns the Mesh.
  82580. */
  82581. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  82582. /**
  82583. * Boolean : True if the mesh owns the requested kind of data.
  82584. */
  82585. isVerticesDataPresent(kind: string): boolean;
  82586. /**
  82587. * Returns an array of indices (IndicesArray).
  82588. */
  82589. getIndices(): Nullable<IndicesArray>;
  82590. readonly _positions: Nullable<Vector3[]>;
  82591. /**
  82592. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  82593. * This means the mesh underlying bounding box and sphere are recomputed.
  82594. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  82595. * @returns the current mesh
  82596. */
  82597. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  82598. /** @hidden */
  82599. _preActivate(): InstancedMesh;
  82600. /** @hidden */
  82601. _activate(renderId: number, intermediateRendering: boolean): boolean;
  82602. /** @hidden */
  82603. _postActivate(): void;
  82604. getWorldMatrix(): Matrix;
  82605. readonly isAnInstance: boolean;
  82606. /**
  82607. * Returns the current associated LOD AbstractMesh.
  82608. */
  82609. getLOD(camera: Camera): AbstractMesh;
  82610. /** @hidden */
  82611. _syncSubMeshes(): InstancedMesh;
  82612. /** @hidden */
  82613. _generatePointsArray(): boolean;
  82614. /**
  82615. * Creates a new InstancedMesh from the current mesh.
  82616. * - name (string) : the cloned mesh name
  82617. * - newParent (optional Node) : the optional Node to parent the clone to.
  82618. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  82619. *
  82620. * Returns the clone.
  82621. */
  82622. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
  82623. /**
  82624. * Disposes the InstancedMesh.
  82625. * Returns nothing.
  82626. */
  82627. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  82628. }
  82629. }
  82630. declare module BABYLON {
  82631. /**
  82632. * Defines the options associated with the creation of a shader material.
  82633. */
  82634. export interface IShaderMaterialOptions {
  82635. /**
  82636. * Does the material work in alpha blend mode
  82637. */
  82638. needAlphaBlending: boolean;
  82639. /**
  82640. * Does the material work in alpha test mode
  82641. */
  82642. needAlphaTesting: boolean;
  82643. /**
  82644. * The list of attribute names used in the shader
  82645. */
  82646. attributes: string[];
  82647. /**
  82648. * The list of unifrom names used in the shader
  82649. */
  82650. uniforms: string[];
  82651. /**
  82652. * The list of UBO names used in the shader
  82653. */
  82654. uniformBuffers: string[];
  82655. /**
  82656. * The list of sampler names used in the shader
  82657. */
  82658. samplers: string[];
  82659. /**
  82660. * The list of defines used in the shader
  82661. */
  82662. defines: string[];
  82663. }
  82664. /**
  82665. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  82666. *
  82667. * This returned material effects how the mesh will look based on the code in the shaders.
  82668. *
  82669. * @see http://doc.babylonjs.com/how_to/shader_material
  82670. */
  82671. export class ShaderMaterial extends Material {
  82672. private _shaderPath;
  82673. private _options;
  82674. private _textures;
  82675. private _textureArrays;
  82676. private _floats;
  82677. private _ints;
  82678. private _floatsArrays;
  82679. private _colors3;
  82680. private _colors3Arrays;
  82681. private _colors4;
  82682. private _colors4Arrays;
  82683. private _vectors2;
  82684. private _vectors3;
  82685. private _vectors4;
  82686. private _matrices;
  82687. private _matrices3x3;
  82688. private _matrices2x2;
  82689. private _vectors2Arrays;
  82690. private _vectors3Arrays;
  82691. private _vectors4Arrays;
  82692. private _cachedWorldViewMatrix;
  82693. private _cachedWorldViewProjectionMatrix;
  82694. private _renderId;
  82695. /**
  82696. * Instantiate a new shader material.
  82697. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  82698. * This returned material effects how the mesh will look based on the code in the shaders.
  82699. * @see http://doc.babylonjs.com/how_to/shader_material
  82700. * @param name Define the name of the material in the scene
  82701. * @param scene Define the scene the material belongs to
  82702. * @param shaderPath Defines the route to the shader code in one of three ways:
  82703. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  82704. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  82705. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  82706. * @param options Define the options used to create the shader
  82707. */
  82708. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  82709. /**
  82710. * Gets the options used to compile the shader.
  82711. * They can be modified to trigger a new compilation
  82712. */
  82713. readonly options: IShaderMaterialOptions;
  82714. /**
  82715. * Gets the current class name of the material e.g. "ShaderMaterial"
  82716. * Mainly use in serialization.
  82717. * @returns the class name
  82718. */
  82719. getClassName(): string;
  82720. /**
  82721. * Specifies if the material will require alpha blending
  82722. * @returns a boolean specifying if alpha blending is needed
  82723. */
  82724. needAlphaBlending(): boolean;
  82725. /**
  82726. * Specifies if this material should be rendered in alpha test mode
  82727. * @returns a boolean specifying if an alpha test is needed.
  82728. */
  82729. needAlphaTesting(): boolean;
  82730. private _checkUniform;
  82731. /**
  82732. * Set a texture in the shader.
  82733. * @param name Define the name of the uniform samplers as defined in the shader
  82734. * @param texture Define the texture to bind to this sampler
  82735. * @return the material itself allowing "fluent" like uniform updates
  82736. */
  82737. setTexture(name: string, texture: Texture): ShaderMaterial;
  82738. /**
  82739. * Set a texture array in the shader.
  82740. * @param name Define the name of the uniform sampler array as defined in the shader
  82741. * @param textures Define the list of textures to bind to this sampler
  82742. * @return the material itself allowing "fluent" like uniform updates
  82743. */
  82744. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  82745. /**
  82746. * Set a float in the shader.
  82747. * @param name Define the name of the uniform as defined in the shader
  82748. * @param value Define the value to give to the uniform
  82749. * @return the material itself allowing "fluent" like uniform updates
  82750. */
  82751. setFloat(name: string, value: number): ShaderMaterial;
  82752. /**
  82753. * Set a int in the shader.
  82754. * @param name Define the name of the uniform as defined in the shader
  82755. * @param value Define the value to give to the uniform
  82756. * @return the material itself allowing "fluent" like uniform updates
  82757. */
  82758. setInt(name: string, value: number): ShaderMaterial;
  82759. /**
  82760. * Set an array of floats in the shader.
  82761. * @param name Define the name of the uniform as defined in the shader
  82762. * @param value Define the value to give to the uniform
  82763. * @return the material itself allowing "fluent" like uniform updates
  82764. */
  82765. setFloats(name: string, value: number[]): ShaderMaterial;
  82766. /**
  82767. * Set a vec3 in the shader from a Color3.
  82768. * @param name Define the name of the uniform as defined in the shader
  82769. * @param value Define the value to give to the uniform
  82770. * @return the material itself allowing "fluent" like uniform updates
  82771. */
  82772. setColor3(name: string, value: Color3): ShaderMaterial;
  82773. /**
  82774. * Set a vec3 array in the shader from a Color3 array.
  82775. * @param name Define the name of the uniform as defined in the shader
  82776. * @param value Define the value to give to the uniform
  82777. * @return the material itself allowing "fluent" like uniform updates
  82778. */
  82779. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  82780. /**
  82781. * Set a vec4 in the shader from a Color4.
  82782. * @param name Define the name of the uniform as defined in the shader
  82783. * @param value Define the value to give to the uniform
  82784. * @return the material itself allowing "fluent" like uniform updates
  82785. */
  82786. setColor4(name: string, value: Color4): ShaderMaterial;
  82787. /**
  82788. * Set a vec4 array in the shader from a Color4 array.
  82789. * @param name Define the name of the uniform as defined in the shader
  82790. * @param value Define the value to give to the uniform
  82791. * @return the material itself allowing "fluent" like uniform updates
  82792. */
  82793. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  82794. /**
  82795. * Set a vec2 in the shader from a Vector2.
  82796. * @param name Define the name of the uniform as defined in the shader
  82797. * @param value Define the value to give to the uniform
  82798. * @return the material itself allowing "fluent" like uniform updates
  82799. */
  82800. setVector2(name: string, value: Vector2): ShaderMaterial;
  82801. /**
  82802. * Set a vec3 in the shader from a Vector3.
  82803. * @param name Define the name of the uniform as defined in the shader
  82804. * @param value Define the value to give to the uniform
  82805. * @return the material itself allowing "fluent" like uniform updates
  82806. */
  82807. setVector3(name: string, value: Vector3): ShaderMaterial;
  82808. /**
  82809. * Set a vec4 in the shader from a Vector4.
  82810. * @param name Define the name of the uniform as defined in the shader
  82811. * @param value Define the value to give to the uniform
  82812. * @return the material itself allowing "fluent" like uniform updates
  82813. */
  82814. setVector4(name: string, value: Vector4): ShaderMaterial;
  82815. /**
  82816. * Set a mat4 in the shader from a Matrix.
  82817. * @param name Define the name of the uniform as defined in the shader
  82818. * @param value Define the value to give to the uniform
  82819. * @return the material itself allowing "fluent" like uniform updates
  82820. */
  82821. setMatrix(name: string, value: Matrix): ShaderMaterial;
  82822. /**
  82823. * Set a mat3 in the shader from a Float32Array.
  82824. * @param name Define the name of the uniform as defined in the shader
  82825. * @param value Define the value to give to the uniform
  82826. * @return the material itself allowing "fluent" like uniform updates
  82827. */
  82828. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  82829. /**
  82830. * Set a mat2 in the shader from a Float32Array.
  82831. * @param name Define the name of the uniform as defined in the shader
  82832. * @param value Define the value to give to the uniform
  82833. * @return the material itself allowing "fluent" like uniform updates
  82834. */
  82835. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  82836. /**
  82837. * Set a vec2 array in the shader from a number array.
  82838. * @param name Define the name of the uniform as defined in the shader
  82839. * @param value Define the value to give to the uniform
  82840. * @return the material itself allowing "fluent" like uniform updates
  82841. */
  82842. setArray2(name: string, value: number[]): ShaderMaterial;
  82843. /**
  82844. * Set a vec3 array in the shader from a number array.
  82845. * @param name Define the name of the uniform as defined in the shader
  82846. * @param value Define the value to give to the uniform
  82847. * @return the material itself allowing "fluent" like uniform updates
  82848. */
  82849. setArray3(name: string, value: number[]): ShaderMaterial;
  82850. /**
  82851. * Set a vec4 array in the shader from a number array.
  82852. * @param name Define the name of the uniform as defined in the shader
  82853. * @param value Define the value to give to the uniform
  82854. * @return the material itself allowing "fluent" like uniform updates
  82855. */
  82856. setArray4(name: string, value: number[]): ShaderMaterial;
  82857. private _checkCache;
  82858. /**
  82859. * Specifies that the submesh is ready to be used
  82860. * @param mesh defines the mesh to check
  82861. * @param subMesh defines which submesh to check
  82862. * @param useInstances specifies that instances should be used
  82863. * @returns a boolean indicating that the submesh is ready or not
  82864. */
  82865. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  82866. /**
  82867. * Checks if the material is ready to render the requested mesh
  82868. * @param mesh Define the mesh to render
  82869. * @param useInstances Define whether or not the material is used with instances
  82870. * @returns true if ready, otherwise false
  82871. */
  82872. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  82873. /**
  82874. * Binds the world matrix to the material
  82875. * @param world defines the world transformation matrix
  82876. */
  82877. bindOnlyWorldMatrix(world: Matrix): void;
  82878. /**
  82879. * Binds the material to the mesh
  82880. * @param world defines the world transformation matrix
  82881. * @param mesh defines the mesh to bind the material to
  82882. */
  82883. bind(world: Matrix, mesh?: Mesh): void;
  82884. /**
  82885. * Gets the active textures from the material
  82886. * @returns an array of textures
  82887. */
  82888. getActiveTextures(): BaseTexture[];
  82889. /**
  82890. * Specifies if the material uses a texture
  82891. * @param texture defines the texture to check against the material
  82892. * @returns a boolean specifying if the material uses the texture
  82893. */
  82894. hasTexture(texture: BaseTexture): boolean;
  82895. /**
  82896. * Makes a duplicate of the material, and gives it a new name
  82897. * @param name defines the new name for the duplicated material
  82898. * @returns the cloned material
  82899. */
  82900. clone(name: string): ShaderMaterial;
  82901. /**
  82902. * Disposes the material
  82903. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  82904. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  82905. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  82906. */
  82907. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  82908. /**
  82909. * Serializes this material in a JSON representation
  82910. * @returns the serialized material object
  82911. */
  82912. serialize(): any;
  82913. /**
  82914. * Creates a shader material from parsed shader material data
  82915. * @param source defines the JSON represnetation of the material
  82916. * @param scene defines the hosting scene
  82917. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  82918. * @returns a new material
  82919. */
  82920. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  82921. }
  82922. }
  82923. declare module BABYLON {
  82924. /** @hidden */
  82925. export var colorPixelShader: {
  82926. name: string;
  82927. shader: string;
  82928. };
  82929. }
  82930. declare module BABYLON {
  82931. /** @hidden */
  82932. export var colorVertexShader: {
  82933. name: string;
  82934. shader: string;
  82935. };
  82936. }
  82937. declare module BABYLON {
  82938. /**
  82939. * Line mesh
  82940. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  82941. */
  82942. export class LinesMesh extends Mesh {
  82943. /**
  82944. * If vertex color should be applied to the mesh
  82945. */
  82946. readonly useVertexColor?: boolean | undefined;
  82947. /**
  82948. * If vertex alpha should be applied to the mesh
  82949. */
  82950. readonly useVertexAlpha?: boolean | undefined;
  82951. /**
  82952. * Color of the line (Default: White)
  82953. */
  82954. color: Color3;
  82955. /**
  82956. * Alpha of the line (Default: 1)
  82957. */
  82958. alpha: number;
  82959. /**
  82960. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  82961. * This margin is expressed in world space coordinates, so its value may vary.
  82962. * Default value is 0.1
  82963. */
  82964. intersectionThreshold: number;
  82965. private _colorShader;
  82966. private color4;
  82967. /**
  82968. * Creates a new LinesMesh
  82969. * @param name defines the name
  82970. * @param scene defines the hosting scene
  82971. * @param parent defines the parent mesh if any
  82972. * @param source defines the optional source LinesMesh used to clone data from
  82973. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  82974. * When false, achieved by calling a clone(), also passing False.
  82975. * This will make creation of children, recursive.
  82976. * @param useVertexColor defines if this LinesMesh supports vertex color
  82977. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  82978. */
  82979. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: LinesMesh, doNotCloneChildren?: boolean,
  82980. /**
  82981. * If vertex color should be applied to the mesh
  82982. */
  82983. useVertexColor?: boolean | undefined,
  82984. /**
  82985. * If vertex alpha should be applied to the mesh
  82986. */
  82987. useVertexAlpha?: boolean | undefined);
  82988. private _addClipPlaneDefine;
  82989. private _removeClipPlaneDefine;
  82990. isReady(): boolean;
  82991. /**
  82992. * Returns the string "LineMesh"
  82993. */
  82994. getClassName(): string;
  82995. /**
  82996. * @hidden
  82997. */
  82998. /**
  82999. * @hidden
  83000. */
  83001. material: Material;
  83002. /**
  83003. * @hidden
  83004. */
  83005. readonly checkCollisions: boolean;
  83006. /** @hidden */
  83007. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): LinesMesh;
  83008. /** @hidden */
  83009. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): LinesMesh;
  83010. /**
  83011. * Disposes of the line mesh
  83012. * @param doNotRecurse If children should be disposed
  83013. */
  83014. dispose(doNotRecurse?: boolean): void;
  83015. /**
  83016. * Returns a new LineMesh object cloned from the current one.
  83017. */
  83018. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): LinesMesh;
  83019. /**
  83020. * Creates a new InstancedLinesMesh object from the mesh model.
  83021. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  83022. * @param name defines the name of the new instance
  83023. * @returns a new InstancedLinesMesh
  83024. */
  83025. createInstance(name: string): InstancedLinesMesh;
  83026. }
  83027. /**
  83028. * Creates an instance based on a source LinesMesh
  83029. */
  83030. export class InstancedLinesMesh extends InstancedMesh {
  83031. /**
  83032. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  83033. * This margin is expressed in world space coordinates, so its value may vary.
  83034. * Initilized with the intersectionThreshold value of the source LinesMesh
  83035. */
  83036. intersectionThreshold: number;
  83037. constructor(name: string, source: LinesMesh);
  83038. /**
  83039. * Returns the string "InstancedLinesMesh".
  83040. */
  83041. getClassName(): string;
  83042. }
  83043. }
  83044. declare module BABYLON {
  83045. /** @hidden */
  83046. export var linePixelShader: {
  83047. name: string;
  83048. shader: string;
  83049. };
  83050. }
  83051. declare module BABYLON {
  83052. /** @hidden */
  83053. export var lineVertexShader: {
  83054. name: string;
  83055. shader: string;
  83056. };
  83057. }
  83058. declare module BABYLON {
  83059. interface AbstractMesh {
  83060. /**
  83061. * Gets the edgesRenderer associated with the mesh
  83062. */
  83063. edgesRenderer: Nullable<EdgesRenderer>;
  83064. }
  83065. interface LinesMesh {
  83066. /**
  83067. * Enables the edge rendering mode on the mesh.
  83068. * This mode makes the mesh edges visible
  83069. * @param epsilon defines the maximal distance between two angles to detect a face
  83070. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  83071. * @returns the currentAbstractMesh
  83072. * @see https://www.babylonjs-playground.com/#19O9TU#0
  83073. */
  83074. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  83075. }
  83076. interface InstancedLinesMesh {
  83077. /**
  83078. * Enables the edge rendering mode on the mesh.
  83079. * This mode makes the mesh edges visible
  83080. * @param epsilon defines the maximal distance between two angles to detect a face
  83081. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  83082. * @returns the current InstancedLinesMesh
  83083. * @see https://www.babylonjs-playground.com/#19O9TU#0
  83084. */
  83085. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  83086. }
  83087. /**
  83088. * Defines the minimum contract an Edges renderer should follow.
  83089. */
  83090. export interface IEdgesRenderer extends IDisposable {
  83091. /**
  83092. * Gets or sets a boolean indicating if the edgesRenderer is active
  83093. */
  83094. isEnabled: boolean;
  83095. /**
  83096. * Renders the edges of the attached mesh,
  83097. */
  83098. render(): void;
  83099. /**
  83100. * Checks wether or not the edges renderer is ready to render.
  83101. * @return true if ready, otherwise false.
  83102. */
  83103. isReady(): boolean;
  83104. }
  83105. /**
  83106. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  83107. */
  83108. export class EdgesRenderer implements IEdgesRenderer {
  83109. /**
  83110. * Define the size of the edges with an orthographic camera
  83111. */
  83112. edgesWidthScalerForOrthographic: number;
  83113. /**
  83114. * Define the size of the edges with a perspective camera
  83115. */
  83116. edgesWidthScalerForPerspective: number;
  83117. protected _source: AbstractMesh;
  83118. protected _linesPositions: number[];
  83119. protected _linesNormals: number[];
  83120. protected _linesIndices: number[];
  83121. protected _epsilon: number;
  83122. protected _indicesCount: number;
  83123. protected _lineShader: ShaderMaterial;
  83124. protected _ib: DataBuffer;
  83125. protected _buffers: {
  83126. [key: string]: Nullable<VertexBuffer>;
  83127. };
  83128. protected _checkVerticesInsteadOfIndices: boolean;
  83129. private _meshRebuildObserver;
  83130. private _meshDisposeObserver;
  83131. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  83132. isEnabled: boolean;
  83133. /**
  83134. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  83135. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  83136. * @param source Mesh used to create edges
  83137. * @param epsilon sum of angles in adjacency to check for edge
  83138. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  83139. * @param generateEdgesLines - should generate Lines or only prepare resources.
  83140. */
  83141. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  83142. protected _prepareRessources(): void;
  83143. /** @hidden */
  83144. _rebuild(): void;
  83145. /**
  83146. * Releases the required resources for the edges renderer
  83147. */
  83148. dispose(): void;
  83149. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  83150. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  83151. /**
  83152. * Checks if the pair of p0 and p1 is en edge
  83153. * @param faceIndex
  83154. * @param edge
  83155. * @param faceNormals
  83156. * @param p0
  83157. * @param p1
  83158. * @private
  83159. */
  83160. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  83161. /**
  83162. * push line into the position, normal and index buffer
  83163. * @protected
  83164. */
  83165. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  83166. /**
  83167. * Generates lines edges from adjacencjes
  83168. * @private
  83169. */
  83170. _generateEdgesLines(): void;
  83171. /**
  83172. * Checks wether or not the edges renderer is ready to render.
  83173. * @return true if ready, otherwise false.
  83174. */
  83175. isReady(): boolean;
  83176. /**
  83177. * Renders the edges of the attached mesh,
  83178. */
  83179. render(): void;
  83180. }
  83181. /**
  83182. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  83183. */
  83184. export class LineEdgesRenderer extends EdgesRenderer {
  83185. /**
  83186. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  83187. * @param source LineMesh used to generate edges
  83188. * @param epsilon not important (specified angle for edge detection)
  83189. * @param checkVerticesInsteadOfIndices not important for LineMesh
  83190. */
  83191. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  83192. /**
  83193. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  83194. */
  83195. _generateEdgesLines(): void;
  83196. }
  83197. }
  83198. declare module BABYLON {
  83199. /**
  83200. * This represents the object necessary to create a rendering group.
  83201. * This is exclusively used and created by the rendering manager.
  83202. * To modify the behavior, you use the available helpers in your scene or meshes.
  83203. * @hidden
  83204. */
  83205. export class RenderingGroup {
  83206. index: number;
  83207. private static _zeroVector;
  83208. private _scene;
  83209. private _opaqueSubMeshes;
  83210. private _transparentSubMeshes;
  83211. private _alphaTestSubMeshes;
  83212. private _depthOnlySubMeshes;
  83213. private _particleSystems;
  83214. private _spriteManagers;
  83215. private _opaqueSortCompareFn;
  83216. private _alphaTestSortCompareFn;
  83217. private _transparentSortCompareFn;
  83218. private _renderOpaque;
  83219. private _renderAlphaTest;
  83220. private _renderTransparent;
  83221. /** @hidden */
  83222. _edgesRenderers: SmartArray<IEdgesRenderer>;
  83223. onBeforeTransparentRendering: () => void;
  83224. /**
  83225. * Set the opaque sort comparison function.
  83226. * If null the sub meshes will be render in the order they were created
  83227. */
  83228. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  83229. /**
  83230. * Set the alpha test sort comparison function.
  83231. * If null the sub meshes will be render in the order they were created
  83232. */
  83233. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  83234. /**
  83235. * Set the transparent sort comparison function.
  83236. * If null the sub meshes will be render in the order they were created
  83237. */
  83238. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  83239. /**
  83240. * Creates a new rendering group.
  83241. * @param index The rendering group index
  83242. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  83243. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  83244. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  83245. */
  83246. constructor(index: number, scene: Scene, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>);
  83247. /**
  83248. * Render all the sub meshes contained in the group.
  83249. * @param customRenderFunction Used to override the default render behaviour of the group.
  83250. * @returns true if rendered some submeshes.
  83251. */
  83252. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  83253. /**
  83254. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  83255. * @param subMeshes The submeshes to render
  83256. */
  83257. private renderOpaqueSorted;
  83258. /**
  83259. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  83260. * @param subMeshes The submeshes to render
  83261. */
  83262. private renderAlphaTestSorted;
  83263. /**
  83264. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  83265. * @param subMeshes The submeshes to render
  83266. */
  83267. private renderTransparentSorted;
  83268. /**
  83269. * Renders the submeshes in a specified order.
  83270. * @param subMeshes The submeshes to sort before render
  83271. * @param sortCompareFn The comparison function use to sort
  83272. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  83273. * @param transparent Specifies to activate blending if true
  83274. */
  83275. private static renderSorted;
  83276. /**
  83277. * Renders the submeshes in the order they were dispatched (no sort applied).
  83278. * @param subMeshes The submeshes to render
  83279. */
  83280. private static renderUnsorted;
  83281. /**
  83282. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  83283. * are rendered back to front if in the same alpha index.
  83284. *
  83285. * @param a The first submesh
  83286. * @param b The second submesh
  83287. * @returns The result of the comparison
  83288. */
  83289. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  83290. /**
  83291. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  83292. * are rendered back to front.
  83293. *
  83294. * @param a The first submesh
  83295. * @param b The second submesh
  83296. * @returns The result of the comparison
  83297. */
  83298. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  83299. /**
  83300. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  83301. * are rendered front to back (prevent overdraw).
  83302. *
  83303. * @param a The first submesh
  83304. * @param b The second submesh
  83305. * @returns The result of the comparison
  83306. */
  83307. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  83308. /**
  83309. * Resets the different lists of submeshes to prepare a new frame.
  83310. */
  83311. prepare(): void;
  83312. dispose(): void;
  83313. /**
  83314. * Inserts the submesh in its correct queue depending on its material.
  83315. * @param subMesh The submesh to dispatch
  83316. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  83317. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  83318. */
  83319. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  83320. dispatchSprites(spriteManager: ISpriteManager): void;
  83321. dispatchParticles(particleSystem: IParticleSystem): void;
  83322. private _renderParticles;
  83323. private _renderSprites;
  83324. }
  83325. }
  83326. declare module BABYLON {
  83327. /**
  83328. * Interface describing the different options available in the rendering manager
  83329. * regarding Auto Clear between groups.
  83330. */
  83331. export interface IRenderingManagerAutoClearSetup {
  83332. /**
  83333. * Defines whether or not autoclear is enable.
  83334. */
  83335. autoClear: boolean;
  83336. /**
  83337. * Defines whether or not to autoclear the depth buffer.
  83338. */
  83339. depth: boolean;
  83340. /**
  83341. * Defines whether or not to autoclear the stencil buffer.
  83342. */
  83343. stencil: boolean;
  83344. }
  83345. /**
  83346. * This class is used by the onRenderingGroupObservable
  83347. */
  83348. export class RenderingGroupInfo {
  83349. /**
  83350. * The Scene that being rendered
  83351. */
  83352. scene: Scene;
  83353. /**
  83354. * The camera currently used for the rendering pass
  83355. */
  83356. camera: Nullable<Camera>;
  83357. /**
  83358. * The ID of the renderingGroup being processed
  83359. */
  83360. renderingGroupId: number;
  83361. }
  83362. /**
  83363. * This is the manager responsible of all the rendering for meshes sprites and particles.
  83364. * It is enable to manage the different groups as well as the different necessary sort functions.
  83365. * This should not be used directly aside of the few static configurations
  83366. */
  83367. export class RenderingManager {
  83368. /**
  83369. * The max id used for rendering groups (not included)
  83370. */
  83371. static MAX_RENDERINGGROUPS: number;
  83372. /**
  83373. * The min id used for rendering groups (included)
  83374. */
  83375. static MIN_RENDERINGGROUPS: number;
  83376. /**
  83377. * Used to globally prevent autoclearing scenes.
  83378. */
  83379. static AUTOCLEAR: boolean;
  83380. /**
  83381. * @hidden
  83382. */
  83383. _useSceneAutoClearSetup: boolean;
  83384. private _scene;
  83385. private _renderingGroups;
  83386. private _depthStencilBufferAlreadyCleaned;
  83387. private _autoClearDepthStencil;
  83388. private _customOpaqueSortCompareFn;
  83389. private _customAlphaTestSortCompareFn;
  83390. private _customTransparentSortCompareFn;
  83391. private _renderingGroupInfo;
  83392. /**
  83393. * Instantiates a new rendering group for a particular scene
  83394. * @param scene Defines the scene the groups belongs to
  83395. */
  83396. constructor(scene: Scene);
  83397. private _clearDepthStencilBuffer;
  83398. /**
  83399. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  83400. * @hidden
  83401. */
  83402. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  83403. /**
  83404. * Resets the different information of the group to prepare a new frame
  83405. * @hidden
  83406. */
  83407. reset(): void;
  83408. /**
  83409. * Dispose and release the group and its associated resources.
  83410. * @hidden
  83411. */
  83412. dispose(): void;
  83413. /**
  83414. * Clear the info related to rendering groups preventing retention points during dispose.
  83415. */
  83416. freeRenderingGroups(): void;
  83417. private _prepareRenderingGroup;
  83418. /**
  83419. * Add a sprite manager to the rendering manager in order to render it this frame.
  83420. * @param spriteManager Define the sprite manager to render
  83421. */
  83422. dispatchSprites(spriteManager: ISpriteManager): void;
  83423. /**
  83424. * Add a particle system to the rendering manager in order to render it this frame.
  83425. * @param particleSystem Define the particle system to render
  83426. */
  83427. dispatchParticles(particleSystem: IParticleSystem): void;
  83428. /**
  83429. * Add a submesh to the manager in order to render it this frame
  83430. * @param subMesh The submesh to dispatch
  83431. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  83432. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  83433. */
  83434. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  83435. /**
  83436. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  83437. * This allowed control for front to back rendering or reversly depending of the special needs.
  83438. *
  83439. * @param renderingGroupId The rendering group id corresponding to its index
  83440. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  83441. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  83442. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  83443. */
  83444. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  83445. /**
  83446. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  83447. *
  83448. * @param renderingGroupId The rendering group id corresponding to its index
  83449. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  83450. * @param depth Automatically clears depth between groups if true and autoClear is true.
  83451. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  83452. */
  83453. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  83454. /**
  83455. * Gets the current auto clear configuration for one rendering group of the rendering
  83456. * manager.
  83457. * @param index the rendering group index to get the information for
  83458. * @returns The auto clear setup for the requested rendering group
  83459. */
  83460. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  83461. }
  83462. }
  83463. declare module BABYLON {
  83464. /**
  83465. * This Helps creating a texture that will be created from a camera in your scene.
  83466. * It is basically a dynamic texture that could be used to create special effects for instance.
  83467. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  83468. */
  83469. export class RenderTargetTexture extends Texture {
  83470. isCube: boolean;
  83471. /**
  83472. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  83473. */
  83474. static readonly REFRESHRATE_RENDER_ONCE: number;
  83475. /**
  83476. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  83477. */
  83478. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  83479. /**
  83480. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  83481. * the central point of your effect and can save a lot of performances.
  83482. */
  83483. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  83484. /**
  83485. * Use this predicate to dynamically define the list of mesh you want to render.
  83486. * If set, the renderList property will be overwritten.
  83487. */
  83488. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  83489. private _renderList;
  83490. /**
  83491. * Use this list to define the list of mesh you want to render.
  83492. */
  83493. renderList: Nullable<Array<AbstractMesh>>;
  83494. private _hookArray;
  83495. /**
  83496. * Define if particles should be rendered in your texture.
  83497. */
  83498. renderParticles: boolean;
  83499. /**
  83500. * Define if sprites should be rendered in your texture.
  83501. */
  83502. renderSprites: boolean;
  83503. /**
  83504. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  83505. */
  83506. coordinatesMode: number;
  83507. /**
  83508. * Define the camera used to render the texture.
  83509. */
  83510. activeCamera: Nullable<Camera>;
  83511. /**
  83512. * Override the render function of the texture with your own one.
  83513. */
  83514. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  83515. /**
  83516. * Define if camera post processes should be use while rendering the texture.
  83517. */
  83518. useCameraPostProcesses: boolean;
  83519. /**
  83520. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  83521. */
  83522. ignoreCameraViewport: boolean;
  83523. private _postProcessManager;
  83524. private _postProcesses;
  83525. private _resizeObserver;
  83526. /**
  83527. * An event triggered when the texture is unbind.
  83528. */
  83529. onBeforeBindObservable: Observable<RenderTargetTexture>;
  83530. /**
  83531. * An event triggered when the texture is unbind.
  83532. */
  83533. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  83534. private _onAfterUnbindObserver;
  83535. /**
  83536. * Set a after unbind callback in the texture.
  83537. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  83538. */
  83539. onAfterUnbind: () => void;
  83540. /**
  83541. * An event triggered before rendering the texture
  83542. */
  83543. onBeforeRenderObservable: Observable<number>;
  83544. private _onBeforeRenderObserver;
  83545. /**
  83546. * Set a before render callback in the texture.
  83547. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  83548. */
  83549. onBeforeRender: (faceIndex: number) => void;
  83550. /**
  83551. * An event triggered after rendering the texture
  83552. */
  83553. onAfterRenderObservable: Observable<number>;
  83554. private _onAfterRenderObserver;
  83555. /**
  83556. * Set a after render callback in the texture.
  83557. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  83558. */
  83559. onAfterRender: (faceIndex: number) => void;
  83560. /**
  83561. * An event triggered after the texture clear
  83562. */
  83563. onClearObservable: Observable<Engine>;
  83564. private _onClearObserver;
  83565. /**
  83566. * Set a clear callback in the texture.
  83567. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  83568. */
  83569. onClear: (Engine: Engine) => void;
  83570. /**
  83571. * An event triggered when the texture is resized.
  83572. */
  83573. onResizeObservable: Observable<RenderTargetTexture>;
  83574. /**
  83575. * Define the clear color of the Render Target if it should be different from the scene.
  83576. */
  83577. clearColor: Color4;
  83578. protected _size: number | {
  83579. width: number;
  83580. height: number;
  83581. };
  83582. protected _initialSizeParameter: number | {
  83583. width: number;
  83584. height: number;
  83585. } | {
  83586. ratio: number;
  83587. };
  83588. protected _sizeRatio: Nullable<number>;
  83589. /** @hidden */
  83590. _generateMipMaps: boolean;
  83591. protected _renderingManager: RenderingManager;
  83592. /** @hidden */
  83593. _waitingRenderList: string[];
  83594. protected _doNotChangeAspectRatio: boolean;
  83595. protected _currentRefreshId: number;
  83596. protected _refreshRate: number;
  83597. protected _textureMatrix: Matrix;
  83598. protected _samples: number;
  83599. protected _renderTargetOptions: RenderTargetCreationOptions;
  83600. /**
  83601. * Gets render target creation options that were used.
  83602. */
  83603. readonly renderTargetOptions: RenderTargetCreationOptions;
  83604. protected _engine: Engine;
  83605. protected _onRatioRescale(): void;
  83606. /**
  83607. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  83608. * It must define where the camera used to render the texture is set
  83609. */
  83610. boundingBoxPosition: Vector3;
  83611. private _boundingBoxSize;
  83612. /**
  83613. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  83614. * When defined, the cubemap will switch to local mode
  83615. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  83616. * @example https://www.babylonjs-playground.com/#RNASML
  83617. */
  83618. boundingBoxSize: Vector3;
  83619. /**
  83620. * In case the RTT has been created with a depth texture, get the associated
  83621. * depth texture.
  83622. * Otherwise, return null.
  83623. */
  83624. depthStencilTexture: Nullable<InternalTexture>;
  83625. /**
  83626. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  83627. * or used a shadow, depth texture...
  83628. * @param name The friendly name of the texture
  83629. * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
  83630. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  83631. * @param generateMipMaps True if mip maps need to be generated after render.
  83632. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  83633. * @param type The type of the buffer in the RTT (int, half float, float...)
  83634. * @param isCube True if a cube texture needs to be created
  83635. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  83636. * @param generateDepthBuffer True to generate a depth buffer
  83637. * @param generateStencilBuffer True to generate a stencil buffer
  83638. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  83639. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  83640. * @param delayAllocation if the texture allocation should be delayed (default: false)
  83641. */
  83642. constructor(name: string, size: number | {
  83643. width: number;
  83644. height: number;
  83645. } | {
  83646. ratio: number;
  83647. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  83648. /**
  83649. * Creates a depth stencil texture.
  83650. * This is only available in WebGL 2 or with the depth texture extension available.
  83651. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  83652. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  83653. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  83654. */
  83655. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  83656. private _processSizeParameter;
  83657. /**
  83658. * Define the number of samples to use in case of MSAA.
  83659. * It defaults to one meaning no MSAA has been enabled.
  83660. */
  83661. samples: number;
  83662. /**
  83663. * Resets the refresh counter of the texture and start bak from scratch.
  83664. * Could be useful to regenerate the texture if it is setup to render only once.
  83665. */
  83666. resetRefreshCounter(): void;
  83667. /**
  83668. * Define the refresh rate of the texture or the rendering frequency.
  83669. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  83670. */
  83671. refreshRate: number;
  83672. /**
  83673. * Adds a post process to the render target rendering passes.
  83674. * @param postProcess define the post process to add
  83675. */
  83676. addPostProcess(postProcess: PostProcess): void;
  83677. /**
  83678. * Clear all the post processes attached to the render target
  83679. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  83680. */
  83681. clearPostProcesses(dispose?: boolean): void;
  83682. /**
  83683. * Remove one of the post process from the list of attached post processes to the texture
  83684. * @param postProcess define the post process to remove from the list
  83685. */
  83686. removePostProcess(postProcess: PostProcess): void;
  83687. /** @hidden */
  83688. _shouldRender(): boolean;
  83689. /**
  83690. * Gets the actual render size of the texture.
  83691. * @returns the width of the render size
  83692. */
  83693. getRenderSize(): number;
  83694. /**
  83695. * Gets the actual render width of the texture.
  83696. * @returns the width of the render size
  83697. */
  83698. getRenderWidth(): number;
  83699. /**
  83700. * Gets the actual render height of the texture.
  83701. * @returns the height of the render size
  83702. */
  83703. getRenderHeight(): number;
  83704. /**
  83705. * Get if the texture can be rescaled or not.
  83706. */
  83707. readonly canRescale: boolean;
  83708. /**
  83709. * Resize the texture using a ratio.
  83710. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  83711. */
  83712. scale(ratio: number): void;
  83713. /**
  83714. * Get the texture reflection matrix used to rotate/transform the reflection.
  83715. * @returns the reflection matrix
  83716. */
  83717. getReflectionTextureMatrix(): Matrix;
  83718. /**
  83719. * Resize the texture to a new desired size.
  83720. * Be carrefull as it will recreate all the data in the new texture.
  83721. * @param size Define the new size. It can be:
  83722. * - a number for squared texture,
  83723. * - an object containing { width: number, height: number }
  83724. * - or an object containing a ratio { ratio: number }
  83725. */
  83726. resize(size: number | {
  83727. width: number;
  83728. height: number;
  83729. } | {
  83730. ratio: number;
  83731. }): void;
  83732. /**
  83733. * Renders all the objects from the render list into the texture.
  83734. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  83735. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  83736. */
  83737. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  83738. private _bestReflectionRenderTargetDimension;
  83739. /**
  83740. * @hidden
  83741. * @param faceIndex face index to bind to if this is a cubetexture
  83742. */
  83743. _bindFrameBuffer(faceIndex?: number): void;
  83744. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  83745. private renderToTarget;
  83746. /**
  83747. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  83748. * This allowed control for front to back rendering or reversly depending of the special needs.
  83749. *
  83750. * @param renderingGroupId The rendering group id corresponding to its index
  83751. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  83752. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  83753. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  83754. */
  83755. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  83756. /**
  83757. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  83758. *
  83759. * @param renderingGroupId The rendering group id corresponding to its index
  83760. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  83761. */
  83762. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  83763. /**
  83764. * Clones the texture.
  83765. * @returns the cloned texture
  83766. */
  83767. clone(): RenderTargetTexture;
  83768. /**
  83769. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  83770. * @returns The JSON representation of the texture
  83771. */
  83772. serialize(): any;
  83773. /**
  83774. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  83775. */
  83776. disposeFramebufferObjects(): void;
  83777. /**
  83778. * Dispose the texture and release its associated resources.
  83779. */
  83780. dispose(): void;
  83781. /** @hidden */
  83782. _rebuild(): void;
  83783. /**
  83784. * Clear the info related to rendering groups preventing retention point in material dispose.
  83785. */
  83786. freeRenderingGroups(): void;
  83787. /**
  83788. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  83789. * @returns the view count
  83790. */
  83791. getViewCount(): number;
  83792. }
  83793. }
  83794. declare module BABYLON {
  83795. /**
  83796. * Base class for the main features of a material in Babylon.js
  83797. */
  83798. export class Material implements IAnimatable {
  83799. /**
  83800. * Returns the triangle fill mode
  83801. */
  83802. static readonly TriangleFillMode: number;
  83803. /**
  83804. * Returns the wireframe mode
  83805. */
  83806. static readonly WireFrameFillMode: number;
  83807. /**
  83808. * Returns the point fill mode
  83809. */
  83810. static readonly PointFillMode: number;
  83811. /**
  83812. * Returns the point list draw mode
  83813. */
  83814. static readonly PointListDrawMode: number;
  83815. /**
  83816. * Returns the line list draw mode
  83817. */
  83818. static readonly LineListDrawMode: number;
  83819. /**
  83820. * Returns the line loop draw mode
  83821. */
  83822. static readonly LineLoopDrawMode: number;
  83823. /**
  83824. * Returns the line strip draw mode
  83825. */
  83826. static readonly LineStripDrawMode: number;
  83827. /**
  83828. * Returns the triangle strip draw mode
  83829. */
  83830. static readonly TriangleStripDrawMode: number;
  83831. /**
  83832. * Returns the triangle fan draw mode
  83833. */
  83834. static readonly TriangleFanDrawMode: number;
  83835. /**
  83836. * Stores the clock-wise side orientation
  83837. */
  83838. static readonly ClockWiseSideOrientation: number;
  83839. /**
  83840. * Stores the counter clock-wise side orientation
  83841. */
  83842. static readonly CounterClockWiseSideOrientation: number;
  83843. /**
  83844. * The dirty texture flag value
  83845. */
  83846. static readonly TextureDirtyFlag: number;
  83847. /**
  83848. * The dirty light flag value
  83849. */
  83850. static readonly LightDirtyFlag: number;
  83851. /**
  83852. * The dirty fresnel flag value
  83853. */
  83854. static readonly FresnelDirtyFlag: number;
  83855. /**
  83856. * The dirty attribute flag value
  83857. */
  83858. static readonly AttributesDirtyFlag: number;
  83859. /**
  83860. * The dirty misc flag value
  83861. */
  83862. static readonly MiscDirtyFlag: number;
  83863. /**
  83864. * The all dirty flag value
  83865. */
  83866. static readonly AllDirtyFlag: number;
  83867. /**
  83868. * The ID of the material
  83869. */
  83870. id: string;
  83871. /**
  83872. * Gets or sets the unique id of the material
  83873. */
  83874. uniqueId: number;
  83875. /**
  83876. * The name of the material
  83877. */
  83878. name: string;
  83879. /**
  83880. * Gets or sets user defined metadata
  83881. */
  83882. metadata: any;
  83883. /**
  83884. * For internal use only. Please do not use.
  83885. */
  83886. reservedDataStore: any;
  83887. /**
  83888. * Specifies if the ready state should be checked on each call
  83889. */
  83890. checkReadyOnEveryCall: boolean;
  83891. /**
  83892. * Specifies if the ready state should be checked once
  83893. */
  83894. checkReadyOnlyOnce: boolean;
  83895. /**
  83896. * The state of the material
  83897. */
  83898. state: string;
  83899. /**
  83900. * The alpha value of the material
  83901. */
  83902. protected _alpha: number;
  83903. /**
  83904. * List of inspectable custom properties (used by the Inspector)
  83905. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  83906. */
  83907. inspectableCustomProperties: IInspectable[];
  83908. /**
  83909. * Sets the alpha value of the material
  83910. */
  83911. /**
  83912. * Gets the alpha value of the material
  83913. */
  83914. alpha: number;
  83915. /**
  83916. * Specifies if back face culling is enabled
  83917. */
  83918. protected _backFaceCulling: boolean;
  83919. /**
  83920. * Sets the back-face culling state
  83921. */
  83922. /**
  83923. * Gets the back-face culling state
  83924. */
  83925. backFaceCulling: boolean;
  83926. /**
  83927. * Stores the value for side orientation
  83928. */
  83929. sideOrientation: number;
  83930. /**
  83931. * Callback triggered when the material is compiled
  83932. */
  83933. onCompiled: Nullable<(effect: Effect) => void>;
  83934. /**
  83935. * Callback triggered when an error occurs
  83936. */
  83937. onError: Nullable<(effect: Effect, errors: string) => void>;
  83938. /**
  83939. * Callback triggered to get the render target textures
  83940. */
  83941. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  83942. /**
  83943. * Gets a boolean indicating that current material needs to register RTT
  83944. */
  83945. readonly hasRenderTargetTextures: boolean;
  83946. /**
  83947. * Specifies if the material should be serialized
  83948. */
  83949. doNotSerialize: boolean;
  83950. /**
  83951. * @hidden
  83952. */
  83953. _storeEffectOnSubMeshes: boolean;
  83954. /**
  83955. * Stores the animations for the material
  83956. */
  83957. animations: Nullable<Array<Animation>>;
  83958. /**
  83959. * An event triggered when the material is disposed
  83960. */
  83961. onDisposeObservable: Observable<Material>;
  83962. /**
  83963. * An observer which watches for dispose events
  83964. */
  83965. private _onDisposeObserver;
  83966. private _onUnBindObservable;
  83967. /**
  83968. * Called during a dispose event
  83969. */
  83970. onDispose: () => void;
  83971. private _onBindObservable;
  83972. /**
  83973. * An event triggered when the material is bound
  83974. */
  83975. readonly onBindObservable: Observable<AbstractMesh>;
  83976. /**
  83977. * An observer which watches for bind events
  83978. */
  83979. private _onBindObserver;
  83980. /**
  83981. * Called during a bind event
  83982. */
  83983. onBind: (Mesh: AbstractMesh) => void;
  83984. /**
  83985. * An event triggered when the material is unbound
  83986. */
  83987. readonly onUnBindObservable: Observable<Material>;
  83988. /**
  83989. * Stores the value of the alpha mode
  83990. */
  83991. private _alphaMode;
  83992. /**
  83993. * Sets the value of the alpha mode.
  83994. *
  83995. * | Value | Type | Description |
  83996. * | --- | --- | --- |
  83997. * | 0 | ALPHA_DISABLE | |
  83998. * | 1 | ALPHA_ADD | |
  83999. * | 2 | ALPHA_COMBINE | |
  84000. * | 3 | ALPHA_SUBTRACT | |
  84001. * | 4 | ALPHA_MULTIPLY | |
  84002. * | 5 | ALPHA_MAXIMIZED | |
  84003. * | 6 | ALPHA_ONEONE | |
  84004. * | 7 | ALPHA_PREMULTIPLIED | |
  84005. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  84006. * | 9 | ALPHA_INTERPOLATE | |
  84007. * | 10 | ALPHA_SCREENMODE | |
  84008. *
  84009. */
  84010. /**
  84011. * Gets the value of the alpha mode
  84012. */
  84013. alphaMode: number;
  84014. /**
  84015. * Stores the state of the need depth pre-pass value
  84016. */
  84017. private _needDepthPrePass;
  84018. /**
  84019. * Sets the need depth pre-pass value
  84020. */
  84021. /**
  84022. * Gets the depth pre-pass value
  84023. */
  84024. needDepthPrePass: boolean;
  84025. /**
  84026. * Specifies if depth writing should be disabled
  84027. */
  84028. disableDepthWrite: boolean;
  84029. /**
  84030. * Specifies if depth writing should be forced
  84031. */
  84032. forceDepthWrite: boolean;
  84033. /**
  84034. * Specifies if there should be a separate pass for culling
  84035. */
  84036. separateCullingPass: boolean;
  84037. /**
  84038. * Stores the state specifing if fog should be enabled
  84039. */
  84040. private _fogEnabled;
  84041. /**
  84042. * Sets the state for enabling fog
  84043. */
  84044. /**
  84045. * Gets the value of the fog enabled state
  84046. */
  84047. fogEnabled: boolean;
  84048. /**
  84049. * Stores the size of points
  84050. */
  84051. pointSize: number;
  84052. /**
  84053. * Stores the z offset value
  84054. */
  84055. zOffset: number;
  84056. /**
  84057. * Gets a value specifying if wireframe mode is enabled
  84058. */
  84059. /**
  84060. * Sets the state of wireframe mode
  84061. */
  84062. wireframe: boolean;
  84063. /**
  84064. * Gets the value specifying if point clouds are enabled
  84065. */
  84066. /**
  84067. * Sets the state of point cloud mode
  84068. */
  84069. pointsCloud: boolean;
  84070. /**
  84071. * Gets the material fill mode
  84072. */
  84073. /**
  84074. * Sets the material fill mode
  84075. */
  84076. fillMode: number;
  84077. /**
  84078. * @hidden
  84079. * Stores the effects for the material
  84080. */
  84081. _effect: Nullable<Effect>;
  84082. /**
  84083. * @hidden
  84084. * Specifies if the material was previously ready
  84085. */
  84086. _wasPreviouslyReady: boolean;
  84087. /**
  84088. * Specifies if uniform buffers should be used
  84089. */
  84090. private _useUBO;
  84091. /**
  84092. * Stores a reference to the scene
  84093. */
  84094. private _scene;
  84095. /**
  84096. * Stores the fill mode state
  84097. */
  84098. private _fillMode;
  84099. /**
  84100. * Specifies if the depth write state should be cached
  84101. */
  84102. private _cachedDepthWriteState;
  84103. /**
  84104. * Stores the uniform buffer
  84105. */
  84106. protected _uniformBuffer: UniformBuffer;
  84107. /** @hidden */
  84108. _indexInSceneMaterialArray: number;
  84109. /** @hidden */
  84110. meshMap: Nullable<{
  84111. [id: string]: AbstractMesh | undefined;
  84112. }>;
  84113. /**
  84114. * Creates a material instance
  84115. * @param name defines the name of the material
  84116. * @param scene defines the scene to reference
  84117. * @param doNotAdd specifies if the material should be added to the scene
  84118. */
  84119. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  84120. /**
  84121. * Returns a string representation of the current material
  84122. * @param fullDetails defines a boolean indicating which levels of logging is desired
  84123. * @returns a string with material information
  84124. */
  84125. toString(fullDetails?: boolean): string;
  84126. /**
  84127. * Gets the class name of the material
  84128. * @returns a string with the class name of the material
  84129. */
  84130. getClassName(): string;
  84131. /**
  84132. * Specifies if updates for the material been locked
  84133. */
  84134. readonly isFrozen: boolean;
  84135. /**
  84136. * Locks updates for the material
  84137. */
  84138. freeze(): void;
  84139. /**
  84140. * Unlocks updates for the material
  84141. */
  84142. unfreeze(): void;
  84143. /**
  84144. * Specifies if the material is ready to be used
  84145. * @param mesh defines the mesh to check
  84146. * @param useInstances specifies if instances should be used
  84147. * @returns a boolean indicating if the material is ready to be used
  84148. */
  84149. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  84150. /**
  84151. * Specifies that the submesh is ready to be used
  84152. * @param mesh defines the mesh to check
  84153. * @param subMesh defines which submesh to check
  84154. * @param useInstances specifies that instances should be used
  84155. * @returns a boolean indicating that the submesh is ready or not
  84156. */
  84157. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  84158. /**
  84159. * Returns the material effect
  84160. * @returns the effect associated with the material
  84161. */
  84162. getEffect(): Nullable<Effect>;
  84163. /**
  84164. * Returns the current scene
  84165. * @returns a Scene
  84166. */
  84167. getScene(): Scene;
  84168. /**
  84169. * Specifies if the material will require alpha blending
  84170. * @returns a boolean specifying if alpha blending is needed
  84171. */
  84172. needAlphaBlending(): boolean;
  84173. /**
  84174. * Specifies if the mesh will require alpha blending
  84175. * @param mesh defines the mesh to check
  84176. * @returns a boolean specifying if alpha blending is needed for the mesh
  84177. */
  84178. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  84179. /**
  84180. * Specifies if this material should be rendered in alpha test mode
  84181. * @returns a boolean specifying if an alpha test is needed.
  84182. */
  84183. needAlphaTesting(): boolean;
  84184. /**
  84185. * Gets the texture used for the alpha test
  84186. * @returns the texture to use for alpha testing
  84187. */
  84188. getAlphaTestTexture(): Nullable<BaseTexture>;
  84189. /**
  84190. * Marks the material to indicate that it needs to be re-calculated
  84191. */
  84192. markDirty(): void;
  84193. /** @hidden */
  84194. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  84195. /**
  84196. * Binds the material to the mesh
  84197. * @param world defines the world transformation matrix
  84198. * @param mesh defines the mesh to bind the material to
  84199. */
  84200. bind(world: Matrix, mesh?: Mesh): void;
  84201. /**
  84202. * Binds the submesh to the material
  84203. * @param world defines the world transformation matrix
  84204. * @param mesh defines the mesh containing the submesh
  84205. * @param subMesh defines the submesh to bind the material to
  84206. */
  84207. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  84208. /**
  84209. * Binds the world matrix to the material
  84210. * @param world defines the world transformation matrix
  84211. */
  84212. bindOnlyWorldMatrix(world: Matrix): void;
  84213. /**
  84214. * Binds the scene's uniform buffer to the effect.
  84215. * @param effect defines the effect to bind to the scene uniform buffer
  84216. * @param sceneUbo defines the uniform buffer storing scene data
  84217. */
  84218. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  84219. /**
  84220. * Binds the view matrix to the effect
  84221. * @param effect defines the effect to bind the view matrix to
  84222. */
  84223. bindView(effect: Effect): void;
  84224. /**
  84225. * Binds the view projection matrix to the effect
  84226. * @param effect defines the effect to bind the view projection matrix to
  84227. */
  84228. bindViewProjection(effect: Effect): void;
  84229. /**
  84230. * Specifies if material alpha testing should be turned on for the mesh
  84231. * @param mesh defines the mesh to check
  84232. */
  84233. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  84234. /**
  84235. * Processes to execute after binding the material to a mesh
  84236. * @param mesh defines the rendered mesh
  84237. */
  84238. protected _afterBind(mesh?: Mesh): void;
  84239. /**
  84240. * Unbinds the material from the mesh
  84241. */
  84242. unbind(): void;
  84243. /**
  84244. * Gets the active textures from the material
  84245. * @returns an array of textures
  84246. */
  84247. getActiveTextures(): BaseTexture[];
  84248. /**
  84249. * Specifies if the material uses a texture
  84250. * @param texture defines the texture to check against the material
  84251. * @returns a boolean specifying if the material uses the texture
  84252. */
  84253. hasTexture(texture: BaseTexture): boolean;
  84254. /**
  84255. * Makes a duplicate of the material, and gives it a new name
  84256. * @param name defines the new name for the duplicated material
  84257. * @returns the cloned material
  84258. */
  84259. clone(name: string): Nullable<Material>;
  84260. /**
  84261. * Gets the meshes bound to the material
  84262. * @returns an array of meshes bound to the material
  84263. */
  84264. getBindedMeshes(): AbstractMesh[];
  84265. /**
  84266. * Force shader compilation
  84267. * @param mesh defines the mesh associated with this material
  84268. * @param onCompiled defines a function to execute once the material is compiled
  84269. * @param options defines the options to configure the compilation
  84270. */
  84271. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  84272. clipPlane: boolean;
  84273. }>): void;
  84274. /**
  84275. * Force shader compilation
  84276. * @param mesh defines the mesh that will use this material
  84277. * @param options defines additional options for compiling the shaders
  84278. * @returns a promise that resolves when the compilation completes
  84279. */
  84280. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  84281. clipPlane: boolean;
  84282. }>): Promise<void>;
  84283. private static readonly _AllDirtyCallBack;
  84284. private static readonly _ImageProcessingDirtyCallBack;
  84285. private static readonly _TextureDirtyCallBack;
  84286. private static readonly _FresnelDirtyCallBack;
  84287. private static readonly _MiscDirtyCallBack;
  84288. private static readonly _LightsDirtyCallBack;
  84289. private static readonly _AttributeDirtyCallBack;
  84290. private static _FresnelAndMiscDirtyCallBack;
  84291. private static _TextureAndMiscDirtyCallBack;
  84292. private static readonly _DirtyCallbackArray;
  84293. private static readonly _RunDirtyCallBacks;
  84294. /**
  84295. * Marks a define in the material to indicate that it needs to be re-computed
  84296. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  84297. */
  84298. markAsDirty(flag: number): void;
  84299. /**
  84300. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  84301. * @param func defines a function which checks material defines against the submeshes
  84302. */
  84303. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  84304. /**
  84305. * Indicates that we need to re-calculated for all submeshes
  84306. */
  84307. protected _markAllSubMeshesAsAllDirty(): void;
  84308. /**
  84309. * Indicates that image processing needs to be re-calculated for all submeshes
  84310. */
  84311. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  84312. /**
  84313. * Indicates that textures need to be re-calculated for all submeshes
  84314. */
  84315. protected _markAllSubMeshesAsTexturesDirty(): void;
  84316. /**
  84317. * Indicates that fresnel needs to be re-calculated for all submeshes
  84318. */
  84319. protected _markAllSubMeshesAsFresnelDirty(): void;
  84320. /**
  84321. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  84322. */
  84323. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  84324. /**
  84325. * Indicates that lights need to be re-calculated for all submeshes
  84326. */
  84327. protected _markAllSubMeshesAsLightsDirty(): void;
  84328. /**
  84329. * Indicates that attributes need to be re-calculated for all submeshes
  84330. */
  84331. protected _markAllSubMeshesAsAttributesDirty(): void;
  84332. /**
  84333. * Indicates that misc needs to be re-calculated for all submeshes
  84334. */
  84335. protected _markAllSubMeshesAsMiscDirty(): void;
  84336. /**
  84337. * Indicates that textures and misc need to be re-calculated for all submeshes
  84338. */
  84339. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  84340. /**
  84341. * Disposes the material
  84342. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  84343. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  84344. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  84345. */
  84346. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  84347. /** @hidden */
  84348. private releaseVertexArrayObject;
  84349. /**
  84350. * Serializes this material
  84351. * @returns the serialized material object
  84352. */
  84353. serialize(): any;
  84354. /**
  84355. * Creates a material from parsed material data
  84356. * @param parsedMaterial defines parsed material data
  84357. * @param scene defines the hosting scene
  84358. * @param rootUrl defines the root URL to use to load textures
  84359. * @returns a new material
  84360. */
  84361. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  84362. }
  84363. }
  84364. declare module BABYLON {
  84365. /**
  84366. * A multi-material is used to apply different materials to different parts of the same object without the need of
  84367. * separate meshes. This can be use to improve performances.
  84368. * @see http://doc.babylonjs.com/how_to/multi_materials
  84369. */
  84370. export class MultiMaterial extends Material {
  84371. private _subMaterials;
  84372. /**
  84373. * Gets or Sets the list of Materials used within the multi material.
  84374. * They need to be ordered according to the submeshes order in the associated mesh
  84375. */
  84376. subMaterials: Nullable<Material>[];
  84377. /**
  84378. * Function used to align with Node.getChildren()
  84379. * @returns the list of Materials used within the multi material
  84380. */
  84381. getChildren(): Nullable<Material>[];
  84382. /**
  84383. * Instantiates a new Multi Material
  84384. * A multi-material is used to apply different materials to different parts of the same object without the need of
  84385. * separate meshes. This can be use to improve performances.
  84386. * @see http://doc.babylonjs.com/how_to/multi_materials
  84387. * @param name Define the name in the scene
  84388. * @param scene Define the scene the material belongs to
  84389. */
  84390. constructor(name: string, scene: Scene);
  84391. private _hookArray;
  84392. /**
  84393. * Get one of the submaterial by its index in the submaterials array
  84394. * @param index The index to look the sub material at
  84395. * @returns The Material if the index has been defined
  84396. */
  84397. getSubMaterial(index: number): Nullable<Material>;
  84398. /**
  84399. * Get the list of active textures for the whole sub materials list.
  84400. * @returns All the textures that will be used during the rendering
  84401. */
  84402. getActiveTextures(): BaseTexture[];
  84403. /**
  84404. * Gets the current class name of the material e.g. "MultiMaterial"
  84405. * Mainly use in serialization.
  84406. * @returns the class name
  84407. */
  84408. getClassName(): string;
  84409. /**
  84410. * Checks if the material is ready to render the requested sub mesh
  84411. * @param mesh Define the mesh the submesh belongs to
  84412. * @param subMesh Define the sub mesh to look readyness for
  84413. * @param useInstances Define whether or not the material is used with instances
  84414. * @returns true if ready, otherwise false
  84415. */
  84416. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  84417. /**
  84418. * Clones the current material and its related sub materials
  84419. * @param name Define the name of the newly cloned material
  84420. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  84421. * @returns the cloned material
  84422. */
  84423. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  84424. /**
  84425. * Serializes the materials into a JSON representation.
  84426. * @returns the JSON representation
  84427. */
  84428. serialize(): any;
  84429. /**
  84430. * Dispose the material and release its associated resources
  84431. * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)
  84432. * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)
  84433. * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)
  84434. */
  84435. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  84436. /**
  84437. * Creates a MultiMaterial from parsed MultiMaterial data.
  84438. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  84439. * @param scene defines the hosting scene
  84440. * @returns a new MultiMaterial
  84441. */
  84442. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  84443. }
  84444. }
  84445. declare module BABYLON {
  84446. /**
  84447. * Base class for submeshes
  84448. */
  84449. export class BaseSubMesh {
  84450. /** @hidden */
  84451. _materialDefines: Nullable<MaterialDefines>;
  84452. /** @hidden */
  84453. _materialEffect: Nullable<Effect>;
  84454. /**
  84455. * Gets associated effect
  84456. */
  84457. readonly effect: Nullable<Effect>;
  84458. /**
  84459. * Sets associated effect (effect used to render this submesh)
  84460. * @param effect defines the effect to associate with
  84461. * @param defines defines the set of defines used to compile this effect
  84462. */
  84463. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  84464. }
  84465. /**
  84466. * Defines a subdivision inside a mesh
  84467. */
  84468. export class SubMesh extends BaseSubMesh implements ICullable {
  84469. /** the material index to use */
  84470. materialIndex: number;
  84471. /** vertex index start */
  84472. verticesStart: number;
  84473. /** vertices count */
  84474. verticesCount: number;
  84475. /** index start */
  84476. indexStart: number;
  84477. /** indices count */
  84478. indexCount: number;
  84479. /** @hidden */
  84480. _linesIndexCount: number;
  84481. private _mesh;
  84482. private _renderingMesh;
  84483. private _boundingInfo;
  84484. private _linesIndexBuffer;
  84485. /** @hidden */
  84486. _lastColliderWorldVertices: Nullable<Vector3[]>;
  84487. /** @hidden */
  84488. _trianglePlanes: Plane[];
  84489. /** @hidden */
  84490. _lastColliderTransformMatrix: Nullable<Matrix>;
  84491. /** @hidden */
  84492. _renderId: number;
  84493. /** @hidden */
  84494. _alphaIndex: number;
  84495. /** @hidden */
  84496. _distanceToCamera: number;
  84497. /** @hidden */
  84498. _id: number;
  84499. private _currentMaterial;
  84500. /**
  84501. * Add a new submesh to a mesh
  84502. * @param materialIndex defines the material index to use
  84503. * @param verticesStart defines vertex index start
  84504. * @param verticesCount defines vertices count
  84505. * @param indexStart defines index start
  84506. * @param indexCount defines indices count
  84507. * @param mesh defines the parent mesh
  84508. * @param renderingMesh defines an optional rendering mesh
  84509. * @param createBoundingBox defines if bounding box should be created for this submesh
  84510. * @returns the new submesh
  84511. */
  84512. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  84513. /**
  84514. * Creates a new submesh
  84515. * @param materialIndex defines the material index to use
  84516. * @param verticesStart defines vertex index start
  84517. * @param verticesCount defines vertices count
  84518. * @param indexStart defines index start
  84519. * @param indexCount defines indices count
  84520. * @param mesh defines the parent mesh
  84521. * @param renderingMesh defines an optional rendering mesh
  84522. * @param createBoundingBox defines if bounding box should be created for this submesh
  84523. */
  84524. constructor(
  84525. /** the material index to use */
  84526. materialIndex: number,
  84527. /** vertex index start */
  84528. verticesStart: number,
  84529. /** vertices count */
  84530. verticesCount: number,
  84531. /** index start */
  84532. indexStart: number,
  84533. /** indices count */
  84534. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  84535. /**
  84536. * Returns true if this submesh covers the entire parent mesh
  84537. * @ignorenaming
  84538. */
  84539. readonly IsGlobal: boolean;
  84540. /**
  84541. * Returns the submesh BoudingInfo object
  84542. * @returns current bounding info (or mesh's one if the submesh is global)
  84543. */
  84544. getBoundingInfo(): BoundingInfo;
  84545. /**
  84546. * Sets the submesh BoundingInfo
  84547. * @param boundingInfo defines the new bounding info to use
  84548. * @returns the SubMesh
  84549. */
  84550. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  84551. /**
  84552. * Returns the mesh of the current submesh
  84553. * @return the parent mesh
  84554. */
  84555. getMesh(): AbstractMesh;
  84556. /**
  84557. * Returns the rendering mesh of the submesh
  84558. * @returns the rendering mesh (could be different from parent mesh)
  84559. */
  84560. getRenderingMesh(): Mesh;
  84561. /**
  84562. * Returns the submesh material
  84563. * @returns null or the current material
  84564. */
  84565. getMaterial(): Nullable<Material>;
  84566. /**
  84567. * Sets a new updated BoundingInfo object to the submesh
  84568. * @param data defines an optional position array to use to determine the bounding info
  84569. * @returns the SubMesh
  84570. */
  84571. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  84572. /** @hidden */
  84573. _checkCollision(collider: Collider): boolean;
  84574. /**
  84575. * Updates the submesh BoundingInfo
  84576. * @param world defines the world matrix to use to update the bounding info
  84577. * @returns the submesh
  84578. */
  84579. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  84580. /**
  84581. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  84582. * @param frustumPlanes defines the frustum planes
  84583. * @returns true if the submesh is intersecting with the frustum
  84584. */
  84585. isInFrustum(frustumPlanes: Plane[]): boolean;
  84586. /**
  84587. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  84588. * @param frustumPlanes defines the frustum planes
  84589. * @returns true if the submesh is inside the frustum
  84590. */
  84591. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  84592. /**
  84593. * Renders the submesh
  84594. * @param enableAlphaMode defines if alpha needs to be used
  84595. * @returns the submesh
  84596. */
  84597. render(enableAlphaMode: boolean): SubMesh;
  84598. /**
  84599. * @hidden
  84600. */
  84601. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  84602. /**
  84603. * Checks if the submesh intersects with a ray
  84604. * @param ray defines the ray to test
  84605. * @returns true is the passed ray intersects the submesh bounding box
  84606. */
  84607. canIntersects(ray: Ray): boolean;
  84608. /**
  84609. * Intersects current submesh with a ray
  84610. * @param ray defines the ray to test
  84611. * @param positions defines mesh's positions array
  84612. * @param indices defines mesh's indices array
  84613. * @param fastCheck defines if only bounding info should be used
  84614. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  84615. * @returns intersection info or null if no intersection
  84616. */
  84617. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  84618. /** @hidden */
  84619. private _intersectLines;
  84620. /** @hidden */
  84621. private _intersectUnIndexedLines;
  84622. /** @hidden */
  84623. private _intersectTriangles;
  84624. /** @hidden */
  84625. private _intersectUnIndexedTriangles;
  84626. /** @hidden */
  84627. _rebuild(): void;
  84628. /**
  84629. * Creates a new submesh from the passed mesh
  84630. * @param newMesh defines the new hosting mesh
  84631. * @param newRenderingMesh defines an optional rendering mesh
  84632. * @returns the new submesh
  84633. */
  84634. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  84635. /**
  84636. * Release associated resources
  84637. */
  84638. dispose(): void;
  84639. /**
  84640. * Gets the class name
  84641. * @returns the string "SubMesh".
  84642. */
  84643. getClassName(): string;
  84644. /**
  84645. * Creates a new submesh from indices data
  84646. * @param materialIndex the index of the main mesh material
  84647. * @param startIndex the index where to start the copy in the mesh indices array
  84648. * @param indexCount the number of indices to copy then from the startIndex
  84649. * @param mesh the main mesh to create the submesh from
  84650. * @param renderingMesh the optional rendering mesh
  84651. * @returns a new submesh
  84652. */
  84653. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  84654. }
  84655. }
  84656. declare module BABYLON {
  84657. /**
  84658. * Class used to represent data loading progression
  84659. */
  84660. export class SceneLoaderFlags {
  84661. private static _ForceFullSceneLoadingForIncremental;
  84662. private static _ShowLoadingScreen;
  84663. private static _CleanBoneMatrixWeights;
  84664. private static _loggingLevel;
  84665. /**
  84666. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  84667. */
  84668. static ForceFullSceneLoadingForIncremental: boolean;
  84669. /**
  84670. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  84671. */
  84672. static ShowLoadingScreen: boolean;
  84673. /**
  84674. * Defines the current logging level (while loading the scene)
  84675. * @ignorenaming
  84676. */
  84677. static loggingLevel: number;
  84678. /**
  84679. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  84680. */
  84681. static CleanBoneMatrixWeights: boolean;
  84682. }
  84683. }
  84684. declare module BABYLON {
  84685. /**
  84686. * Class used to store geometry data (vertex buffers + index buffer)
  84687. */
  84688. export class Geometry implements IGetSetVerticesData {
  84689. /**
  84690. * Gets or sets the ID of the geometry
  84691. */
  84692. id: string;
  84693. /**
  84694. * Gets or sets the unique ID of the geometry
  84695. */
  84696. uniqueId: number;
  84697. /**
  84698. * Gets the delay loading state of the geometry (none by default which means not delayed)
  84699. */
  84700. delayLoadState: number;
  84701. /**
  84702. * Gets the file containing the data to load when running in delay load state
  84703. */
  84704. delayLoadingFile: Nullable<string>;
  84705. /**
  84706. * Callback called when the geometry is updated
  84707. */
  84708. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  84709. private _scene;
  84710. private _engine;
  84711. private _meshes;
  84712. private _totalVertices;
  84713. /** @hidden */
  84714. _indices: IndicesArray;
  84715. /** @hidden */
  84716. _vertexBuffers: {
  84717. [key: string]: VertexBuffer;
  84718. };
  84719. private _isDisposed;
  84720. private _extend;
  84721. private _boundingBias;
  84722. /** @hidden */
  84723. _delayInfo: Array<string>;
  84724. private _indexBuffer;
  84725. private _indexBufferIsUpdatable;
  84726. /** @hidden */
  84727. _boundingInfo: Nullable<BoundingInfo>;
  84728. /** @hidden */
  84729. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  84730. /** @hidden */
  84731. _softwareSkinningFrameId: number;
  84732. private _vertexArrayObjects;
  84733. private _updatable;
  84734. /** @hidden */
  84735. _positions: Nullable<Vector3[]>;
  84736. /**
  84737. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  84738. */
  84739. /**
  84740. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  84741. */
  84742. boundingBias: Vector2;
  84743. /**
  84744. * Static function used to attach a new empty geometry to a mesh
  84745. * @param mesh defines the mesh to attach the geometry to
  84746. * @returns the new Geometry
  84747. */
  84748. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  84749. /**
  84750. * Creates a new geometry
  84751. * @param id defines the unique ID
  84752. * @param scene defines the hosting scene
  84753. * @param vertexData defines the VertexData used to get geometry data
  84754. * @param updatable defines if geometry must be updatable (false by default)
  84755. * @param mesh defines the mesh that will be associated with the geometry
  84756. */
  84757. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  84758. /**
  84759. * Gets the current extend of the geometry
  84760. */
  84761. readonly extend: {
  84762. minimum: Vector3;
  84763. maximum: Vector3;
  84764. };
  84765. /**
  84766. * Gets the hosting scene
  84767. * @returns the hosting Scene
  84768. */
  84769. getScene(): Scene;
  84770. /**
  84771. * Gets the hosting engine
  84772. * @returns the hosting Engine
  84773. */
  84774. getEngine(): Engine;
  84775. /**
  84776. * Defines if the geometry is ready to use
  84777. * @returns true if the geometry is ready to be used
  84778. */
  84779. isReady(): boolean;
  84780. /**
  84781. * Gets a value indicating that the geometry should not be serialized
  84782. */
  84783. readonly doNotSerialize: boolean;
  84784. /** @hidden */
  84785. _rebuild(): void;
  84786. /**
  84787. * Affects all geometry data in one call
  84788. * @param vertexData defines the geometry data
  84789. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  84790. */
  84791. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  84792. /**
  84793. * Set specific vertex data
  84794. * @param kind defines the data kind (Position, normal, etc...)
  84795. * @param data defines the vertex data to use
  84796. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  84797. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  84798. */
  84799. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  84800. /**
  84801. * Removes a specific vertex data
  84802. * @param kind defines the data kind (Position, normal, etc...)
  84803. */
  84804. removeVerticesData(kind: string): void;
  84805. /**
  84806. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  84807. * @param buffer defines the vertex buffer to use
  84808. * @param totalVertices defines the total number of vertices for position kind (could be null)
  84809. */
  84810. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  84811. /**
  84812. * Update a specific vertex buffer
  84813. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  84814. * It will do nothing if the buffer is not updatable
  84815. * @param kind defines the data kind (Position, normal, etc...)
  84816. * @param data defines the data to use
  84817. * @param offset defines the offset in the target buffer where to store the data
  84818. * @param useBytes set to true if the offset is in bytes
  84819. */
  84820. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  84821. /**
  84822. * Update a specific vertex buffer
  84823. * This function will create a new buffer if the current one is not updatable
  84824. * @param kind defines the data kind (Position, normal, etc...)
  84825. * @param data defines the data to use
  84826. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  84827. */
  84828. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  84829. private _updateBoundingInfo;
  84830. /** @hidden */
  84831. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  84832. /**
  84833. * Gets total number of vertices
  84834. * @returns the total number of vertices
  84835. */
  84836. getTotalVertices(): number;
  84837. /**
  84838. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  84839. * @param kind defines the data kind (Position, normal, etc...)
  84840. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  84841. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  84842. * @returns a float array containing vertex data
  84843. */
  84844. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  84845. /**
  84846. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  84847. * @param kind defines the data kind (Position, normal, etc...)
  84848. * @returns true if the vertex buffer with the specified kind is updatable
  84849. */
  84850. isVertexBufferUpdatable(kind: string): boolean;
  84851. /**
  84852. * Gets a specific vertex buffer
  84853. * @param kind defines the data kind (Position, normal, etc...)
  84854. * @returns a VertexBuffer
  84855. */
  84856. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  84857. /**
  84858. * Returns all vertex buffers
  84859. * @return an object holding all vertex buffers indexed by kind
  84860. */
  84861. getVertexBuffers(): Nullable<{
  84862. [key: string]: VertexBuffer;
  84863. }>;
  84864. /**
  84865. * Gets a boolean indicating if specific vertex buffer is present
  84866. * @param kind defines the data kind (Position, normal, etc...)
  84867. * @returns true if data is present
  84868. */
  84869. isVerticesDataPresent(kind: string): boolean;
  84870. /**
  84871. * Gets a list of all attached data kinds (Position, normal, etc...)
  84872. * @returns a list of string containing all kinds
  84873. */
  84874. getVerticesDataKinds(): string[];
  84875. /**
  84876. * Update index buffer
  84877. * @param indices defines the indices to store in the index buffer
  84878. * @param offset defines the offset in the target buffer where to store the data
  84879. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  84880. */
  84881. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  84882. /**
  84883. * Creates a new index buffer
  84884. * @param indices defines the indices to store in the index buffer
  84885. * @param totalVertices defines the total number of vertices (could be null)
  84886. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  84887. */
  84888. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  84889. /**
  84890. * Return the total number of indices
  84891. * @returns the total number of indices
  84892. */
  84893. getTotalIndices(): number;
  84894. /**
  84895. * Gets the index buffer array
  84896. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  84897. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  84898. * @returns the index buffer array
  84899. */
  84900. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  84901. /**
  84902. * Gets the index buffer
  84903. * @return the index buffer
  84904. */
  84905. getIndexBuffer(): Nullable<DataBuffer>;
  84906. /** @hidden */
  84907. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  84908. /**
  84909. * Release the associated resources for a specific mesh
  84910. * @param mesh defines the source mesh
  84911. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  84912. */
  84913. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  84914. /**
  84915. * Apply current geometry to a given mesh
  84916. * @param mesh defines the mesh to apply geometry to
  84917. */
  84918. applyToMesh(mesh: Mesh): void;
  84919. private _updateExtend;
  84920. private _applyToMesh;
  84921. private notifyUpdate;
  84922. /**
  84923. * Load the geometry if it was flagged as delay loaded
  84924. * @param scene defines the hosting scene
  84925. * @param onLoaded defines a callback called when the geometry is loaded
  84926. */
  84927. load(scene: Scene, onLoaded?: () => void): void;
  84928. private _queueLoad;
  84929. /**
  84930. * Invert the geometry to move from a right handed system to a left handed one.
  84931. */
  84932. toLeftHanded(): void;
  84933. /** @hidden */
  84934. _resetPointsArrayCache(): void;
  84935. /** @hidden */
  84936. _generatePointsArray(): boolean;
  84937. /**
  84938. * Gets a value indicating if the geometry is disposed
  84939. * @returns true if the geometry was disposed
  84940. */
  84941. isDisposed(): boolean;
  84942. private _disposeVertexArrayObjects;
  84943. /**
  84944. * Free all associated resources
  84945. */
  84946. dispose(): void;
  84947. /**
  84948. * Clone the current geometry into a new geometry
  84949. * @param id defines the unique ID of the new geometry
  84950. * @returns a new geometry object
  84951. */
  84952. copy(id: string): Geometry;
  84953. /**
  84954. * Serialize the current geometry info (and not the vertices data) into a JSON object
  84955. * @return a JSON representation of the current geometry data (without the vertices data)
  84956. */
  84957. serialize(): any;
  84958. private toNumberArray;
  84959. /**
  84960. * Serialize all vertices data into a JSON oject
  84961. * @returns a JSON representation of the current geometry data
  84962. */
  84963. serializeVerticeData(): any;
  84964. /**
  84965. * Extracts a clone of a mesh geometry
  84966. * @param mesh defines the source mesh
  84967. * @param id defines the unique ID of the new geometry object
  84968. * @returns the new geometry object
  84969. */
  84970. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  84971. /**
  84972. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  84973. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  84974. * Be aware Math.random() could cause collisions, but:
  84975. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  84976. * @returns a string containing a new GUID
  84977. */
  84978. static RandomId(): string;
  84979. /** @hidden */
  84980. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  84981. private static _CleanMatricesWeights;
  84982. /**
  84983. * Create a new geometry from persisted data (Using .babylon file format)
  84984. * @param parsedVertexData defines the persisted data
  84985. * @param scene defines the hosting scene
  84986. * @param rootUrl defines the root url to use to load assets (like delayed data)
  84987. * @returns the new geometry object
  84988. */
  84989. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  84990. }
  84991. }
  84992. declare module BABYLON {
  84993. /**
  84994. * Define an interface for all classes that will get and set the data on vertices
  84995. */
  84996. export interface IGetSetVerticesData {
  84997. /**
  84998. * Gets a boolean indicating if specific vertex data is present
  84999. * @param kind defines the vertex data kind to use
  85000. * @returns true is data kind is present
  85001. */
  85002. isVerticesDataPresent(kind: string): boolean;
  85003. /**
  85004. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  85005. * @param kind defines the data kind (Position, normal, etc...)
  85006. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  85007. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85008. * @returns a float array containing vertex data
  85009. */
  85010. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  85011. /**
  85012. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  85013. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  85014. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85015. * @returns the indices array or an empty array if the mesh has no geometry
  85016. */
  85017. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  85018. /**
  85019. * Set specific vertex data
  85020. * @param kind defines the data kind (Position, normal, etc...)
  85021. * @param data defines the vertex data to use
  85022. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  85023. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  85024. */
  85025. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  85026. /**
  85027. * Update a specific associated vertex buffer
  85028. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  85029. * - VertexBuffer.PositionKind
  85030. * - VertexBuffer.UVKind
  85031. * - VertexBuffer.UV2Kind
  85032. * - VertexBuffer.UV3Kind
  85033. * - VertexBuffer.UV4Kind
  85034. * - VertexBuffer.UV5Kind
  85035. * - VertexBuffer.UV6Kind
  85036. * - VertexBuffer.ColorKind
  85037. * - VertexBuffer.MatricesIndicesKind
  85038. * - VertexBuffer.MatricesIndicesExtraKind
  85039. * - VertexBuffer.MatricesWeightsKind
  85040. * - VertexBuffer.MatricesWeightsExtraKind
  85041. * @param data defines the data source
  85042. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  85043. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  85044. */
  85045. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  85046. /**
  85047. * Creates a new index buffer
  85048. * @param indices defines the indices to store in the index buffer
  85049. * @param totalVertices defines the total number of vertices (could be null)
  85050. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  85051. */
  85052. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  85053. }
  85054. /**
  85055. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  85056. */
  85057. export class VertexData {
  85058. /**
  85059. * Mesh side orientation : usually the external or front surface
  85060. */
  85061. static readonly FRONTSIDE: number;
  85062. /**
  85063. * Mesh side orientation : usually the internal or back surface
  85064. */
  85065. static readonly BACKSIDE: number;
  85066. /**
  85067. * Mesh side orientation : both internal and external or front and back surfaces
  85068. */
  85069. static readonly DOUBLESIDE: number;
  85070. /**
  85071. * Mesh side orientation : by default, `FRONTSIDE`
  85072. */
  85073. static readonly DEFAULTSIDE: number;
  85074. /**
  85075. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  85076. */
  85077. positions: Nullable<FloatArray>;
  85078. /**
  85079. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  85080. */
  85081. normals: Nullable<FloatArray>;
  85082. /**
  85083. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  85084. */
  85085. tangents: Nullable<FloatArray>;
  85086. /**
  85087. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85088. */
  85089. uvs: Nullable<FloatArray>;
  85090. /**
  85091. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85092. */
  85093. uvs2: Nullable<FloatArray>;
  85094. /**
  85095. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85096. */
  85097. uvs3: Nullable<FloatArray>;
  85098. /**
  85099. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85100. */
  85101. uvs4: Nullable<FloatArray>;
  85102. /**
  85103. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85104. */
  85105. uvs5: Nullable<FloatArray>;
  85106. /**
  85107. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85108. */
  85109. uvs6: Nullable<FloatArray>;
  85110. /**
  85111. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  85112. */
  85113. colors: Nullable<FloatArray>;
  85114. /**
  85115. * An array containing the list of indices to the array of matrices produced by bones, each vertex have up to 4 indices (8 if the matricesIndicesExtra is set).
  85116. */
  85117. matricesIndices: Nullable<FloatArray>;
  85118. /**
  85119. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  85120. */
  85121. matricesWeights: Nullable<FloatArray>;
  85122. /**
  85123. * An array extending the number of possible indices
  85124. */
  85125. matricesIndicesExtra: Nullable<FloatArray>;
  85126. /**
  85127. * An array extending the number of possible weights when the number of indices is extended
  85128. */
  85129. matricesWeightsExtra: Nullable<FloatArray>;
  85130. /**
  85131. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  85132. */
  85133. indices: Nullable<IndicesArray>;
  85134. /**
  85135. * Uses the passed data array to set the set the values for the specified kind of data
  85136. * @param data a linear array of floating numbers
  85137. * @param kind the type of data that is being set, eg positions, colors etc
  85138. */
  85139. set(data: FloatArray, kind: string): void;
  85140. /**
  85141. * Associates the vertexData to the passed Mesh.
  85142. * Sets it as updatable or not (default `false`)
  85143. * @param mesh the mesh the vertexData is applied to
  85144. * @param updatable when used and having the value true allows new data to update the vertexData
  85145. * @returns the VertexData
  85146. */
  85147. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  85148. /**
  85149. * Associates the vertexData to the passed Geometry.
  85150. * Sets it as updatable or not (default `false`)
  85151. * @param geometry the geometry the vertexData is applied to
  85152. * @param updatable when used and having the value true allows new data to update the vertexData
  85153. * @returns VertexData
  85154. */
  85155. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  85156. /**
  85157. * Updates the associated mesh
  85158. * @param mesh the mesh to be updated
  85159. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  85160. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  85161. * @returns VertexData
  85162. */
  85163. updateMesh(mesh: Mesh): VertexData;
  85164. /**
  85165. * Updates the associated geometry
  85166. * @param geometry the geometry to be updated
  85167. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  85168. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  85169. * @returns VertexData.
  85170. */
  85171. updateGeometry(geometry: Geometry): VertexData;
  85172. private _applyTo;
  85173. private _update;
  85174. /**
  85175. * Transforms each position and each normal of the vertexData according to the passed Matrix
  85176. * @param matrix the transforming matrix
  85177. * @returns the VertexData
  85178. */
  85179. transform(matrix: Matrix): VertexData;
  85180. /**
  85181. * Merges the passed VertexData into the current one
  85182. * @param other the VertexData to be merged into the current one
  85183. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  85184. * @returns the modified VertexData
  85185. */
  85186. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  85187. private _mergeElement;
  85188. private _validate;
  85189. /**
  85190. * Serializes the VertexData
  85191. * @returns a serialized object
  85192. */
  85193. serialize(): any;
  85194. /**
  85195. * Extracts the vertexData from a mesh
  85196. * @param mesh the mesh from which to extract the VertexData
  85197. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  85198. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  85199. * @returns the object VertexData associated to the passed mesh
  85200. */
  85201. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  85202. /**
  85203. * Extracts the vertexData from the geometry
  85204. * @param geometry the geometry from which to extract the VertexData
  85205. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  85206. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  85207. * @returns the object VertexData associated to the passed mesh
  85208. */
  85209. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  85210. private static _ExtractFrom;
  85211. /**
  85212. * Creates the VertexData for a Ribbon
  85213. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  85214. * * pathArray array of paths, each of which an array of successive Vector3
  85215. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  85216. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  85217. * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length
  85218. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85219. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85220. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85221. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  85222. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  85223. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  85224. * @returns the VertexData of the ribbon
  85225. */
  85226. static CreateRibbon(options: {
  85227. pathArray: Vector3[][];
  85228. closeArray?: boolean;
  85229. closePath?: boolean;
  85230. offset?: number;
  85231. sideOrientation?: number;
  85232. frontUVs?: Vector4;
  85233. backUVs?: Vector4;
  85234. invertUV?: boolean;
  85235. uvs?: Vector2[];
  85236. colors?: Color4[];
  85237. }): VertexData;
  85238. /**
  85239. * Creates the VertexData for a box
  85240. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85241. * * size sets the width, height and depth of the box to the value of size, optional default 1
  85242. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  85243. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  85244. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  85245. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  85246. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  85247. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85248. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85249. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85250. * @returns the VertexData of the box
  85251. */
  85252. static CreateBox(options: {
  85253. size?: number;
  85254. width?: number;
  85255. height?: number;
  85256. depth?: number;
  85257. faceUV?: Vector4[];
  85258. faceColors?: Color4[];
  85259. sideOrientation?: number;
  85260. frontUVs?: Vector4;
  85261. backUVs?: Vector4;
  85262. }): VertexData;
  85263. /**
  85264. * Creates the VertexData for a tiled box
  85265. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85266. * * faceTiles sets the pattern, tile size and number of tiles for a face
  85267. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  85268. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  85269. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85270. * @returns the VertexData of the box
  85271. */
  85272. static CreateTiledBox(options: {
  85273. pattern?: number;
  85274. width?: number;
  85275. height?: number;
  85276. depth?: number;
  85277. tileSize?: number;
  85278. tileWidth?: number;
  85279. tileHeight?: number;
  85280. alignHorizontal?: number;
  85281. alignVertical?: number;
  85282. faceUV?: Vector4[];
  85283. faceColors?: Color4[];
  85284. sideOrientation?: number;
  85285. }): VertexData;
  85286. /**
  85287. * Creates the VertexData for a tiled plane
  85288. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85289. * * pattern a limited pattern arrangement depending on the number
  85290. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  85291. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  85292. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  85293. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85294. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85295. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85296. * @returns the VertexData of the tiled plane
  85297. */
  85298. static CreateTiledPlane(options: {
  85299. pattern?: number;
  85300. tileSize?: number;
  85301. tileWidth?: number;
  85302. tileHeight?: number;
  85303. size?: number;
  85304. width?: number;
  85305. height?: number;
  85306. alignHorizontal?: number;
  85307. alignVertical?: number;
  85308. sideOrientation?: number;
  85309. frontUVs?: Vector4;
  85310. backUVs?: Vector4;
  85311. }): VertexData;
  85312. /**
  85313. * Creates the VertexData for an ellipsoid, defaults to a sphere
  85314. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85315. * * segments sets the number of horizontal strips optional, default 32
  85316. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  85317. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  85318. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  85319. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  85320. * * arc a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the circumference (latitude) given by the arc value, optional, default 1
  85321. * * slice a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the height (latitude) given by the arc value, optional, default 1
  85322. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85323. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85324. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85325. * @returns the VertexData of the ellipsoid
  85326. */
  85327. static CreateSphere(options: {
  85328. segments?: number;
  85329. diameter?: number;
  85330. diameterX?: number;
  85331. diameterY?: number;
  85332. diameterZ?: number;
  85333. arc?: number;
  85334. slice?: number;
  85335. sideOrientation?: number;
  85336. frontUVs?: Vector4;
  85337. backUVs?: Vector4;
  85338. }): VertexData;
  85339. /**
  85340. * Creates the VertexData for a cylinder, cone or prism
  85341. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85342. * * height sets the height (y direction) of the cylinder, optional, default 2
  85343. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  85344. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  85345. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  85346. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  85347. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  85348. * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
  85349. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  85350. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  85351. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  85352. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  85353. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85354. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85355. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85356. * @returns the VertexData of the cylinder, cone or prism
  85357. */
  85358. static CreateCylinder(options: {
  85359. height?: number;
  85360. diameterTop?: number;
  85361. diameterBottom?: number;
  85362. diameter?: number;
  85363. tessellation?: number;
  85364. subdivisions?: number;
  85365. arc?: number;
  85366. faceColors?: Color4[];
  85367. faceUV?: Vector4[];
  85368. hasRings?: boolean;
  85369. enclose?: boolean;
  85370. sideOrientation?: number;
  85371. frontUVs?: Vector4;
  85372. backUVs?: Vector4;
  85373. }): VertexData;
  85374. /**
  85375. * Creates the VertexData for a torus
  85376. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85377. * * diameter the diameter of the torus, optional default 1
  85378. * * thickness the diameter of the tube forming the torus, optional default 0.5
  85379. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  85380. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85381. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85382. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85383. * @returns the VertexData of the torus
  85384. */
  85385. static CreateTorus(options: {
  85386. diameter?: number;
  85387. thickness?: number;
  85388. tessellation?: number;
  85389. sideOrientation?: number;
  85390. frontUVs?: Vector4;
  85391. backUVs?: Vector4;
  85392. }): VertexData;
  85393. /**
  85394. * Creates the VertexData of the LineSystem
  85395. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  85396. * - lines an array of lines, each line being an array of successive Vector3
  85397. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  85398. * @returns the VertexData of the LineSystem
  85399. */
  85400. static CreateLineSystem(options: {
  85401. lines: Vector3[][];
  85402. colors?: Nullable<Color4[][]>;
  85403. }): VertexData;
  85404. /**
  85405. * Create the VertexData for a DashedLines
  85406. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  85407. * - points an array successive Vector3
  85408. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  85409. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  85410. * - dashNb the intended total number of dashes, optional, default 200
  85411. * @returns the VertexData for the DashedLines
  85412. */
  85413. static CreateDashedLines(options: {
  85414. points: Vector3[];
  85415. dashSize?: number;
  85416. gapSize?: number;
  85417. dashNb?: number;
  85418. }): VertexData;
  85419. /**
  85420. * Creates the VertexData for a Ground
  85421. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  85422. * - width the width (x direction) of the ground, optional, default 1
  85423. * - height the height (z direction) of the ground, optional, default 1
  85424. * - subdivisions the number of subdivisions per side, optional, default 1
  85425. * @returns the VertexData of the Ground
  85426. */
  85427. static CreateGround(options: {
  85428. width?: number;
  85429. height?: number;
  85430. subdivisions?: number;
  85431. subdivisionsX?: number;
  85432. subdivisionsY?: number;
  85433. }): VertexData;
  85434. /**
  85435. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  85436. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  85437. * * xmin the ground minimum X coordinate, optional, default -1
  85438. * * zmin the ground minimum Z coordinate, optional, default -1
  85439. * * xmax the ground maximum X coordinate, optional, default 1
  85440. * * zmax the ground maximum Z coordinate, optional, default 1
  85441. * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}
  85442. * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}
  85443. * @returns the VertexData of the TiledGround
  85444. */
  85445. static CreateTiledGround(options: {
  85446. xmin: number;
  85447. zmin: number;
  85448. xmax: number;
  85449. zmax: number;
  85450. subdivisions?: {
  85451. w: number;
  85452. h: number;
  85453. };
  85454. precision?: {
  85455. w: number;
  85456. h: number;
  85457. };
  85458. }): VertexData;
  85459. /**
  85460. * Creates the VertexData of the Ground designed from a heightmap
  85461. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  85462. * * width the width (x direction) of the ground
  85463. * * height the height (z direction) of the ground
  85464. * * subdivisions the number of subdivisions per side
  85465. * * minHeight the minimum altitude on the ground, optional, default 0
  85466. * * maxHeight the maximum altitude on the ground, optional default 1
  85467. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  85468. * * buffer the array holding the image color data
  85469. * * bufferWidth the width of image
  85470. * * bufferHeight the height of image
  85471. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  85472. * @returns the VertexData of the Ground designed from a heightmap
  85473. */
  85474. static CreateGroundFromHeightMap(options: {
  85475. width: number;
  85476. height: number;
  85477. subdivisions: number;
  85478. minHeight: number;
  85479. maxHeight: number;
  85480. colorFilter: Color3;
  85481. buffer: Uint8Array;
  85482. bufferWidth: number;
  85483. bufferHeight: number;
  85484. alphaFilter: number;
  85485. }): VertexData;
  85486. /**
  85487. * Creates the VertexData for a Plane
  85488. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  85489. * * size sets the width and height of the plane to the value of size, optional default 1
  85490. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  85491. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  85492. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85493. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85494. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85495. * @returns the VertexData of the box
  85496. */
  85497. static CreatePlane(options: {
  85498. size?: number;
  85499. width?: number;
  85500. height?: number;
  85501. sideOrientation?: number;
  85502. frontUVs?: Vector4;
  85503. backUVs?: Vector4;
  85504. }): VertexData;
  85505. /**
  85506. * Creates the VertexData of the Disc or regular Polygon
  85507. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  85508. * * radius the radius of the disc, optional default 0.5
  85509. * * tessellation the number of polygon sides, optional, default 64
  85510. * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1
  85511. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85512. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85513. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85514. * @returns the VertexData of the box
  85515. */
  85516. static CreateDisc(options: {
  85517. radius?: number;
  85518. tessellation?: number;
  85519. arc?: number;
  85520. sideOrientation?: number;
  85521. frontUVs?: Vector4;
  85522. backUVs?: Vector4;
  85523. }): VertexData;
  85524. /**
  85525. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  85526. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  85527. * @param polygon a mesh built from polygonTriangulation.build()
  85528. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85529. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  85530. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  85531. * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85532. * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85533. * @returns the VertexData of the Polygon
  85534. */
  85535. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  85536. /**
  85537. * Creates the VertexData of the IcoSphere
  85538. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  85539. * * radius the radius of the IcoSphere, optional default 1
  85540. * * radiusX allows stretching in the x direction, optional, default radius
  85541. * * radiusY allows stretching in the y direction, optional, default radius
  85542. * * radiusZ allows stretching in the z direction, optional, default radius
  85543. * * flat when true creates a flat shaded mesh, optional, default true
  85544. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  85545. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85546. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85547. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85548. * @returns the VertexData of the IcoSphere
  85549. */
  85550. static CreateIcoSphere(options: {
  85551. radius?: number;
  85552. radiusX?: number;
  85553. radiusY?: number;
  85554. radiusZ?: number;
  85555. flat?: boolean;
  85556. subdivisions?: number;
  85557. sideOrientation?: number;
  85558. frontUVs?: Vector4;
  85559. backUVs?: Vector4;
  85560. }): VertexData;
  85561. /**
  85562. * Creates the VertexData for a Polyhedron
  85563. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  85564. * * type provided types are:
  85565. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  85566. * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)
  85567. * * size the size of the IcoSphere, optional default 1
  85568. * * sizeX allows stretching in the x direction, optional, default size
  85569. * * sizeY allows stretching in the y direction, optional, default size
  85570. * * sizeZ allows stretching in the z direction, optional, default size
  85571. * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor
  85572. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  85573. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  85574. * * flat when true creates a flat shaded mesh, optional, default true
  85575. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  85576. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85577. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85578. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85579. * @returns the VertexData of the Polyhedron
  85580. */
  85581. static CreatePolyhedron(options: {
  85582. type?: number;
  85583. size?: number;
  85584. sizeX?: number;
  85585. sizeY?: number;
  85586. sizeZ?: number;
  85587. custom?: any;
  85588. faceUV?: Vector4[];
  85589. faceColors?: Color4[];
  85590. flat?: boolean;
  85591. sideOrientation?: number;
  85592. frontUVs?: Vector4;
  85593. backUVs?: Vector4;
  85594. }): VertexData;
  85595. /**
  85596. * Creates the VertexData for a TorusKnot
  85597. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  85598. * * radius the radius of the torus knot, optional, default 2
  85599. * * tube the thickness of the tube, optional, default 0.5
  85600. * * radialSegments the number of sides on each tube segments, optional, default 32
  85601. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  85602. * * p the number of windings around the z axis, optional, default 2
  85603. * * q the number of windings around the x axis, optional, default 3
  85604. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85605. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85606. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85607. * @returns the VertexData of the Torus Knot
  85608. */
  85609. static CreateTorusKnot(options: {
  85610. radius?: number;
  85611. tube?: number;
  85612. radialSegments?: number;
  85613. tubularSegments?: number;
  85614. p?: number;
  85615. q?: number;
  85616. sideOrientation?: number;
  85617. frontUVs?: Vector4;
  85618. backUVs?: Vector4;
  85619. }): VertexData;
  85620. /**
  85621. * Compute normals for given positions and indices
  85622. * @param positions an array of vertex positions, [...., x, y, z, ......]
  85623. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  85624. * @param normals an array of vertex normals, [...., x, y, z, ......]
  85625. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  85626. * * facetNormals : optional array of facet normals (vector3)
  85627. * * facetPositions : optional array of facet positions (vector3)
  85628. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  85629. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  85630. * * bInfo : optional bounding info, required for facetPartitioning computation
  85631. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  85632. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  85633. * * useRightHandedSystem: optional boolean to for right handed system computation
  85634. * * depthSort : optional boolean to enable the facet depth sort computation
  85635. * * distanceTo : optional Vector3 to compute the facet depth from this location
  85636. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  85637. */
  85638. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  85639. facetNormals?: any;
  85640. facetPositions?: any;
  85641. facetPartitioning?: any;
  85642. ratio?: number;
  85643. bInfo?: any;
  85644. bbSize?: Vector3;
  85645. subDiv?: any;
  85646. useRightHandedSystem?: boolean;
  85647. depthSort?: boolean;
  85648. distanceTo?: Vector3;
  85649. depthSortedFacets?: any;
  85650. }): void;
  85651. /** @hidden */
  85652. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  85653. /**
  85654. * Applies VertexData created from the imported parameters to the geometry
  85655. * @param parsedVertexData the parsed data from an imported file
  85656. * @param geometry the geometry to apply the VertexData to
  85657. */
  85658. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  85659. }
  85660. }
  85661. declare module BABYLON {
  85662. /**
  85663. * Defines a target to use with MorphTargetManager
  85664. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  85665. */
  85666. export class MorphTarget implements IAnimatable {
  85667. /** defines the name of the target */
  85668. name: string;
  85669. /**
  85670. * Gets or sets the list of animations
  85671. */
  85672. animations: Animation[];
  85673. private _scene;
  85674. private _positions;
  85675. private _normals;
  85676. private _tangents;
  85677. private _uvs;
  85678. private _influence;
  85679. /**
  85680. * Observable raised when the influence changes
  85681. */
  85682. onInfluenceChanged: Observable<boolean>;
  85683. /** @hidden */
  85684. _onDataLayoutChanged: Observable<void>;
  85685. /**
  85686. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  85687. */
  85688. influence: number;
  85689. /**
  85690. * Gets or sets the id of the morph Target
  85691. */
  85692. id: string;
  85693. private _animationPropertiesOverride;
  85694. /**
  85695. * Gets or sets the animation properties override
  85696. */
  85697. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  85698. /**
  85699. * Creates a new MorphTarget
  85700. * @param name defines the name of the target
  85701. * @param influence defines the influence to use
  85702. * @param scene defines the scene the morphtarget belongs to
  85703. */
  85704. constructor(
  85705. /** defines the name of the target */
  85706. name: string, influence?: number, scene?: Nullable<Scene>);
  85707. /**
  85708. * Gets a boolean defining if the target contains position data
  85709. */
  85710. readonly hasPositions: boolean;
  85711. /**
  85712. * Gets a boolean defining if the target contains normal data
  85713. */
  85714. readonly hasNormals: boolean;
  85715. /**
  85716. * Gets a boolean defining if the target contains tangent data
  85717. */
  85718. readonly hasTangents: boolean;
  85719. /**
  85720. * Gets a boolean defining if the target contains texture coordinates data
  85721. */
  85722. readonly hasUVs: boolean;
  85723. /**
  85724. * Affects position data to this target
  85725. * @param data defines the position data to use
  85726. */
  85727. setPositions(data: Nullable<FloatArray>): void;
  85728. /**
  85729. * Gets the position data stored in this target
  85730. * @returns a FloatArray containing the position data (or null if not present)
  85731. */
  85732. getPositions(): Nullable<FloatArray>;
  85733. /**
  85734. * Affects normal data to this target
  85735. * @param data defines the normal data to use
  85736. */
  85737. setNormals(data: Nullable<FloatArray>): void;
  85738. /**
  85739. * Gets the normal data stored in this target
  85740. * @returns a FloatArray containing the normal data (or null if not present)
  85741. */
  85742. getNormals(): Nullable<FloatArray>;
  85743. /**
  85744. * Affects tangent data to this target
  85745. * @param data defines the tangent data to use
  85746. */
  85747. setTangents(data: Nullable<FloatArray>): void;
  85748. /**
  85749. * Gets the tangent data stored in this target
  85750. * @returns a FloatArray containing the tangent data (or null if not present)
  85751. */
  85752. getTangents(): Nullable<FloatArray>;
  85753. /**
  85754. * Affects texture coordinates data to this target
  85755. * @param data defines the texture coordinates data to use
  85756. */
  85757. setUVs(data: Nullable<FloatArray>): void;
  85758. /**
  85759. * Gets the texture coordinates data stored in this target
  85760. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  85761. */
  85762. getUVs(): Nullable<FloatArray>;
  85763. /**
  85764. * Serializes the current target into a Serialization object
  85765. * @returns the serialized object
  85766. */
  85767. serialize(): any;
  85768. /**
  85769. * Returns the string "MorphTarget"
  85770. * @returns "MorphTarget"
  85771. */
  85772. getClassName(): string;
  85773. /**
  85774. * Creates a new target from serialized data
  85775. * @param serializationObject defines the serialized data to use
  85776. * @returns a new MorphTarget
  85777. */
  85778. static Parse(serializationObject: any): MorphTarget;
  85779. /**
  85780. * Creates a MorphTarget from mesh data
  85781. * @param mesh defines the source mesh
  85782. * @param name defines the name to use for the new target
  85783. * @param influence defines the influence to attach to the target
  85784. * @returns a new MorphTarget
  85785. */
  85786. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  85787. }
  85788. }
  85789. declare module BABYLON {
  85790. /**
  85791. * This class is used to deform meshes using morphing between different targets
  85792. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  85793. */
  85794. export class MorphTargetManager {
  85795. private _targets;
  85796. private _targetInfluenceChangedObservers;
  85797. private _targetDataLayoutChangedObservers;
  85798. private _activeTargets;
  85799. private _scene;
  85800. private _influences;
  85801. private _supportsNormals;
  85802. private _supportsTangents;
  85803. private _supportsUVs;
  85804. private _vertexCount;
  85805. private _uniqueId;
  85806. private _tempInfluences;
  85807. /**
  85808. * Gets or sets a boolean indicating if normals must be morphed
  85809. */
  85810. enableNormalMorphing: boolean;
  85811. /**
  85812. * Gets or sets a boolean indicating if tangents must be morphed
  85813. */
  85814. enableTangentMorphing: boolean;
  85815. /**
  85816. * Gets or sets a boolean indicating if UV must be morphed
  85817. */
  85818. enableUVMorphing: boolean;
  85819. /**
  85820. * Creates a new MorphTargetManager
  85821. * @param scene defines the current scene
  85822. */
  85823. constructor(scene?: Nullable<Scene>);
  85824. /**
  85825. * Gets the unique ID of this manager
  85826. */
  85827. readonly uniqueId: number;
  85828. /**
  85829. * Gets the number of vertices handled by this manager
  85830. */
  85831. readonly vertexCount: number;
  85832. /**
  85833. * Gets a boolean indicating if this manager supports morphing of normals
  85834. */
  85835. readonly supportsNormals: boolean;
  85836. /**
  85837. * Gets a boolean indicating if this manager supports morphing of tangents
  85838. */
  85839. readonly supportsTangents: boolean;
  85840. /**
  85841. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  85842. */
  85843. readonly supportsUVs: boolean;
  85844. /**
  85845. * Gets the number of targets stored in this manager
  85846. */
  85847. readonly numTargets: number;
  85848. /**
  85849. * Gets the number of influencers (ie. the number of targets with influences > 0)
  85850. */
  85851. readonly numInfluencers: number;
  85852. /**
  85853. * Gets the list of influences (one per target)
  85854. */
  85855. readonly influences: Float32Array;
  85856. /**
  85857. * Gets the active target at specified index. An active target is a target with an influence > 0
  85858. * @param index defines the index to check
  85859. * @returns the requested target
  85860. */
  85861. getActiveTarget(index: number): MorphTarget;
  85862. /**
  85863. * Gets the target at specified index
  85864. * @param index defines the index to check
  85865. * @returns the requested target
  85866. */
  85867. getTarget(index: number): MorphTarget;
  85868. /**
  85869. * Add a new target to this manager
  85870. * @param target defines the target to add
  85871. */
  85872. addTarget(target: MorphTarget): void;
  85873. /**
  85874. * Removes a target from the manager
  85875. * @param target defines the target to remove
  85876. */
  85877. removeTarget(target: MorphTarget): void;
  85878. /**
  85879. * Serializes the current manager into a Serialization object
  85880. * @returns the serialized object
  85881. */
  85882. serialize(): any;
  85883. private _syncActiveTargets;
  85884. /**
  85885. * Syncrhonize the targets with all the meshes using this morph target manager
  85886. */
  85887. synchronize(): void;
  85888. /**
  85889. * Creates a new MorphTargetManager from serialized data
  85890. * @param serializationObject defines the serialized data
  85891. * @param scene defines the hosting scene
  85892. * @returns the new MorphTargetManager
  85893. */
  85894. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  85895. }
  85896. }
  85897. declare module BABYLON {
  85898. /**
  85899. * Class used to represent a specific level of detail of a mesh
  85900. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  85901. */
  85902. export class MeshLODLevel {
  85903. /** Defines the distance where this level should star being displayed */
  85904. distance: number;
  85905. /** Defines the mesh to use to render this level */
  85906. mesh: Nullable<Mesh>;
  85907. /**
  85908. * Creates a new LOD level
  85909. * @param distance defines the distance where this level should star being displayed
  85910. * @param mesh defines the mesh to use to render this level
  85911. */
  85912. constructor(
  85913. /** Defines the distance where this level should star being displayed */
  85914. distance: number,
  85915. /** Defines the mesh to use to render this level */
  85916. mesh: Nullable<Mesh>);
  85917. }
  85918. }
  85919. declare module BABYLON {
  85920. /**
  85921. * Mesh representing the gorund
  85922. */
  85923. export class GroundMesh extends Mesh {
  85924. /** If octree should be generated */
  85925. generateOctree: boolean;
  85926. private _heightQuads;
  85927. /** @hidden */
  85928. _subdivisionsX: number;
  85929. /** @hidden */
  85930. _subdivisionsY: number;
  85931. /** @hidden */
  85932. _width: number;
  85933. /** @hidden */
  85934. _height: number;
  85935. /** @hidden */
  85936. _minX: number;
  85937. /** @hidden */
  85938. _maxX: number;
  85939. /** @hidden */
  85940. _minZ: number;
  85941. /** @hidden */
  85942. _maxZ: number;
  85943. constructor(name: string, scene: Scene);
  85944. /**
  85945. * "GroundMesh"
  85946. * @returns "GroundMesh"
  85947. */
  85948. getClassName(): string;
  85949. /**
  85950. * The minimum of x and y subdivisions
  85951. */
  85952. readonly subdivisions: number;
  85953. /**
  85954. * X subdivisions
  85955. */
  85956. readonly subdivisionsX: number;
  85957. /**
  85958. * Y subdivisions
  85959. */
  85960. readonly subdivisionsY: number;
  85961. /**
  85962. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  85963. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  85964. * @param chunksCount the number of subdivisions for x and y
  85965. * @param octreeBlocksSize (Default: 32)
  85966. */
  85967. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  85968. /**
  85969. * Returns a height (y) value in the Worl system :
  85970. * the ground altitude at the coordinates (x, z) expressed in the World system.
  85971. * @param x x coordinate
  85972. * @param z z coordinate
  85973. * @returns the ground y position if (x, z) are outside the ground surface.
  85974. */
  85975. getHeightAtCoordinates(x: number, z: number): number;
  85976. /**
  85977. * Returns a normalized vector (Vector3) orthogonal to the ground
  85978. * at the ground coordinates (x, z) expressed in the World system.
  85979. * @param x x coordinate
  85980. * @param z z coordinate
  85981. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  85982. */
  85983. getNormalAtCoordinates(x: number, z: number): Vector3;
  85984. /**
  85985. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  85986. * at the ground coordinates (x, z) expressed in the World system.
  85987. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  85988. * @param x x coordinate
  85989. * @param z z coordinate
  85990. * @param ref vector to store the result
  85991. * @returns the GroundMesh.
  85992. */
  85993. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  85994. /**
  85995. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  85996. * if the ground has been updated.
  85997. * This can be used in the render loop.
  85998. * @returns the GroundMesh.
  85999. */
  86000. updateCoordinateHeights(): GroundMesh;
  86001. private _getFacetAt;
  86002. private _initHeightQuads;
  86003. private _computeHeightQuads;
  86004. /**
  86005. * Serializes this ground mesh
  86006. * @param serializationObject object to write serialization to
  86007. */
  86008. serialize(serializationObject: any): void;
  86009. /**
  86010. * Parses a serialized ground mesh
  86011. * @param parsedMesh the serialized mesh
  86012. * @param scene the scene to create the ground mesh in
  86013. * @returns the created ground mesh
  86014. */
  86015. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  86016. }
  86017. }
  86018. declare module BABYLON {
  86019. /**
  86020. * Interface for Physics-Joint data
  86021. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86022. */
  86023. export interface PhysicsJointData {
  86024. /**
  86025. * The main pivot of the joint
  86026. */
  86027. mainPivot?: Vector3;
  86028. /**
  86029. * The connected pivot of the joint
  86030. */
  86031. connectedPivot?: Vector3;
  86032. /**
  86033. * The main axis of the joint
  86034. */
  86035. mainAxis?: Vector3;
  86036. /**
  86037. * The connected axis of the joint
  86038. */
  86039. connectedAxis?: Vector3;
  86040. /**
  86041. * The collision of the joint
  86042. */
  86043. collision?: boolean;
  86044. /**
  86045. * Native Oimo/Cannon/Energy data
  86046. */
  86047. nativeParams?: any;
  86048. }
  86049. /**
  86050. * This is a holder class for the physics joint created by the physics plugin
  86051. * It holds a set of functions to control the underlying joint
  86052. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86053. */
  86054. export class PhysicsJoint {
  86055. /**
  86056. * The type of the physics joint
  86057. */
  86058. type: number;
  86059. /**
  86060. * The data for the physics joint
  86061. */
  86062. jointData: PhysicsJointData;
  86063. private _physicsJoint;
  86064. protected _physicsPlugin: IPhysicsEnginePlugin;
  86065. /**
  86066. * Initializes the physics joint
  86067. * @param type The type of the physics joint
  86068. * @param jointData The data for the physics joint
  86069. */
  86070. constructor(
  86071. /**
  86072. * The type of the physics joint
  86073. */
  86074. type: number,
  86075. /**
  86076. * The data for the physics joint
  86077. */
  86078. jointData: PhysicsJointData);
  86079. /**
  86080. * Gets the physics joint
  86081. */
  86082. /**
  86083. * Sets the physics joint
  86084. */
  86085. physicsJoint: any;
  86086. /**
  86087. * Sets the physics plugin
  86088. */
  86089. physicsPlugin: IPhysicsEnginePlugin;
  86090. /**
  86091. * Execute a function that is physics-plugin specific.
  86092. * @param {Function} func the function that will be executed.
  86093. * It accepts two parameters: the physics world and the physics joint
  86094. */
  86095. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  86096. /**
  86097. * Distance-Joint type
  86098. */
  86099. static DistanceJoint: number;
  86100. /**
  86101. * Hinge-Joint type
  86102. */
  86103. static HingeJoint: number;
  86104. /**
  86105. * Ball-and-Socket joint type
  86106. */
  86107. static BallAndSocketJoint: number;
  86108. /**
  86109. * Wheel-Joint type
  86110. */
  86111. static WheelJoint: number;
  86112. /**
  86113. * Slider-Joint type
  86114. */
  86115. static SliderJoint: number;
  86116. /**
  86117. * Prismatic-Joint type
  86118. */
  86119. static PrismaticJoint: number;
  86120. /**
  86121. * Universal-Joint type
  86122. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  86123. */
  86124. static UniversalJoint: number;
  86125. /**
  86126. * Hinge-Joint 2 type
  86127. */
  86128. static Hinge2Joint: number;
  86129. /**
  86130. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  86131. */
  86132. static PointToPointJoint: number;
  86133. /**
  86134. * Spring-Joint type
  86135. */
  86136. static SpringJoint: number;
  86137. /**
  86138. * Lock-Joint type
  86139. */
  86140. static LockJoint: number;
  86141. }
  86142. /**
  86143. * A class representing a physics distance joint
  86144. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86145. */
  86146. export class DistanceJoint extends PhysicsJoint {
  86147. /**
  86148. *
  86149. * @param jointData The data for the Distance-Joint
  86150. */
  86151. constructor(jointData: DistanceJointData);
  86152. /**
  86153. * Update the predefined distance.
  86154. * @param maxDistance The maximum preferred distance
  86155. * @param minDistance The minimum preferred distance
  86156. */
  86157. updateDistance(maxDistance: number, minDistance?: number): void;
  86158. }
  86159. /**
  86160. * Represents a Motor-Enabled Joint
  86161. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86162. */
  86163. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  86164. /**
  86165. * Initializes the Motor-Enabled Joint
  86166. * @param type The type of the joint
  86167. * @param jointData The physica joint data for the joint
  86168. */
  86169. constructor(type: number, jointData: PhysicsJointData);
  86170. /**
  86171. * Set the motor values.
  86172. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86173. * @param force the force to apply
  86174. * @param maxForce max force for this motor.
  86175. */
  86176. setMotor(force?: number, maxForce?: number): void;
  86177. /**
  86178. * Set the motor's limits.
  86179. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86180. * @param upperLimit The upper limit of the motor
  86181. * @param lowerLimit The lower limit of the motor
  86182. */
  86183. setLimit(upperLimit: number, lowerLimit?: number): void;
  86184. }
  86185. /**
  86186. * This class represents a single physics Hinge-Joint
  86187. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86188. */
  86189. export class HingeJoint extends MotorEnabledJoint {
  86190. /**
  86191. * Initializes the Hinge-Joint
  86192. * @param jointData The joint data for the Hinge-Joint
  86193. */
  86194. constructor(jointData: PhysicsJointData);
  86195. /**
  86196. * Set the motor values.
  86197. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86198. * @param {number} force the force to apply
  86199. * @param {number} maxForce max force for this motor.
  86200. */
  86201. setMotor(force?: number, maxForce?: number): void;
  86202. /**
  86203. * Set the motor's limits.
  86204. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86205. * @param upperLimit The upper limit of the motor
  86206. * @param lowerLimit The lower limit of the motor
  86207. */
  86208. setLimit(upperLimit: number, lowerLimit?: number): void;
  86209. }
  86210. /**
  86211. * This class represents a dual hinge physics joint (same as wheel joint)
  86212. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86213. */
  86214. export class Hinge2Joint extends MotorEnabledJoint {
  86215. /**
  86216. * Initializes the Hinge2-Joint
  86217. * @param jointData The joint data for the Hinge2-Joint
  86218. */
  86219. constructor(jointData: PhysicsJointData);
  86220. /**
  86221. * Set the motor values.
  86222. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86223. * @param {number} targetSpeed the speed the motor is to reach
  86224. * @param {number} maxForce max force for this motor.
  86225. * @param {motorIndex} the motor's index, 0 or 1.
  86226. */
  86227. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  86228. /**
  86229. * Set the motor limits.
  86230. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86231. * @param {number} upperLimit the upper limit
  86232. * @param {number} lowerLimit lower limit
  86233. * @param {motorIndex} the motor's index, 0 or 1.
  86234. */
  86235. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  86236. }
  86237. /**
  86238. * Interface for a motor enabled joint
  86239. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86240. */
  86241. export interface IMotorEnabledJoint {
  86242. /**
  86243. * Physics joint
  86244. */
  86245. physicsJoint: any;
  86246. /**
  86247. * Sets the motor of the motor-enabled joint
  86248. * @param force The force of the motor
  86249. * @param maxForce The maximum force of the motor
  86250. * @param motorIndex The index of the motor
  86251. */
  86252. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  86253. /**
  86254. * Sets the limit of the motor
  86255. * @param upperLimit The upper limit of the motor
  86256. * @param lowerLimit The lower limit of the motor
  86257. * @param motorIndex The index of the motor
  86258. */
  86259. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  86260. }
  86261. /**
  86262. * Joint data for a Distance-Joint
  86263. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86264. */
  86265. export interface DistanceJointData extends PhysicsJointData {
  86266. /**
  86267. * Max distance the 2 joint objects can be apart
  86268. */
  86269. maxDistance: number;
  86270. }
  86271. /**
  86272. * Joint data from a spring joint
  86273. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86274. */
  86275. export interface SpringJointData extends PhysicsJointData {
  86276. /**
  86277. * Length of the spring
  86278. */
  86279. length: number;
  86280. /**
  86281. * Stiffness of the spring
  86282. */
  86283. stiffness: number;
  86284. /**
  86285. * Damping of the spring
  86286. */
  86287. damping: number;
  86288. /** this callback will be called when applying the force to the impostors. */
  86289. forceApplicationCallback: () => void;
  86290. }
  86291. }
  86292. declare module BABYLON {
  86293. /**
  86294. * Holds the data for the raycast result
  86295. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86296. */
  86297. export class PhysicsRaycastResult {
  86298. private _hasHit;
  86299. private _hitDistance;
  86300. private _hitNormalWorld;
  86301. private _hitPointWorld;
  86302. private _rayFromWorld;
  86303. private _rayToWorld;
  86304. /**
  86305. * Gets if there was a hit
  86306. */
  86307. readonly hasHit: boolean;
  86308. /**
  86309. * Gets the distance from the hit
  86310. */
  86311. readonly hitDistance: number;
  86312. /**
  86313. * Gets the hit normal/direction in the world
  86314. */
  86315. readonly hitNormalWorld: Vector3;
  86316. /**
  86317. * Gets the hit point in the world
  86318. */
  86319. readonly hitPointWorld: Vector3;
  86320. /**
  86321. * Gets the ray "start point" of the ray in the world
  86322. */
  86323. readonly rayFromWorld: Vector3;
  86324. /**
  86325. * Gets the ray "end point" of the ray in the world
  86326. */
  86327. readonly rayToWorld: Vector3;
  86328. /**
  86329. * Sets the hit data (normal & point in world space)
  86330. * @param hitNormalWorld defines the normal in world space
  86331. * @param hitPointWorld defines the point in world space
  86332. */
  86333. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  86334. /**
  86335. * Sets the distance from the start point to the hit point
  86336. * @param distance
  86337. */
  86338. setHitDistance(distance: number): void;
  86339. /**
  86340. * Calculates the distance manually
  86341. */
  86342. calculateHitDistance(): void;
  86343. /**
  86344. * Resets all the values to default
  86345. * @param from The from point on world space
  86346. * @param to The to point on world space
  86347. */
  86348. reset(from?: Vector3, to?: Vector3): void;
  86349. }
  86350. /**
  86351. * Interface for the size containing width and height
  86352. */
  86353. interface IXYZ {
  86354. /**
  86355. * X
  86356. */
  86357. x: number;
  86358. /**
  86359. * Y
  86360. */
  86361. y: number;
  86362. /**
  86363. * Z
  86364. */
  86365. z: number;
  86366. }
  86367. }
  86368. declare module BABYLON {
  86369. /**
  86370. * Interface used to describe a physics joint
  86371. */
  86372. export interface PhysicsImpostorJoint {
  86373. /** Defines the main impostor to which the joint is linked */
  86374. mainImpostor: PhysicsImpostor;
  86375. /** Defines the impostor that is connected to the main impostor using this joint */
  86376. connectedImpostor: PhysicsImpostor;
  86377. /** Defines the joint itself */
  86378. joint: PhysicsJoint;
  86379. }
  86380. /** @hidden */
  86381. export interface IPhysicsEnginePlugin {
  86382. world: any;
  86383. name: string;
  86384. setGravity(gravity: Vector3): void;
  86385. setTimeStep(timeStep: number): void;
  86386. getTimeStep(): number;
  86387. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  86388. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  86389. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  86390. generatePhysicsBody(impostor: PhysicsImpostor): void;
  86391. removePhysicsBody(impostor: PhysicsImpostor): void;
  86392. generateJoint(joint: PhysicsImpostorJoint): void;
  86393. removeJoint(joint: PhysicsImpostorJoint): void;
  86394. isSupported(): boolean;
  86395. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  86396. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  86397. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  86398. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  86399. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  86400. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  86401. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  86402. getBodyMass(impostor: PhysicsImpostor): number;
  86403. getBodyFriction(impostor: PhysicsImpostor): number;
  86404. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  86405. getBodyRestitution(impostor: PhysicsImpostor): number;
  86406. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  86407. getBodyPressure?(impostor: PhysicsImpostor): number;
  86408. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  86409. getBodyStiffness?(impostor: PhysicsImpostor): number;
  86410. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  86411. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  86412. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  86413. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  86414. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  86415. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  86416. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  86417. sleepBody(impostor: PhysicsImpostor): void;
  86418. wakeUpBody(impostor: PhysicsImpostor): void;
  86419. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  86420. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  86421. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  86422. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  86423. getRadius(impostor: PhysicsImpostor): number;
  86424. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  86425. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  86426. dispose(): void;
  86427. }
  86428. /**
  86429. * Interface used to define a physics engine
  86430. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  86431. */
  86432. export interface IPhysicsEngine {
  86433. /**
  86434. * Gets the gravity vector used by the simulation
  86435. */
  86436. gravity: Vector3;
  86437. /**
  86438. * Sets the gravity vector used by the simulation
  86439. * @param gravity defines the gravity vector to use
  86440. */
  86441. setGravity(gravity: Vector3): void;
  86442. /**
  86443. * Set the time step of the physics engine.
  86444. * Default is 1/60.
  86445. * To slow it down, enter 1/600 for example.
  86446. * To speed it up, 1/30
  86447. * @param newTimeStep the new timestep to apply to this world.
  86448. */
  86449. setTimeStep(newTimeStep: number): void;
  86450. /**
  86451. * Get the time step of the physics engine.
  86452. * @returns the current time step
  86453. */
  86454. getTimeStep(): number;
  86455. /**
  86456. * Release all resources
  86457. */
  86458. dispose(): void;
  86459. /**
  86460. * Gets the name of the current physics plugin
  86461. * @returns the name of the plugin
  86462. */
  86463. getPhysicsPluginName(): string;
  86464. /**
  86465. * Adding a new impostor for the impostor tracking.
  86466. * This will be done by the impostor itself.
  86467. * @param impostor the impostor to add
  86468. */
  86469. addImpostor(impostor: PhysicsImpostor): void;
  86470. /**
  86471. * Remove an impostor from the engine.
  86472. * This impostor and its mesh will not longer be updated by the physics engine.
  86473. * @param impostor the impostor to remove
  86474. */
  86475. removeImpostor(impostor: PhysicsImpostor): void;
  86476. /**
  86477. * Add a joint to the physics engine
  86478. * @param mainImpostor defines the main impostor to which the joint is added.
  86479. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  86480. * @param joint defines the joint that will connect both impostors.
  86481. */
  86482. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  86483. /**
  86484. * Removes a joint from the simulation
  86485. * @param mainImpostor defines the impostor used with the joint
  86486. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  86487. * @param joint defines the joint to remove
  86488. */
  86489. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  86490. /**
  86491. * Gets the current plugin used to run the simulation
  86492. * @returns current plugin
  86493. */
  86494. getPhysicsPlugin(): IPhysicsEnginePlugin;
  86495. /**
  86496. * Gets the list of physic impostors
  86497. * @returns an array of PhysicsImpostor
  86498. */
  86499. getImpostors(): Array<PhysicsImpostor>;
  86500. /**
  86501. * Gets the impostor for a physics enabled object
  86502. * @param object defines the object impersonated by the impostor
  86503. * @returns the PhysicsImpostor or null if not found
  86504. */
  86505. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  86506. /**
  86507. * Gets the impostor for a physics body object
  86508. * @param body defines physics body used by the impostor
  86509. * @returns the PhysicsImpostor or null if not found
  86510. */
  86511. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  86512. /**
  86513. * Does a raycast in the physics world
  86514. * @param from when should the ray start?
  86515. * @param to when should the ray end?
  86516. * @returns PhysicsRaycastResult
  86517. */
  86518. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  86519. /**
  86520. * Called by the scene. No need to call it.
  86521. * @param delta defines the timespam between frames
  86522. */
  86523. _step(delta: number): void;
  86524. }
  86525. }
  86526. declare module BABYLON {
  86527. /**
  86528. * The interface for the physics imposter parameters
  86529. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86530. */
  86531. export interface PhysicsImpostorParameters {
  86532. /**
  86533. * The mass of the physics imposter
  86534. */
  86535. mass: number;
  86536. /**
  86537. * The friction of the physics imposter
  86538. */
  86539. friction?: number;
  86540. /**
  86541. * The coefficient of restitution of the physics imposter
  86542. */
  86543. restitution?: number;
  86544. /**
  86545. * The native options of the physics imposter
  86546. */
  86547. nativeOptions?: any;
  86548. /**
  86549. * Specifies if the parent should be ignored
  86550. */
  86551. ignoreParent?: boolean;
  86552. /**
  86553. * Specifies if bi-directional transformations should be disabled
  86554. */
  86555. disableBidirectionalTransformation?: boolean;
  86556. /**
  86557. * The pressure inside the physics imposter, soft object only
  86558. */
  86559. pressure?: number;
  86560. /**
  86561. * The stiffness the physics imposter, soft object only
  86562. */
  86563. stiffness?: number;
  86564. /**
  86565. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  86566. */
  86567. velocityIterations?: number;
  86568. /**
  86569. * The number of iterations used in maintaining consistent vertex positions, soft object only
  86570. */
  86571. positionIterations?: number;
  86572. /**
  86573. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  86574. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  86575. * Add to fix multiple points
  86576. */
  86577. fixedPoints?: number;
  86578. /**
  86579. * The collision margin around a soft object
  86580. */
  86581. margin?: number;
  86582. /**
  86583. * The collision margin around a soft object
  86584. */
  86585. damping?: number;
  86586. /**
  86587. * The path for a rope based on an extrusion
  86588. */
  86589. path?: any;
  86590. /**
  86591. * The shape of an extrusion used for a rope based on an extrusion
  86592. */
  86593. shape?: any;
  86594. }
  86595. /**
  86596. * Interface for a physics-enabled object
  86597. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86598. */
  86599. export interface IPhysicsEnabledObject {
  86600. /**
  86601. * The position of the physics-enabled object
  86602. */
  86603. position: Vector3;
  86604. /**
  86605. * The rotation of the physics-enabled object
  86606. */
  86607. rotationQuaternion: Nullable<Quaternion>;
  86608. /**
  86609. * The scale of the physics-enabled object
  86610. */
  86611. scaling: Vector3;
  86612. /**
  86613. * The rotation of the physics-enabled object
  86614. */
  86615. rotation?: Vector3;
  86616. /**
  86617. * The parent of the physics-enabled object
  86618. */
  86619. parent?: any;
  86620. /**
  86621. * The bounding info of the physics-enabled object
  86622. * @returns The bounding info of the physics-enabled object
  86623. */
  86624. getBoundingInfo(): BoundingInfo;
  86625. /**
  86626. * Computes the world matrix
  86627. * @param force Specifies if the world matrix should be computed by force
  86628. * @returns A world matrix
  86629. */
  86630. computeWorldMatrix(force: boolean): Matrix;
  86631. /**
  86632. * Gets the world matrix
  86633. * @returns A world matrix
  86634. */
  86635. getWorldMatrix?(): Matrix;
  86636. /**
  86637. * Gets the child meshes
  86638. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  86639. * @returns An array of abstract meshes
  86640. */
  86641. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  86642. /**
  86643. * Gets the vertex data
  86644. * @param kind The type of vertex data
  86645. * @returns A nullable array of numbers, or a float32 array
  86646. */
  86647. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  86648. /**
  86649. * Gets the indices from the mesh
  86650. * @returns A nullable array of index arrays
  86651. */
  86652. getIndices?(): Nullable<IndicesArray>;
  86653. /**
  86654. * Gets the scene from the mesh
  86655. * @returns the indices array or null
  86656. */
  86657. getScene?(): Scene;
  86658. /**
  86659. * Gets the absolute position from the mesh
  86660. * @returns the absolute position
  86661. */
  86662. getAbsolutePosition(): Vector3;
  86663. /**
  86664. * Gets the absolute pivot point from the mesh
  86665. * @returns the absolute pivot point
  86666. */
  86667. getAbsolutePivotPoint(): Vector3;
  86668. /**
  86669. * Rotates the mesh
  86670. * @param axis The axis of rotation
  86671. * @param amount The amount of rotation
  86672. * @param space The space of the rotation
  86673. * @returns The rotation transform node
  86674. */
  86675. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  86676. /**
  86677. * Translates the mesh
  86678. * @param axis The axis of translation
  86679. * @param distance The distance of translation
  86680. * @param space The space of the translation
  86681. * @returns The transform node
  86682. */
  86683. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  86684. /**
  86685. * Sets the absolute position of the mesh
  86686. * @param absolutePosition The absolute position of the mesh
  86687. * @returns The transform node
  86688. */
  86689. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  86690. /**
  86691. * Gets the class name of the mesh
  86692. * @returns The class name
  86693. */
  86694. getClassName(): string;
  86695. }
  86696. /**
  86697. * Represents a physics imposter
  86698. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86699. */
  86700. export class PhysicsImpostor {
  86701. /**
  86702. * The physics-enabled object used as the physics imposter
  86703. */
  86704. object: IPhysicsEnabledObject;
  86705. /**
  86706. * The type of the physics imposter
  86707. */
  86708. type: number;
  86709. private _options;
  86710. private _scene?;
  86711. /**
  86712. * The default object size of the imposter
  86713. */
  86714. static DEFAULT_OBJECT_SIZE: Vector3;
  86715. /**
  86716. * The identity quaternion of the imposter
  86717. */
  86718. static IDENTITY_QUATERNION: Quaternion;
  86719. /** @hidden */
  86720. _pluginData: any;
  86721. private _physicsEngine;
  86722. private _physicsBody;
  86723. private _bodyUpdateRequired;
  86724. private _onBeforePhysicsStepCallbacks;
  86725. private _onAfterPhysicsStepCallbacks;
  86726. /** @hidden */
  86727. _onPhysicsCollideCallbacks: Array<{
  86728. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  86729. otherImpostors: Array<PhysicsImpostor>;
  86730. }>;
  86731. private _deltaPosition;
  86732. private _deltaRotation;
  86733. private _deltaRotationConjugated;
  86734. /** @hidden */
  86735. _isFromLine: boolean;
  86736. private _parent;
  86737. private _isDisposed;
  86738. private static _tmpVecs;
  86739. private static _tmpQuat;
  86740. /**
  86741. * Specifies if the physics imposter is disposed
  86742. */
  86743. readonly isDisposed: boolean;
  86744. /**
  86745. * Gets the mass of the physics imposter
  86746. */
  86747. mass: number;
  86748. /**
  86749. * Gets the coefficient of friction
  86750. */
  86751. /**
  86752. * Sets the coefficient of friction
  86753. */
  86754. friction: number;
  86755. /**
  86756. * Gets the coefficient of restitution
  86757. */
  86758. /**
  86759. * Sets the coefficient of restitution
  86760. */
  86761. restitution: number;
  86762. /**
  86763. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  86764. */
  86765. /**
  86766. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  86767. */
  86768. pressure: number;
  86769. /**
  86770. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  86771. */
  86772. /**
  86773. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  86774. */
  86775. stiffness: number;
  86776. /**
  86777. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  86778. */
  86779. /**
  86780. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  86781. */
  86782. velocityIterations: number;
  86783. /**
  86784. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  86785. */
  86786. /**
  86787. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  86788. */
  86789. positionIterations: number;
  86790. /**
  86791. * The unique id of the physics imposter
  86792. * set by the physics engine when adding this impostor to the array
  86793. */
  86794. uniqueId: number;
  86795. /**
  86796. * @hidden
  86797. */
  86798. soft: boolean;
  86799. /**
  86800. * @hidden
  86801. */
  86802. segments: number;
  86803. private _joints;
  86804. /**
  86805. * Initializes the physics imposter
  86806. * @param object The physics-enabled object used as the physics imposter
  86807. * @param type The type of the physics imposter
  86808. * @param _options The options for the physics imposter
  86809. * @param _scene The Babylon scene
  86810. */
  86811. constructor(
  86812. /**
  86813. * The physics-enabled object used as the physics imposter
  86814. */
  86815. object: IPhysicsEnabledObject,
  86816. /**
  86817. * The type of the physics imposter
  86818. */
  86819. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  86820. /**
  86821. * This function will completly initialize this impostor.
  86822. * It will create a new body - but only if this mesh has no parent.
  86823. * If it has, this impostor will not be used other than to define the impostor
  86824. * of the child mesh.
  86825. * @hidden
  86826. */
  86827. _init(): void;
  86828. private _getPhysicsParent;
  86829. /**
  86830. * Should a new body be generated.
  86831. * @returns boolean specifying if body initialization is required
  86832. */
  86833. isBodyInitRequired(): boolean;
  86834. /**
  86835. * Sets the updated scaling
  86836. * @param updated Specifies if the scaling is updated
  86837. */
  86838. setScalingUpdated(): void;
  86839. /**
  86840. * Force a regeneration of this or the parent's impostor's body.
  86841. * Use under cautious - This will remove all joints already implemented.
  86842. */
  86843. forceUpdate(): void;
  86844. /**
  86845. * Gets the body that holds this impostor. Either its own, or its parent.
  86846. */
  86847. /**
  86848. * Set the physics body. Used mainly by the physics engine/plugin
  86849. */
  86850. physicsBody: any;
  86851. /**
  86852. * Get the parent of the physics imposter
  86853. * @returns Physics imposter or null
  86854. */
  86855. /**
  86856. * Sets the parent of the physics imposter
  86857. */
  86858. parent: Nullable<PhysicsImpostor>;
  86859. /**
  86860. * Resets the update flags
  86861. */
  86862. resetUpdateFlags(): void;
  86863. /**
  86864. * Gets the object extend size
  86865. * @returns the object extend size
  86866. */
  86867. getObjectExtendSize(): Vector3;
  86868. /**
  86869. * Gets the object center
  86870. * @returns The object center
  86871. */
  86872. getObjectCenter(): Vector3;
  86873. /**
  86874. * Get a specific parametes from the options parameter
  86875. * @param paramName The object parameter name
  86876. * @returns The object parameter
  86877. */
  86878. getParam(paramName: string): any;
  86879. /**
  86880. * Sets a specific parameter in the options given to the physics plugin
  86881. * @param paramName The parameter name
  86882. * @param value The value of the parameter
  86883. */
  86884. setParam(paramName: string, value: number): void;
  86885. /**
  86886. * Specifically change the body's mass option. Won't recreate the physics body object
  86887. * @param mass The mass of the physics imposter
  86888. */
  86889. setMass(mass: number): void;
  86890. /**
  86891. * Gets the linear velocity
  86892. * @returns linear velocity or null
  86893. */
  86894. getLinearVelocity(): Nullable<Vector3>;
  86895. /**
  86896. * Sets the linear velocity
  86897. * @param velocity linear velocity or null
  86898. */
  86899. setLinearVelocity(velocity: Nullable<Vector3>): void;
  86900. /**
  86901. * Gets the angular velocity
  86902. * @returns angular velocity or null
  86903. */
  86904. getAngularVelocity(): Nullable<Vector3>;
  86905. /**
  86906. * Sets the angular velocity
  86907. * @param velocity The velocity or null
  86908. */
  86909. setAngularVelocity(velocity: Nullable<Vector3>): void;
  86910. /**
  86911. * Execute a function with the physics plugin native code
  86912. * Provide a function the will have two variables - the world object and the physics body object
  86913. * @param func The function to execute with the physics plugin native code
  86914. */
  86915. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  86916. /**
  86917. * Register a function that will be executed before the physics world is stepping forward
  86918. * @param func The function to execute before the physics world is stepped forward
  86919. */
  86920. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86921. /**
  86922. * Unregister a function that will be executed before the physics world is stepping forward
  86923. * @param func The function to execute before the physics world is stepped forward
  86924. */
  86925. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86926. /**
  86927. * Register a function that will be executed after the physics step
  86928. * @param func The function to execute after physics step
  86929. */
  86930. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86931. /**
  86932. * Unregisters a function that will be executed after the physics step
  86933. * @param func The function to execute after physics step
  86934. */
  86935. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86936. /**
  86937. * register a function that will be executed when this impostor collides against a different body
  86938. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  86939. * @param func Callback that is executed on collision
  86940. */
  86941. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  86942. /**
  86943. * Unregisters the physics imposter on contact
  86944. * @param collideAgainst The physics object to collide against
  86945. * @param func Callback to execute on collision
  86946. */
  86947. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  86948. private _tmpQuat;
  86949. private _tmpQuat2;
  86950. /**
  86951. * Get the parent rotation
  86952. * @returns The parent rotation
  86953. */
  86954. getParentsRotation(): Quaternion;
  86955. /**
  86956. * this function is executed by the physics engine.
  86957. */
  86958. beforeStep: () => void;
  86959. /**
  86960. * this function is executed by the physics engine
  86961. */
  86962. afterStep: () => void;
  86963. /**
  86964. * Legacy collision detection event support
  86965. */
  86966. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  86967. /**
  86968. * event and body object due to cannon's event-based architecture.
  86969. */
  86970. onCollide: (e: {
  86971. body: any;
  86972. }) => void;
  86973. /**
  86974. * Apply a force
  86975. * @param force The force to apply
  86976. * @param contactPoint The contact point for the force
  86977. * @returns The physics imposter
  86978. */
  86979. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  86980. /**
  86981. * Apply an impulse
  86982. * @param force The impulse force
  86983. * @param contactPoint The contact point for the impulse force
  86984. * @returns The physics imposter
  86985. */
  86986. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  86987. /**
  86988. * A help function to create a joint
  86989. * @param otherImpostor A physics imposter used to create a joint
  86990. * @param jointType The type of joint
  86991. * @param jointData The data for the joint
  86992. * @returns The physics imposter
  86993. */
  86994. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  86995. /**
  86996. * Add a joint to this impostor with a different impostor
  86997. * @param otherImpostor A physics imposter used to add a joint
  86998. * @param joint The joint to add
  86999. * @returns The physics imposter
  87000. */
  87001. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  87002. /**
  87003. * Add an anchor to a cloth impostor
  87004. * @param otherImpostor rigid impostor to anchor to
  87005. * @param width ratio across width from 0 to 1
  87006. * @param height ratio up height from 0 to 1
  87007. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  87008. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  87009. * @returns impostor the soft imposter
  87010. */
  87011. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  87012. /**
  87013. * Add a hook to a rope impostor
  87014. * @param otherImpostor rigid impostor to anchor to
  87015. * @param length ratio across rope from 0 to 1
  87016. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  87017. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  87018. * @returns impostor the rope imposter
  87019. */
  87020. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  87021. /**
  87022. * Will keep this body still, in a sleep mode.
  87023. * @returns the physics imposter
  87024. */
  87025. sleep(): PhysicsImpostor;
  87026. /**
  87027. * Wake the body up.
  87028. * @returns The physics imposter
  87029. */
  87030. wakeUp(): PhysicsImpostor;
  87031. /**
  87032. * Clones the physics imposter
  87033. * @param newObject The physics imposter clones to this physics-enabled object
  87034. * @returns A nullable physics imposter
  87035. */
  87036. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  87037. /**
  87038. * Disposes the physics imposter
  87039. */
  87040. dispose(): void;
  87041. /**
  87042. * Sets the delta position
  87043. * @param position The delta position amount
  87044. */
  87045. setDeltaPosition(position: Vector3): void;
  87046. /**
  87047. * Sets the delta rotation
  87048. * @param rotation The delta rotation amount
  87049. */
  87050. setDeltaRotation(rotation: Quaternion): void;
  87051. /**
  87052. * Gets the box size of the physics imposter and stores the result in the input parameter
  87053. * @param result Stores the box size
  87054. * @returns The physics imposter
  87055. */
  87056. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  87057. /**
  87058. * Gets the radius of the physics imposter
  87059. * @returns Radius of the physics imposter
  87060. */
  87061. getRadius(): number;
  87062. /**
  87063. * Sync a bone with this impostor
  87064. * @param bone The bone to sync to the impostor.
  87065. * @param boneMesh The mesh that the bone is influencing.
  87066. * @param jointPivot The pivot of the joint / bone in local space.
  87067. * @param distToJoint Optional distance from the impostor to the joint.
  87068. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  87069. */
  87070. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  87071. /**
  87072. * Sync impostor to a bone
  87073. * @param bone The bone that the impostor will be synced to.
  87074. * @param boneMesh The mesh that the bone is influencing.
  87075. * @param jointPivot The pivot of the joint / bone in local space.
  87076. * @param distToJoint Optional distance from the impostor to the joint.
  87077. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  87078. * @param boneAxis Optional vector3 axis the bone is aligned with
  87079. */
  87080. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  87081. /**
  87082. * No-Imposter type
  87083. */
  87084. static NoImpostor: number;
  87085. /**
  87086. * Sphere-Imposter type
  87087. */
  87088. static SphereImpostor: number;
  87089. /**
  87090. * Box-Imposter type
  87091. */
  87092. static BoxImpostor: number;
  87093. /**
  87094. * Plane-Imposter type
  87095. */
  87096. static PlaneImpostor: number;
  87097. /**
  87098. * Mesh-imposter type
  87099. */
  87100. static MeshImpostor: number;
  87101. /**
  87102. * Capsule-Impostor type (Ammo.js plugin only)
  87103. */
  87104. static CapsuleImpostor: number;
  87105. /**
  87106. * Cylinder-Imposter type
  87107. */
  87108. static CylinderImpostor: number;
  87109. /**
  87110. * Particle-Imposter type
  87111. */
  87112. static ParticleImpostor: number;
  87113. /**
  87114. * Heightmap-Imposter type
  87115. */
  87116. static HeightmapImpostor: number;
  87117. /**
  87118. * ConvexHull-Impostor type (Ammo.js plugin only)
  87119. */
  87120. static ConvexHullImpostor: number;
  87121. /**
  87122. * Rope-Imposter type
  87123. */
  87124. static RopeImpostor: number;
  87125. /**
  87126. * Cloth-Imposter type
  87127. */
  87128. static ClothImpostor: number;
  87129. /**
  87130. * Softbody-Imposter type
  87131. */
  87132. static SoftbodyImpostor: number;
  87133. }
  87134. }
  87135. declare module BABYLON {
  87136. /**
  87137. * @hidden
  87138. **/
  87139. export class _CreationDataStorage {
  87140. closePath?: boolean;
  87141. closeArray?: boolean;
  87142. idx: number[];
  87143. dashSize: number;
  87144. gapSize: number;
  87145. path3D: Path3D;
  87146. pathArray: Vector3[][];
  87147. arc: number;
  87148. radius: number;
  87149. cap: number;
  87150. tessellation: number;
  87151. }
  87152. /**
  87153. * @hidden
  87154. **/
  87155. class _InstanceDataStorage {
  87156. visibleInstances: any;
  87157. batchCache: _InstancesBatch;
  87158. instancesBufferSize: number;
  87159. instancesBuffer: Nullable<Buffer>;
  87160. instancesData: Float32Array;
  87161. overridenInstanceCount: number;
  87162. isFrozen: boolean;
  87163. previousBatch: Nullable<_InstancesBatch>;
  87164. hardwareInstancedRendering: boolean;
  87165. sideOrientation: number;
  87166. }
  87167. /**
  87168. * @hidden
  87169. **/
  87170. export class _InstancesBatch {
  87171. mustReturn: boolean;
  87172. visibleInstances: Nullable<InstancedMesh[]>[];
  87173. renderSelf: boolean[];
  87174. hardwareInstancedRendering: boolean[];
  87175. }
  87176. /**
  87177. * Class used to represent renderable models
  87178. */
  87179. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  87180. /**
  87181. * Mesh side orientation : usually the external or front surface
  87182. */
  87183. static readonly FRONTSIDE: number;
  87184. /**
  87185. * Mesh side orientation : usually the internal or back surface
  87186. */
  87187. static readonly BACKSIDE: number;
  87188. /**
  87189. * Mesh side orientation : both internal and external or front and back surfaces
  87190. */
  87191. static readonly DOUBLESIDE: number;
  87192. /**
  87193. * Mesh side orientation : by default, `FRONTSIDE`
  87194. */
  87195. static readonly DEFAULTSIDE: number;
  87196. /**
  87197. * Mesh cap setting : no cap
  87198. */
  87199. static readonly NO_CAP: number;
  87200. /**
  87201. * Mesh cap setting : one cap at the beginning of the mesh
  87202. */
  87203. static readonly CAP_START: number;
  87204. /**
  87205. * Mesh cap setting : one cap at the end of the mesh
  87206. */
  87207. static readonly CAP_END: number;
  87208. /**
  87209. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  87210. */
  87211. static readonly CAP_ALL: number;
  87212. /**
  87213. * Mesh pattern setting : no flip or rotate
  87214. */
  87215. static readonly NO_FLIP: number;
  87216. /**
  87217. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  87218. */
  87219. static readonly FLIP_TILE: number;
  87220. /**
  87221. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  87222. */
  87223. static readonly ROTATE_TILE: number;
  87224. /**
  87225. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  87226. */
  87227. static readonly FLIP_ROW: number;
  87228. /**
  87229. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  87230. */
  87231. static readonly ROTATE_ROW: number;
  87232. /**
  87233. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  87234. */
  87235. static readonly FLIP_N_ROTATE_TILE: number;
  87236. /**
  87237. * Mesh pattern setting : rotate pattern and rotate
  87238. */
  87239. static readonly FLIP_N_ROTATE_ROW: number;
  87240. /**
  87241. * Mesh tile positioning : part tiles same on left/right or top/bottom
  87242. */
  87243. static readonly CENTER: number;
  87244. /**
  87245. * Mesh tile positioning : part tiles on left
  87246. */
  87247. static readonly LEFT: number;
  87248. /**
  87249. * Mesh tile positioning : part tiles on right
  87250. */
  87251. static readonly RIGHT: number;
  87252. /**
  87253. * Mesh tile positioning : part tiles on top
  87254. */
  87255. static readonly TOP: number;
  87256. /**
  87257. * Mesh tile positioning : part tiles on bottom
  87258. */
  87259. static readonly BOTTOM: number;
  87260. /**
  87261. * Gets the default side orientation.
  87262. * @param orientation the orientation to value to attempt to get
  87263. * @returns the default orientation
  87264. * @hidden
  87265. */
  87266. static _GetDefaultSideOrientation(orientation?: number): number;
  87267. private _internalMeshDataInfo;
  87268. /**
  87269. * An event triggered before rendering the mesh
  87270. */
  87271. readonly onBeforeRenderObservable: Observable<Mesh>;
  87272. /**
  87273. * An event triggered before binding the mesh
  87274. */
  87275. readonly onBeforeBindObservable: Observable<Mesh>;
  87276. /**
  87277. * An event triggered after rendering the mesh
  87278. */
  87279. readonly onAfterRenderObservable: Observable<Mesh>;
  87280. /**
  87281. * An event triggered before drawing the mesh
  87282. */
  87283. readonly onBeforeDrawObservable: Observable<Mesh>;
  87284. private _onBeforeDrawObserver;
  87285. /**
  87286. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  87287. */
  87288. onBeforeDraw: () => void;
  87289. /**
  87290. * Gets the delay loading state of the mesh (when delay loading is turned on)
  87291. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  87292. */
  87293. delayLoadState: number;
  87294. /**
  87295. * Gets the list of instances created from this mesh
  87296. * it is not supposed to be modified manually.
  87297. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  87298. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  87299. */
  87300. instances: InstancedMesh[];
  87301. /**
  87302. * Gets the file containing delay loading data for this mesh
  87303. */
  87304. delayLoadingFile: string;
  87305. /** @hidden */
  87306. _binaryInfo: any;
  87307. /**
  87308. * User defined function used to change how LOD level selection is done
  87309. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  87310. */
  87311. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  87312. /**
  87313. * Gets or sets the morph target manager
  87314. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  87315. */
  87316. morphTargetManager: Nullable<MorphTargetManager>;
  87317. /** @hidden */
  87318. _creationDataStorage: Nullable<_CreationDataStorage>;
  87319. /** @hidden */
  87320. _geometry: Nullable<Geometry>;
  87321. /** @hidden */
  87322. _delayInfo: Array<string>;
  87323. /** @hidden */
  87324. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  87325. /** @hidden */
  87326. _instanceDataStorage: _InstanceDataStorage;
  87327. private _effectiveMaterial;
  87328. /** @hidden */
  87329. _shouldGenerateFlatShading: boolean;
  87330. /** @hidden */
  87331. _originalBuilderSideOrientation: number;
  87332. /**
  87333. * Use this property to change the original side orientation defined at construction time
  87334. */
  87335. overrideMaterialSideOrientation: Nullable<number>;
  87336. /**
  87337. * Gets the source mesh (the one used to clone this one from)
  87338. */
  87339. readonly source: Nullable<Mesh>;
  87340. /**
  87341. * Gets or sets a boolean indicating that this mesh does not use index buffer
  87342. */
  87343. isUnIndexed: boolean;
  87344. /**
  87345. * @constructor
  87346. * @param name The value used by scene.getMeshByName() to do a lookup.
  87347. * @param scene The scene to add this mesh to.
  87348. * @param parent The parent of this mesh, if it has one
  87349. * @param source An optional Mesh from which geometry is shared, cloned.
  87350. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  87351. * When false, achieved by calling a clone(), also passing False.
  87352. * This will make creation of children, recursive.
  87353. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  87354. */
  87355. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  87356. /**
  87357. * Gets the class name
  87358. * @returns the string "Mesh".
  87359. */
  87360. getClassName(): string;
  87361. /** @hidden */
  87362. readonly _isMesh: boolean;
  87363. /**
  87364. * Returns a description of this mesh
  87365. * @param fullDetails define if full details about this mesh must be used
  87366. * @returns a descriptive string representing this mesh
  87367. */
  87368. toString(fullDetails?: boolean): string;
  87369. /** @hidden */
  87370. _unBindEffect(): void;
  87371. /**
  87372. * Gets a boolean indicating if this mesh has LOD
  87373. */
  87374. readonly hasLODLevels: boolean;
  87375. /**
  87376. * Gets the list of MeshLODLevel associated with the current mesh
  87377. * @returns an array of MeshLODLevel
  87378. */
  87379. getLODLevels(): MeshLODLevel[];
  87380. private _sortLODLevels;
  87381. /**
  87382. * Add a mesh as LOD level triggered at the given distance.
  87383. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87384. * @param distance The distance from the center of the object to show this level
  87385. * @param mesh The mesh to be added as LOD level (can be null)
  87386. * @return This mesh (for chaining)
  87387. */
  87388. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  87389. /**
  87390. * Returns the LOD level mesh at the passed distance or null if not found.
  87391. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87392. * @param distance The distance from the center of the object to show this level
  87393. * @returns a Mesh or `null`
  87394. */
  87395. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  87396. /**
  87397. * Remove a mesh from the LOD array
  87398. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87399. * @param mesh defines the mesh to be removed
  87400. * @return This mesh (for chaining)
  87401. */
  87402. removeLODLevel(mesh: Mesh): Mesh;
  87403. /**
  87404. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  87405. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87406. * @param camera defines the camera to use to compute distance
  87407. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  87408. * @return This mesh (for chaining)
  87409. */
  87410. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  87411. /**
  87412. * Gets the mesh internal Geometry object
  87413. */
  87414. readonly geometry: Nullable<Geometry>;
  87415. /**
  87416. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  87417. * @returns the total number of vertices
  87418. */
  87419. getTotalVertices(): number;
  87420. /**
  87421. * Returns the content of an associated vertex buffer
  87422. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  87423. * - VertexBuffer.PositionKind
  87424. * - VertexBuffer.UVKind
  87425. * - VertexBuffer.UV2Kind
  87426. * - VertexBuffer.UV3Kind
  87427. * - VertexBuffer.UV4Kind
  87428. * - VertexBuffer.UV5Kind
  87429. * - VertexBuffer.UV6Kind
  87430. * - VertexBuffer.ColorKind
  87431. * - VertexBuffer.MatricesIndicesKind
  87432. * - VertexBuffer.MatricesIndicesExtraKind
  87433. * - VertexBuffer.MatricesWeightsKind
  87434. * - VertexBuffer.MatricesWeightsExtraKind
  87435. * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
  87436. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  87437. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  87438. */
  87439. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  87440. /**
  87441. * Returns the mesh VertexBuffer object from the requested `kind`
  87442. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  87443. * - VertexBuffer.PositionKind
  87444. * - VertexBuffer.NormalKind
  87445. * - VertexBuffer.UVKind
  87446. * - VertexBuffer.UV2Kind
  87447. * - VertexBuffer.UV3Kind
  87448. * - VertexBuffer.UV4Kind
  87449. * - VertexBuffer.UV5Kind
  87450. * - VertexBuffer.UV6Kind
  87451. * - VertexBuffer.ColorKind
  87452. * - VertexBuffer.MatricesIndicesKind
  87453. * - VertexBuffer.MatricesIndicesExtraKind
  87454. * - VertexBuffer.MatricesWeightsKind
  87455. * - VertexBuffer.MatricesWeightsExtraKind
  87456. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  87457. */
  87458. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  87459. /**
  87460. * Tests if a specific vertex buffer is associated with this mesh
  87461. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  87462. * - VertexBuffer.PositionKind
  87463. * - VertexBuffer.NormalKind
  87464. * - VertexBuffer.UVKind
  87465. * - VertexBuffer.UV2Kind
  87466. * - VertexBuffer.UV3Kind
  87467. * - VertexBuffer.UV4Kind
  87468. * - VertexBuffer.UV5Kind
  87469. * - VertexBuffer.UV6Kind
  87470. * - VertexBuffer.ColorKind
  87471. * - VertexBuffer.MatricesIndicesKind
  87472. * - VertexBuffer.MatricesIndicesExtraKind
  87473. * - VertexBuffer.MatricesWeightsKind
  87474. * - VertexBuffer.MatricesWeightsExtraKind
  87475. * @returns a boolean
  87476. */
  87477. isVerticesDataPresent(kind: string): boolean;
  87478. /**
  87479. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  87480. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  87481. * - VertexBuffer.PositionKind
  87482. * - VertexBuffer.UVKind
  87483. * - VertexBuffer.UV2Kind
  87484. * - VertexBuffer.UV3Kind
  87485. * - VertexBuffer.UV4Kind
  87486. * - VertexBuffer.UV5Kind
  87487. * - VertexBuffer.UV6Kind
  87488. * - VertexBuffer.ColorKind
  87489. * - VertexBuffer.MatricesIndicesKind
  87490. * - VertexBuffer.MatricesIndicesExtraKind
  87491. * - VertexBuffer.MatricesWeightsKind
  87492. * - VertexBuffer.MatricesWeightsExtraKind
  87493. * @returns a boolean
  87494. */
  87495. isVertexBufferUpdatable(kind: string): boolean;
  87496. /**
  87497. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  87498. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  87499. * - VertexBuffer.PositionKind
  87500. * - VertexBuffer.NormalKind
  87501. * - VertexBuffer.UVKind
  87502. * - VertexBuffer.UV2Kind
  87503. * - VertexBuffer.UV3Kind
  87504. * - VertexBuffer.UV4Kind
  87505. * - VertexBuffer.UV5Kind
  87506. * - VertexBuffer.UV6Kind
  87507. * - VertexBuffer.ColorKind
  87508. * - VertexBuffer.MatricesIndicesKind
  87509. * - VertexBuffer.MatricesIndicesExtraKind
  87510. * - VertexBuffer.MatricesWeightsKind
  87511. * - VertexBuffer.MatricesWeightsExtraKind
  87512. * @returns an array of strings
  87513. */
  87514. getVerticesDataKinds(): string[];
  87515. /**
  87516. * Returns a positive integer : the total number of indices in this mesh geometry.
  87517. * @returns the numner of indices or zero if the mesh has no geometry.
  87518. */
  87519. getTotalIndices(): number;
  87520. /**
  87521. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  87522. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  87523. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  87524. * @returns the indices array or an empty array if the mesh has no geometry
  87525. */
  87526. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  87527. readonly isBlocked: boolean;
  87528. /**
  87529. * Determine if the current mesh is ready to be rendered
  87530. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  87531. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  87532. * @returns true if all associated assets are ready (material, textures, shaders)
  87533. */
  87534. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  87535. /**
  87536. * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.
  87537. */
  87538. readonly areNormalsFrozen: boolean;
  87539. /**
  87540. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.
  87541. * @returns the current mesh
  87542. */
  87543. freezeNormals(): Mesh;
  87544. /**
  87545. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen
  87546. * @returns the current mesh
  87547. */
  87548. unfreezeNormals(): Mesh;
  87549. /**
  87550. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  87551. */
  87552. overridenInstanceCount: number;
  87553. /** @hidden */
  87554. _preActivate(): Mesh;
  87555. /** @hidden */
  87556. _preActivateForIntermediateRendering(renderId: number): Mesh;
  87557. /** @hidden */
  87558. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  87559. /**
  87560. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  87561. * This means the mesh underlying bounding box and sphere are recomputed.
  87562. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  87563. * @returns the current mesh
  87564. */
  87565. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  87566. /** @hidden */
  87567. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  87568. /**
  87569. * This function will subdivide the mesh into multiple submeshes
  87570. * @param count defines the expected number of submeshes
  87571. */
  87572. subdivide(count: number): void;
  87573. /**
  87574. * Copy a FloatArray into a specific associated vertex buffer
  87575. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  87576. * - VertexBuffer.PositionKind
  87577. * - VertexBuffer.UVKind
  87578. * - VertexBuffer.UV2Kind
  87579. * - VertexBuffer.UV3Kind
  87580. * - VertexBuffer.UV4Kind
  87581. * - VertexBuffer.UV5Kind
  87582. * - VertexBuffer.UV6Kind
  87583. * - VertexBuffer.ColorKind
  87584. * - VertexBuffer.MatricesIndicesKind
  87585. * - VertexBuffer.MatricesIndicesExtraKind
  87586. * - VertexBuffer.MatricesWeightsKind
  87587. * - VertexBuffer.MatricesWeightsExtraKind
  87588. * @param data defines the data source
  87589. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  87590. * @param stride defines the data stride size (can be null)
  87591. * @returns the current mesh
  87592. */
  87593. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  87594. /**
  87595. * Flags an associated vertex buffer as updatable
  87596. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  87597. * - VertexBuffer.PositionKind
  87598. * - VertexBuffer.UVKind
  87599. * - VertexBuffer.UV2Kind
  87600. * - VertexBuffer.UV3Kind
  87601. * - VertexBuffer.UV4Kind
  87602. * - VertexBuffer.UV5Kind
  87603. * - VertexBuffer.UV6Kind
  87604. * - VertexBuffer.ColorKind
  87605. * - VertexBuffer.MatricesIndicesKind
  87606. * - VertexBuffer.MatricesIndicesExtraKind
  87607. * - VertexBuffer.MatricesWeightsKind
  87608. * - VertexBuffer.MatricesWeightsExtraKind
  87609. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  87610. */
  87611. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  87612. /**
  87613. * Sets the mesh global Vertex Buffer
  87614. * @param buffer defines the buffer to use
  87615. * @returns the current mesh
  87616. */
  87617. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  87618. /**
  87619. * Update a specific associated vertex buffer
  87620. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  87621. * - VertexBuffer.PositionKind
  87622. * - VertexBuffer.UVKind
  87623. * - VertexBuffer.UV2Kind
  87624. * - VertexBuffer.UV3Kind
  87625. * - VertexBuffer.UV4Kind
  87626. * - VertexBuffer.UV5Kind
  87627. * - VertexBuffer.UV6Kind
  87628. * - VertexBuffer.ColorKind
  87629. * - VertexBuffer.MatricesIndicesKind
  87630. * - VertexBuffer.MatricesIndicesExtraKind
  87631. * - VertexBuffer.MatricesWeightsKind
  87632. * - VertexBuffer.MatricesWeightsExtraKind
  87633. * @param data defines the data source
  87634. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  87635. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  87636. * @returns the current mesh
  87637. */
  87638. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  87639. /**
  87640. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  87641. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  87642. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  87643. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  87644. * @returns the current mesh
  87645. */
  87646. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  87647. /**
  87648. * Creates a un-shared specific occurence of the geometry for the mesh.
  87649. * @returns the current mesh
  87650. */
  87651. makeGeometryUnique(): Mesh;
  87652. /**
  87653. * Set the index buffer of this mesh
  87654. * @param indices defines the source data
  87655. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  87656. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  87657. * @returns the current mesh
  87658. */
  87659. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): Mesh;
  87660. /**
  87661. * Update the current index buffer
  87662. * @param indices defines the source data
  87663. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  87664. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  87665. * @returns the current mesh
  87666. */
  87667. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): Mesh;
  87668. /**
  87669. * Invert the geometry to move from a right handed system to a left handed one.
  87670. * @returns the current mesh
  87671. */
  87672. toLeftHanded(): Mesh;
  87673. /** @hidden */
  87674. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  87675. /** @hidden */
  87676. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  87677. /**
  87678. * Registers for this mesh a javascript function called just before the rendering process
  87679. * @param func defines the function to call before rendering this mesh
  87680. * @returns the current mesh
  87681. */
  87682. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  87683. /**
  87684. * Disposes a previously registered javascript function called before the rendering
  87685. * @param func defines the function to remove
  87686. * @returns the current mesh
  87687. */
  87688. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  87689. /**
  87690. * Registers for this mesh a javascript function called just after the rendering is complete
  87691. * @param func defines the function to call after rendering this mesh
  87692. * @returns the current mesh
  87693. */
  87694. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  87695. /**
  87696. * Disposes a previously registered javascript function called after the rendering.
  87697. * @param func defines the function to remove
  87698. * @returns the current mesh
  87699. */
  87700. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  87701. /** @hidden */
  87702. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  87703. /** @hidden */
  87704. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  87705. /** @hidden */
  87706. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  87707. /** @hidden */
  87708. _rebuild(): void;
  87709. /** @hidden */
  87710. _freeze(): void;
  87711. /** @hidden */
  87712. _unFreeze(): void;
  87713. /**
  87714. * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
  87715. * @param subMesh defines the subMesh to render
  87716. * @param enableAlphaMode defines if alpha mode can be changed
  87717. * @returns the current mesh
  87718. */
  87719. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  87720. private _onBeforeDraw;
  87721. /**
  87722. * Renormalize the mesh and patch it up if there are no weights
  87723. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  87724. * However in the case of zero weights then we set just a single influence to 1.
  87725. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  87726. */
  87727. cleanMatrixWeights(): void;
  87728. private normalizeSkinFourWeights;
  87729. private normalizeSkinWeightsAndExtra;
  87730. /**
  87731. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  87732. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  87733. * the user know there was an issue with importing the mesh
  87734. * @returns a validation object with skinned, valid and report string
  87735. */
  87736. validateSkinning(): {
  87737. skinned: boolean;
  87738. valid: boolean;
  87739. report: string;
  87740. };
  87741. /** @hidden */
  87742. _checkDelayState(): Mesh;
  87743. private _queueLoad;
  87744. /**
  87745. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  87746. * A mesh is in the frustum if its bounding box intersects the frustum
  87747. * @param frustumPlanes defines the frustum to test
  87748. * @returns true if the mesh is in the frustum planes
  87749. */
  87750. isInFrustum(frustumPlanes: Plane[]): boolean;
  87751. /**
  87752. * Sets the mesh material by the material or multiMaterial `id` property
  87753. * @param id is a string identifying the material or the multiMaterial
  87754. * @returns the current mesh
  87755. */
  87756. setMaterialByID(id: string): Mesh;
  87757. /**
  87758. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  87759. * @returns an array of IAnimatable
  87760. */
  87761. getAnimatables(): IAnimatable[];
  87762. /**
  87763. * Modifies the mesh geometry according to the passed transformation matrix.
  87764. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  87765. * The mesh normals are modified using the same transformation.
  87766. * Note that, under the hood, this method sets a new VertexBuffer each call.
  87767. * @param transform defines the transform matrix to use
  87768. * @see http://doc.babylonjs.com/resources/baking_transformations
  87769. * @returns the current mesh
  87770. */
  87771. bakeTransformIntoVertices(transform: Matrix): Mesh;
  87772. /**
  87773. * Modifies the mesh geometry according to its own current World Matrix.
  87774. * The mesh World Matrix is then reset.
  87775. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  87776. * Note that, under the hood, this method sets a new VertexBuffer each call.
  87777. * @see http://doc.babylonjs.com/resources/baking_transformations
  87778. * @returns the current mesh
  87779. */
  87780. bakeCurrentTransformIntoVertices(): Mesh;
  87781. /** @hidden */
  87782. readonly _positions: Nullable<Vector3[]>;
  87783. /** @hidden */
  87784. _resetPointsArrayCache(): Mesh;
  87785. /** @hidden */
  87786. _generatePointsArray(): boolean;
  87787. /**
  87788. * Returns a new Mesh object generated from the current mesh properties.
  87789. * This method must not get confused with createInstance()
  87790. * @param name is a string, the name given to the new mesh
  87791. * @param newParent can be any Node object (default `null`)
  87792. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  87793. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  87794. * @returns a new mesh
  87795. */
  87796. clone(name?: string, newParent?: Node, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh;
  87797. /**
  87798. * Releases resources associated with this mesh.
  87799. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  87800. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  87801. */
  87802. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  87803. /**
  87804. * Modifies the mesh geometry according to a displacement map.
  87805. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  87806. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  87807. * @param url is a string, the URL from the image file is to be downloaded.
  87808. * @param minHeight is the lower limit of the displacement.
  87809. * @param maxHeight is the upper limit of the displacement.
  87810. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  87811. * @param uvOffset is an optional vector2 used to offset UV.
  87812. * @param uvScale is an optional vector2 used to scale UV.
  87813. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  87814. * @returns the Mesh.
  87815. */
  87816. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  87817. /**
  87818. * Modifies the mesh geometry according to a displacementMap buffer.
  87819. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  87820. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  87821. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  87822. * @param heightMapWidth is the width of the buffer image.
  87823. * @param heightMapHeight is the height of the buffer image.
  87824. * @param minHeight is the lower limit of the displacement.
  87825. * @param maxHeight is the upper limit of the displacement.
  87826. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  87827. * @param uvOffset is an optional vector2 used to offset UV.
  87828. * @param uvScale is an optional vector2 used to scale UV.
  87829. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  87830. * @returns the Mesh.
  87831. */
  87832. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  87833. /**
  87834. * Modify the mesh to get a flat shading rendering.
  87835. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  87836. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  87837. * @returns current mesh
  87838. */
  87839. convertToFlatShadedMesh(): Mesh;
  87840. /**
  87841. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  87842. * In other words, more vertices, no more indices and a single bigger VBO.
  87843. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  87844. * @returns current mesh
  87845. */
  87846. convertToUnIndexedMesh(): Mesh;
  87847. /**
  87848. * Inverses facet orientations.
  87849. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  87850. * @param flipNormals will also inverts the normals
  87851. * @returns current mesh
  87852. */
  87853. flipFaces(flipNormals?: boolean): Mesh;
  87854. /**
  87855. * Increase the number of facets and hence vertices in a mesh
  87856. * Vertex normals are interpolated from existing vertex normals
  87857. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  87858. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  87859. */
  87860. increaseVertices(numberPerEdge: number): void;
  87861. /**
  87862. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  87863. * This will undo any application of covertToFlatShadedMesh
  87864. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  87865. */
  87866. forceSharedVertices(): void;
  87867. /** @hidden */
  87868. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  87869. /** @hidden */
  87870. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  87871. /**
  87872. * Creates a new InstancedMesh object from the mesh model.
  87873. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  87874. * @param name defines the name of the new instance
  87875. * @returns a new InstancedMesh
  87876. */
  87877. createInstance(name: string): InstancedMesh;
  87878. /**
  87879. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  87880. * After this call, all the mesh instances have the same submeshes than the current mesh.
  87881. * @returns the current mesh
  87882. */
  87883. synchronizeInstances(): Mesh;
  87884. /**
  87885. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  87886. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  87887. * This should be used together with the simplification to avoid disappearing triangles.
  87888. * @param successCallback an optional success callback to be called after the optimization finished.
  87889. * @returns the current mesh
  87890. */
  87891. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  87892. /**
  87893. * Serialize current mesh
  87894. * @param serializationObject defines the object which will receive the serialization data
  87895. */
  87896. serialize(serializationObject: any): void;
  87897. /** @hidden */
  87898. _syncGeometryWithMorphTargetManager(): void;
  87899. /** @hidden */
  87900. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  87901. /**
  87902. * Returns a new Mesh object parsed from the source provided.
  87903. * @param parsedMesh is the source
  87904. * @param scene defines the hosting scene
  87905. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  87906. * @returns a new Mesh
  87907. */
  87908. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  87909. /**
  87910. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  87911. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  87912. * @param name defines the name of the mesh to create
  87913. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  87914. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  87915. * @param closePath creates a seam between the first and the last points of each path of the path array
  87916. * @param offset is taken in account only if the `pathArray` is containing a single path
  87917. * @param scene defines the hosting scene
  87918. * @param updatable defines if the mesh must be flagged as updatable
  87919. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87920. * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)
  87921. * @returns a new Mesh
  87922. */
  87923. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  87924. /**
  87925. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  87926. * @param name defines the name of the mesh to create
  87927. * @param radius sets the radius size (float) of the polygon (default 0.5)
  87928. * @param tessellation sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  87929. * @param scene defines the hosting scene
  87930. * @param updatable defines if the mesh must be flagged as updatable
  87931. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87932. * @returns a new Mesh
  87933. */
  87934. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  87935. /**
  87936. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  87937. * @param name defines the name of the mesh to create
  87938. * @param size sets the size (float) of each box side (default 1)
  87939. * @param scene defines the hosting scene
  87940. * @param updatable defines if the mesh must be flagged as updatable
  87941. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87942. * @returns a new Mesh
  87943. */
  87944. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  87945. /**
  87946. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  87947. * @param name defines the name of the mesh to create
  87948. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  87949. * @param diameter sets the diameter size (float) of the sphere (default 1)
  87950. * @param scene defines the hosting scene
  87951. * @param updatable defines if the mesh must be flagged as updatable
  87952. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87953. * @returns a new Mesh
  87954. */
  87955. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87956. /**
  87957. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  87958. * @param name defines the name of the mesh to create
  87959. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  87960. * @param diameter sets the diameter size (float) of the sphere (default 1)
  87961. * @param scene defines the hosting scene
  87962. * @returns a new Mesh
  87963. */
  87964. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  87965. /**
  87966. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  87967. * @param name defines the name of the mesh to create
  87968. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  87969. * @param diameterTop set the top cap diameter (floats, default 1)
  87970. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  87971. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  87972. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  87973. * @param scene defines the hosting scene
  87974. * @param updatable defines if the mesh must be flagged as updatable
  87975. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87976. * @returns a new Mesh
  87977. */
  87978. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  87979. /**
  87980. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  87981. * @param name defines the name of the mesh to create
  87982. * @param diameter sets the diameter size (float) of the torus (default 1)
  87983. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  87984. * @param tessellation sets the number of torus sides (postive integer, default 16)
  87985. * @param scene defines the hosting scene
  87986. * @param updatable defines if the mesh must be flagged as updatable
  87987. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87988. * @returns a new Mesh
  87989. */
  87990. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87991. /**
  87992. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  87993. * @param name defines the name of the mesh to create
  87994. * @param radius sets the global radius size (float) of the torus knot (default 2)
  87995. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  87996. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  87997. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  87998. * @param p the number of windings on X axis (positive integers, default 2)
  87999. * @param q the number of windings on Y axis (positive integers, default 3)
  88000. * @param scene defines the hosting scene
  88001. * @param updatable defines if the mesh must be flagged as updatable
  88002. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88003. * @returns a new Mesh
  88004. */
  88005. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88006. /**
  88007. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  88008. * @param name defines the name of the mesh to create
  88009. * @param points is an array successive Vector3
  88010. * @param scene defines the hosting scene
  88011. * @param updatable defines if the mesh must be flagged as updatable
  88012. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).
  88013. * @returns a new Mesh
  88014. */
  88015. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  88016. /**
  88017. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  88018. * @param name defines the name of the mesh to create
  88019. * @param points is an array successive Vector3
  88020. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  88021. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  88022. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  88023. * @param scene defines the hosting scene
  88024. * @param updatable defines if the mesh must be flagged as updatable
  88025. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)
  88026. * @returns a new Mesh
  88027. */
  88028. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  88029. /**
  88030. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  88031. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  88032. * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.
  88033. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  88034. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  88035. * Remember you can only change the shape positions, not their number when updating a polygon.
  88036. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  88037. * @param name defines the name of the mesh to create
  88038. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  88039. * @param scene defines the hosting scene
  88040. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  88041. * @param updatable defines if the mesh must be flagged as updatable
  88042. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88043. * @param earcutInjection can be used to inject your own earcut reference
  88044. * @returns a new Mesh
  88045. */
  88046. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  88047. /**
  88048. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  88049. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  88050. * @param name defines the name of the mesh to create
  88051. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  88052. * @param depth defines the height of extrusion
  88053. * @param scene defines the hosting scene
  88054. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  88055. * @param updatable defines if the mesh must be flagged as updatable
  88056. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88057. * @param earcutInjection can be used to inject your own earcut reference
  88058. * @returns a new Mesh
  88059. */
  88060. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  88061. /**
  88062. * Creates an extruded shape mesh.
  88063. * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead
  88064. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  88065. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  88066. * @param name defines the name of the mesh to create
  88067. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  88068. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  88069. * @param scale is the value to scale the shape
  88070. * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
  88071. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  88072. * @param scene defines the hosting scene
  88073. * @param updatable defines if the mesh must be flagged as updatable
  88074. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88075. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)
  88076. * @returns a new Mesh
  88077. */
  88078. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  88079. /**
  88080. * Creates an custom extruded shape mesh.
  88081. * The custom extrusion is a parametric shape.
  88082. * It has no predefined shape. Its final shape will depend on the input parameters.
  88083. * Please consider using the same method from the MeshBuilder class instead
  88084. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  88085. * @param name defines the name of the mesh to create
  88086. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  88087. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  88088. * @param scaleFunction is a custom Javascript function called on each path point
  88089. * @param rotationFunction is a custom Javascript function called on each path point
  88090. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  88091. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  88092. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  88093. * @param scene defines the hosting scene
  88094. * @param updatable defines if the mesh must be flagged as updatable
  88095. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88096. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)
  88097. * @returns a new Mesh
  88098. */
  88099. static ExtrudeShapeCustom(name: string, shape: Vector3[], path: Vector3[], scaleFunction: Function, rotationFunction: Function, ribbonCloseArray: boolean, ribbonClosePath: boolean, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  88100. /**
  88101. * Creates lathe mesh.
  88102. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  88103. * Please consider using the same method from the MeshBuilder class instead
  88104. * @param name defines the name of the mesh to create
  88105. * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  88106. * @param radius is the radius value of the lathe
  88107. * @param tessellation is the side number of the lathe.
  88108. * @param scene defines the hosting scene
  88109. * @param updatable defines if the mesh must be flagged as updatable
  88110. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88111. * @returns a new Mesh
  88112. */
  88113. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88114. /**
  88115. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  88116. * @param name defines the name of the mesh to create
  88117. * @param size sets the size (float) of both sides of the plane at once (default 1)
  88118. * @param scene defines the hosting scene
  88119. * @param updatable defines if the mesh must be flagged as updatable
  88120. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88121. * @returns a new Mesh
  88122. */
  88123. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88124. /**
  88125. * Creates a ground mesh.
  88126. * Please consider using the same method from the MeshBuilder class instead
  88127. * @param name defines the name of the mesh to create
  88128. * @param width set the width of the ground
  88129. * @param height set the height of the ground
  88130. * @param subdivisions sets the number of subdivisions per side
  88131. * @param scene defines the hosting scene
  88132. * @param updatable defines if the mesh must be flagged as updatable
  88133. * @returns a new Mesh
  88134. */
  88135. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  88136. /**
  88137. * Creates a tiled ground mesh.
  88138. * Please consider using the same method from the MeshBuilder class instead
  88139. * @param name defines the name of the mesh to create
  88140. * @param xmin set the ground minimum X coordinate
  88141. * @param zmin set the ground minimum Y coordinate
  88142. * @param xmax set the ground maximum X coordinate
  88143. * @param zmax set the ground maximum Z coordinate
  88144. * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  88145. * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  88146. * @param scene defines the hosting scene
  88147. * @param updatable defines if the mesh must be flagged as updatable
  88148. * @returns a new Mesh
  88149. */
  88150. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  88151. w: number;
  88152. h: number;
  88153. }, precision: {
  88154. w: number;
  88155. h: number;
  88156. }, scene: Scene, updatable?: boolean): Mesh;
  88157. /**
  88158. * Creates a ground mesh from a height map.
  88159. * Please consider using the same method from the MeshBuilder class instead
  88160. * @see http://doc.babylonjs.com/babylon101/height_map
  88161. * @param name defines the name of the mesh to create
  88162. * @param url sets the URL of the height map image resource
  88163. * @param width set the ground width size
  88164. * @param height set the ground height size
  88165. * @param subdivisions sets the number of subdivision per side
  88166. * @param minHeight is the minimum altitude on the ground
  88167. * @param maxHeight is the maximum altitude on the ground
  88168. * @param scene defines the hosting scene
  88169. * @param updatable defines if the mesh must be flagged as updatable
  88170. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  88171. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  88172. * @returns a new Mesh
  88173. */
  88174. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean, onReady?: (mesh: GroundMesh) => void, alphaFilter?: number): GroundMesh;
  88175. /**
  88176. * Creates a tube mesh.
  88177. * The tube is a parametric shape.
  88178. * It has no predefined shape. Its final shape will depend on the input parameters.
  88179. * Please consider using the same method from the MeshBuilder class instead
  88180. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  88181. * @param name defines the name of the mesh to create
  88182. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  88183. * @param radius sets the tube radius size
  88184. * @param tessellation is the number of sides on the tubular surface
  88185. * @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path
  88186. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  88187. * @param scene defines the hosting scene
  88188. * @param updatable defines if the mesh must be flagged as updatable
  88189. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88190. * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)
  88191. * @returns a new Mesh
  88192. */
  88193. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  88194. (i: number, distance: number): number;
  88195. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  88196. /**
  88197. * Creates a polyhedron mesh.
  88198. * Please consider using the same method from the MeshBuilder class instead.
  88199. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  88200. * * The parameter `size` (positive float, default 1) sets the polygon size
  88201. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  88202. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  88203. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  88204. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  88205. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  88206. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  88207. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  88208. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  88209. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  88210. * @param name defines the name of the mesh to create
  88211. * @param options defines the options used to create the mesh
  88212. * @param scene defines the hosting scene
  88213. * @returns a new Mesh
  88214. */
  88215. static CreatePolyhedron(name: string, options: {
  88216. type?: number;
  88217. size?: number;
  88218. sizeX?: number;
  88219. sizeY?: number;
  88220. sizeZ?: number;
  88221. custom?: any;
  88222. faceUV?: Vector4[];
  88223. faceColors?: Color4[];
  88224. updatable?: boolean;
  88225. sideOrientation?: number;
  88226. }, scene: Scene): Mesh;
  88227. /**
  88228. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  88229. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  88230. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)
  88231. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  88232. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  88233. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  88234. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  88235. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  88236. * @param name defines the name of the mesh
  88237. * @param options defines the options used to create the mesh
  88238. * @param scene defines the hosting scene
  88239. * @returns a new Mesh
  88240. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  88241. */
  88242. static CreateIcoSphere(name: string, options: {
  88243. radius?: number;
  88244. flat?: boolean;
  88245. subdivisions?: number;
  88246. sideOrientation?: number;
  88247. updatable?: boolean;
  88248. }, scene: Scene): Mesh;
  88249. /**
  88250. * Creates a decal mesh.
  88251. * Please consider using the same method from the MeshBuilder class instead.
  88252. * A decal is a mesh usually applied as a model onto the surface of another mesh
  88253. * @param name defines the name of the mesh
  88254. * @param sourceMesh defines the mesh receiving the decal
  88255. * @param position sets the position of the decal in world coordinates
  88256. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  88257. * @param size sets the decal scaling
  88258. * @param angle sets the angle to rotate the decal
  88259. * @returns a new Mesh
  88260. */
  88261. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  88262. /**
  88263. * Prepare internal position array for software CPU skinning
  88264. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  88265. */
  88266. setPositionsForCPUSkinning(): Float32Array;
  88267. /**
  88268. * Prepare internal normal array for software CPU skinning
  88269. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  88270. */
  88271. setNormalsForCPUSkinning(): Float32Array;
  88272. /**
  88273. * Updates the vertex buffer by applying transformation from the bones
  88274. * @param skeleton defines the skeleton to apply to current mesh
  88275. * @returns the current mesh
  88276. */
  88277. applySkeleton(skeleton: Skeleton): Mesh;
  88278. /**
  88279. * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates
  88280. * @param meshes defines the list of meshes to scan
  88281. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  88282. */
  88283. static MinMax(meshes: AbstractMesh[]): {
  88284. min: Vector3;
  88285. max: Vector3;
  88286. };
  88287. /**
  88288. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  88289. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  88290. * @returns a vector3
  88291. */
  88292. static Center(meshesOrMinMaxVector: {
  88293. min: Vector3;
  88294. max: Vector3;
  88295. } | AbstractMesh[]): Vector3;
  88296. /**
  88297. * Merge the array of meshes into a single mesh for performance reasons.
  88298. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  88299. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  88300. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  88301. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  88302. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  88303. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  88304. * @returns a new mesh
  88305. */
  88306. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  88307. /** @hidden */
  88308. addInstance(instance: InstancedMesh): void;
  88309. /** @hidden */
  88310. removeInstance(instance: InstancedMesh): void;
  88311. }
  88312. }
  88313. declare module BABYLON {
  88314. /**
  88315. * This is the base class of all the camera used in the application.
  88316. * @see http://doc.babylonjs.com/features/cameras
  88317. */
  88318. export class Camera extends Node {
  88319. /** @hidden */
  88320. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  88321. /**
  88322. * This is the default projection mode used by the cameras.
  88323. * It helps recreating a feeling of perspective and better appreciate depth.
  88324. * This is the best way to simulate real life cameras.
  88325. */
  88326. static readonly PERSPECTIVE_CAMERA: number;
  88327. /**
  88328. * This helps creating camera with an orthographic mode.
  88329. * Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.
  88330. */
  88331. static readonly ORTHOGRAPHIC_CAMERA: number;
  88332. /**
  88333. * This is the default FOV mode for perspective cameras.
  88334. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  88335. */
  88336. static readonly FOVMODE_VERTICAL_FIXED: number;
  88337. /**
  88338. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  88339. */
  88340. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  88341. /**
  88342. * This specifies ther is no need for a camera rig.
  88343. * Basically only one eye is rendered corresponding to the camera.
  88344. */
  88345. static readonly RIG_MODE_NONE: number;
  88346. /**
  88347. * Simulates a camera Rig with one blue eye and one red eye.
  88348. * This can be use with 3d blue and red glasses.
  88349. */
  88350. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  88351. /**
  88352. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  88353. */
  88354. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  88355. /**
  88356. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  88357. */
  88358. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  88359. /**
  88360. * Defines that both eyes of the camera will be rendered over under each other.
  88361. */
  88362. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  88363. /**
  88364. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  88365. */
  88366. static readonly RIG_MODE_VR: number;
  88367. /**
  88368. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  88369. */
  88370. static readonly RIG_MODE_WEBVR: number;
  88371. /**
  88372. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  88373. */
  88374. static readonly RIG_MODE_CUSTOM: number;
  88375. /**
  88376. * Defines if by default attaching controls should prevent the default javascript event to continue.
  88377. */
  88378. static ForceAttachControlToAlwaysPreventDefault: boolean;
  88379. /**
  88380. * Define the input manager associated with the camera.
  88381. */
  88382. inputs: CameraInputsManager<Camera>;
  88383. /** @hidden */
  88384. _position: Vector3;
  88385. /**
  88386. * Define the current local position of the camera in the scene
  88387. */
  88388. position: Vector3;
  88389. /**
  88390. * The vector the camera should consider as up.
  88391. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  88392. */
  88393. upVector: Vector3;
  88394. /**
  88395. * Define the current limit on the left side for an orthographic camera
  88396. * In scene unit
  88397. */
  88398. orthoLeft: Nullable<number>;
  88399. /**
  88400. * Define the current limit on the right side for an orthographic camera
  88401. * In scene unit
  88402. */
  88403. orthoRight: Nullable<number>;
  88404. /**
  88405. * Define the current limit on the bottom side for an orthographic camera
  88406. * In scene unit
  88407. */
  88408. orthoBottom: Nullable<number>;
  88409. /**
  88410. * Define the current limit on the top side for an orthographic camera
  88411. * In scene unit
  88412. */
  88413. orthoTop: Nullable<number>;
  88414. /**
  88415. * Field Of View is set in Radians. (default is 0.8)
  88416. */
  88417. fov: number;
  88418. /**
  88419. * Define the minimum distance the camera can see from.
  88420. * This is important to note that the depth buffer are not infinite and the closer it starts
  88421. * the more your scene might encounter depth fighting issue.
  88422. */
  88423. minZ: number;
  88424. /**
  88425. * Define the maximum distance the camera can see to.
  88426. * This is important to note that the depth buffer are not infinite and the further it end
  88427. * the more your scene might encounter depth fighting issue.
  88428. */
  88429. maxZ: number;
  88430. /**
  88431. * Define the default inertia of the camera.
  88432. * This helps giving a smooth feeling to the camera movement.
  88433. */
  88434. inertia: number;
  88435. /**
  88436. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  88437. */
  88438. mode: number;
  88439. /**
  88440. * Define wether the camera is intermediate.
  88441. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  88442. */
  88443. isIntermediate: boolean;
  88444. /**
  88445. * Define the viewport of the camera.
  88446. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  88447. */
  88448. viewport: Viewport;
  88449. /**
  88450. * Restricts the camera to viewing objects with the same layerMask.
  88451. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  88452. */
  88453. layerMask: number;
  88454. /**
  88455. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  88456. */
  88457. fovMode: number;
  88458. /**
  88459. * Rig mode of the camera.
  88460. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  88461. * This is normally controlled byt the camera themselves as internal use.
  88462. */
  88463. cameraRigMode: number;
  88464. /**
  88465. * Defines the distance between both "eyes" in case of a RIG
  88466. */
  88467. interaxialDistance: number;
  88468. /**
  88469. * Defines if stereoscopic rendering is done side by side or over under.
  88470. */
  88471. isStereoscopicSideBySide: boolean;
  88472. /**
  88473. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  88474. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  88475. * else in the scene. (Eg. security camera)
  88476. *
  88477. * To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corrisponding to an HMD)
  88478. */
  88479. customRenderTargets: RenderTargetTexture[];
  88480. /**
  88481. * When set, the camera will render to this render target instead of the default canvas
  88482. *
  88483. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  88484. */
  88485. outputRenderTarget: Nullable<RenderTargetTexture>;
  88486. /**
  88487. * Observable triggered when the camera view matrix has changed.
  88488. */
  88489. onViewMatrixChangedObservable: Observable<Camera>;
  88490. /**
  88491. * Observable triggered when the camera Projection matrix has changed.
  88492. */
  88493. onProjectionMatrixChangedObservable: Observable<Camera>;
  88494. /**
  88495. * Observable triggered when the inputs have been processed.
  88496. */
  88497. onAfterCheckInputsObservable: Observable<Camera>;
  88498. /**
  88499. * Observable triggered when reset has been called and applied to the camera.
  88500. */
  88501. onRestoreStateObservable: Observable<Camera>;
  88502. /** @hidden */
  88503. _cameraRigParams: any;
  88504. /** @hidden */
  88505. _rigCameras: Camera[];
  88506. /** @hidden */
  88507. _rigPostProcess: Nullable<PostProcess>;
  88508. protected _webvrViewMatrix: Matrix;
  88509. /** @hidden */
  88510. _skipRendering: boolean;
  88511. /** @hidden */
  88512. _projectionMatrix: Matrix;
  88513. /** @hidden */
  88514. _postProcesses: Nullable<PostProcess>[];
  88515. /** @hidden */
  88516. _activeMeshes: SmartArray<AbstractMesh>;
  88517. protected _globalPosition: Vector3;
  88518. /** @hidden */
  88519. _computedViewMatrix: Matrix;
  88520. private _doNotComputeProjectionMatrix;
  88521. private _transformMatrix;
  88522. private _frustumPlanes;
  88523. private _refreshFrustumPlanes;
  88524. private _storedFov;
  88525. private _stateStored;
  88526. /**
  88527. * Instantiates a new camera object.
  88528. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  88529. * @see http://doc.babylonjs.com/features/cameras
  88530. * @param name Defines the name of the camera in the scene
  88531. * @param position Defines the position of the camera
  88532. * @param scene Defines the scene the camera belongs too
  88533. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  88534. */
  88535. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  88536. /**
  88537. * Store current camera state (fov, position, etc..)
  88538. * @returns the camera
  88539. */
  88540. storeState(): Camera;
  88541. /**
  88542. * Restores the camera state values if it has been stored. You must call storeState() first
  88543. */
  88544. protected _restoreStateValues(): boolean;
  88545. /**
  88546. * Restored camera state. You must call storeState() first.
  88547. * @returns true if restored and false otherwise
  88548. */
  88549. restoreState(): boolean;
  88550. /**
  88551. * Gets the class name of the camera.
  88552. * @returns the class name
  88553. */
  88554. getClassName(): string;
  88555. /** @hidden */
  88556. readonly _isCamera: boolean;
  88557. /**
  88558. * Gets a string representation of the camera useful for debug purpose.
  88559. * @param fullDetails Defines that a more verboe level of logging is required
  88560. * @returns the string representation
  88561. */
  88562. toString(fullDetails?: boolean): string;
  88563. /**
  88564. * Gets the current world space position of the camera.
  88565. */
  88566. readonly globalPosition: Vector3;
  88567. /**
  88568. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  88569. * @returns the active meshe list
  88570. */
  88571. getActiveMeshes(): SmartArray<AbstractMesh>;
  88572. /**
  88573. * Check wether a mesh is part of the current active mesh list of the camera
  88574. * @param mesh Defines the mesh to check
  88575. * @returns true if active, false otherwise
  88576. */
  88577. isActiveMesh(mesh: Mesh): boolean;
  88578. /**
  88579. * Is this camera ready to be used/rendered
  88580. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  88581. * @return true if the camera is ready
  88582. */
  88583. isReady(completeCheck?: boolean): boolean;
  88584. /** @hidden */
  88585. _initCache(): void;
  88586. /** @hidden */
  88587. _updateCache(ignoreParentClass?: boolean): void;
  88588. /** @hidden */
  88589. _isSynchronized(): boolean;
  88590. /** @hidden */
  88591. _isSynchronizedViewMatrix(): boolean;
  88592. /** @hidden */
  88593. _isSynchronizedProjectionMatrix(): boolean;
  88594. /**
  88595. * Attach the input controls to a specific dom element to get the input from.
  88596. * @param element Defines the element the controls should be listened from
  88597. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  88598. */
  88599. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  88600. /**
  88601. * Detach the current controls from the specified dom element.
  88602. * @param element Defines the element to stop listening the inputs from
  88603. */
  88604. detachControl(element: HTMLElement): void;
  88605. /**
  88606. * Update the camera state according to the different inputs gathered during the frame.
  88607. */
  88608. update(): void;
  88609. /** @hidden */
  88610. _checkInputs(): void;
  88611. /** @hidden */
  88612. readonly rigCameras: Camera[];
  88613. /**
  88614. * Gets the post process used by the rig cameras
  88615. */
  88616. readonly rigPostProcess: Nullable<PostProcess>;
  88617. /**
  88618. * Internal, gets the first post proces.
  88619. * @returns the first post process to be run on this camera.
  88620. */
  88621. _getFirstPostProcess(): Nullable<PostProcess>;
  88622. private _cascadePostProcessesToRigCams;
  88623. /**
  88624. * Attach a post process to the camera.
  88625. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  88626. * @param postProcess The post process to attach to the camera
  88627. * @param insertAt The position of the post process in case several of them are in use in the scene
  88628. * @returns the position the post process has been inserted at
  88629. */
  88630. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  88631. /**
  88632. * Detach a post process to the camera.
  88633. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  88634. * @param postProcess The post process to detach from the camera
  88635. */
  88636. detachPostProcess(postProcess: PostProcess): void;
  88637. /**
  88638. * Gets the current world matrix of the camera
  88639. */
  88640. getWorldMatrix(): Matrix;
  88641. /** @hidden */
  88642. _getViewMatrix(): Matrix;
  88643. /**
  88644. * Gets the current view matrix of the camera.
  88645. * @param force forces the camera to recompute the matrix without looking at the cached state
  88646. * @returns the view matrix
  88647. */
  88648. getViewMatrix(force?: boolean): Matrix;
  88649. /**
  88650. * Freeze the projection matrix.
  88651. * It will prevent the cache check of the camera projection compute and can speed up perf
  88652. * if no parameter of the camera are meant to change
  88653. * @param projection Defines manually a projection if necessary
  88654. */
  88655. freezeProjectionMatrix(projection?: Matrix): void;
  88656. /**
  88657. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  88658. */
  88659. unfreezeProjectionMatrix(): void;
  88660. /**
  88661. * Gets the current projection matrix of the camera.
  88662. * @param force forces the camera to recompute the matrix without looking at the cached state
  88663. * @returns the projection matrix
  88664. */
  88665. getProjectionMatrix(force?: boolean): Matrix;
  88666. /**
  88667. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  88668. * @returns a Matrix
  88669. */
  88670. getTransformationMatrix(): Matrix;
  88671. private _updateFrustumPlanes;
  88672. /**
  88673. * Checks if a cullable object (mesh...) is in the camera frustum
  88674. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  88675. * @param target The object to check
  88676. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  88677. * @returns true if the object is in frustum otherwise false
  88678. */
  88679. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  88680. /**
  88681. * Checks if a cullable object (mesh...) is in the camera frustum
  88682. * Unlike isInFrustum this cheks the full bounding box
  88683. * @param target The object to check
  88684. * @returns true if the object is in frustum otherwise false
  88685. */
  88686. isCompletelyInFrustum(target: ICullable): boolean;
  88687. /**
  88688. * Gets a ray in the forward direction from the camera.
  88689. * @param length Defines the length of the ray to create
  88690. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  88691. * @param origin Defines the start point of the ray which defaults to the camera position
  88692. * @returns the forward ray
  88693. */
  88694. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  88695. /**
  88696. * Releases resources associated with this node.
  88697. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  88698. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  88699. */
  88700. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  88701. /** @hidden */
  88702. _isLeftCamera: boolean;
  88703. /**
  88704. * Gets the left camera of a rig setup in case of Rigged Camera
  88705. */
  88706. readonly isLeftCamera: boolean;
  88707. /** @hidden */
  88708. _isRightCamera: boolean;
  88709. /**
  88710. * Gets the right camera of a rig setup in case of Rigged Camera
  88711. */
  88712. readonly isRightCamera: boolean;
  88713. /**
  88714. * Gets the left camera of a rig setup in case of Rigged Camera
  88715. */
  88716. readonly leftCamera: Nullable<FreeCamera>;
  88717. /**
  88718. * Gets the right camera of a rig setup in case of Rigged Camera
  88719. */
  88720. readonly rightCamera: Nullable<FreeCamera>;
  88721. /**
  88722. * Gets the left camera target of a rig setup in case of Rigged Camera
  88723. * @returns the target position
  88724. */
  88725. getLeftTarget(): Nullable<Vector3>;
  88726. /**
  88727. * Gets the right camera target of a rig setup in case of Rigged Camera
  88728. * @returns the target position
  88729. */
  88730. getRightTarget(): Nullable<Vector3>;
  88731. /**
  88732. * @hidden
  88733. */
  88734. setCameraRigMode(mode: number, rigParams: any): void;
  88735. /** @hidden */
  88736. static _setStereoscopicRigMode(camera: Camera): void;
  88737. /** @hidden */
  88738. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  88739. /** @hidden */
  88740. static _setVRRigMode(camera: Camera, rigParams: any): void;
  88741. /** @hidden */
  88742. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  88743. /** @hidden */
  88744. _getVRProjectionMatrix(): Matrix;
  88745. protected _updateCameraRotationMatrix(): void;
  88746. protected _updateWebVRCameraRotationMatrix(): void;
  88747. /**
  88748. * This function MUST be overwritten by the different WebVR cameras available.
  88749. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  88750. * @hidden
  88751. */
  88752. _getWebVRProjectionMatrix(): Matrix;
  88753. /**
  88754. * This function MUST be overwritten by the different WebVR cameras available.
  88755. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  88756. * @hidden
  88757. */
  88758. _getWebVRViewMatrix(): Matrix;
  88759. /** @hidden */
  88760. setCameraRigParameter(name: string, value: any): void;
  88761. /**
  88762. * needs to be overridden by children so sub has required properties to be copied
  88763. * @hidden
  88764. */
  88765. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  88766. /**
  88767. * May need to be overridden by children
  88768. * @hidden
  88769. */
  88770. _updateRigCameras(): void;
  88771. /** @hidden */
  88772. _setupInputs(): void;
  88773. /**
  88774. * Serialiaze the camera setup to a json represention
  88775. * @returns the JSON representation
  88776. */
  88777. serialize(): any;
  88778. /**
  88779. * Clones the current camera.
  88780. * @param name The cloned camera name
  88781. * @returns the cloned camera
  88782. */
  88783. clone(name: string): Camera;
  88784. /**
  88785. * Gets the direction of the camera relative to a given local axis.
  88786. * @param localAxis Defines the reference axis to provide a relative direction.
  88787. * @return the direction
  88788. */
  88789. getDirection(localAxis: Vector3): Vector3;
  88790. /**
  88791. * Gets the direction of the camera relative to a given local axis into a passed vector.
  88792. * @param localAxis Defines the reference axis to provide a relative direction.
  88793. * @param result Defines the vector to store the result in
  88794. */
  88795. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  88796. /**
  88797. * Gets a camera constructor for a given camera type
  88798. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  88799. * @param name The name of the camera the result will be able to instantiate
  88800. * @param scene The scene the result will construct the camera in
  88801. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  88802. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  88803. * @returns a factory method to construc the camera
  88804. */
  88805. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  88806. /**
  88807. * Compute the world matrix of the camera.
  88808. * @returns the camera workd matrix
  88809. */
  88810. computeWorldMatrix(): Matrix;
  88811. /**
  88812. * Parse a JSON and creates the camera from the parsed information
  88813. * @param parsedCamera The JSON to parse
  88814. * @param scene The scene to instantiate the camera in
  88815. * @returns the newly constructed camera
  88816. */
  88817. static Parse(parsedCamera: any, scene: Scene): Camera;
  88818. }
  88819. }
  88820. declare module BABYLON {
  88821. /**
  88822. * Class containing static functions to help procedurally build meshes
  88823. */
  88824. export class DiscBuilder {
  88825. /**
  88826. * Creates a plane polygonal mesh. By default, this is a disc
  88827. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  88828. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  88829. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  88830. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  88831. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  88832. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  88833. * @param name defines the name of the mesh
  88834. * @param options defines the options used to create the mesh
  88835. * @param scene defines the hosting scene
  88836. * @returns the plane polygonal mesh
  88837. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  88838. */
  88839. static CreateDisc(name: string, options: {
  88840. radius?: number;
  88841. tessellation?: number;
  88842. arc?: number;
  88843. updatable?: boolean;
  88844. sideOrientation?: number;
  88845. frontUVs?: Vector4;
  88846. backUVs?: Vector4;
  88847. }, scene?: Nullable<Scene>): Mesh;
  88848. }
  88849. }
  88850. declare module BABYLON {
  88851. /**
  88852. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  88853. *As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  88854. * The SPS is also a particle system. It provides some methods to manage the particles.
  88855. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  88856. *
  88857. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  88858. */
  88859. export class SolidParticleSystem implements IDisposable {
  88860. /**
  88861. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  88862. * Example : var p = SPS.particles[i];
  88863. */
  88864. particles: SolidParticle[];
  88865. /**
  88866. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  88867. */
  88868. nbParticles: number;
  88869. /**
  88870. * If the particles must ever face the camera (default false). Useful for planar particles.
  88871. */
  88872. billboard: boolean;
  88873. /**
  88874. * Recompute normals when adding a shape
  88875. */
  88876. recomputeNormals: boolean;
  88877. /**
  88878. * This a counter ofr your own usage. It's not set by any SPS functions.
  88879. */
  88880. counter: number;
  88881. /**
  88882. * The SPS name. This name is also given to the underlying mesh.
  88883. */
  88884. name: string;
  88885. /**
  88886. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  88887. */
  88888. mesh: Mesh;
  88889. /**
  88890. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  88891. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  88892. */
  88893. vars: any;
  88894. /**
  88895. * This array is populated when the SPS is set as 'pickable'.
  88896. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  88897. * Each element of this array is an object `{idx: int, faceId: int}`.
  88898. * `idx` is the picked particle index in the `SPS.particles` array
  88899. * `faceId` is the picked face index counted within this particle.
  88900. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  88901. */
  88902. pickedParticles: {
  88903. idx: number;
  88904. faceId: number;
  88905. }[];
  88906. /**
  88907. * This array is populated when `enableDepthSort` is set to true.
  88908. * Each element of this array is an instance of the class DepthSortedParticle.
  88909. */
  88910. depthSortedParticles: DepthSortedParticle[];
  88911. /**
  88912. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  88913. * @hidden
  88914. */
  88915. _bSphereOnly: boolean;
  88916. /**
  88917. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  88918. * @hidden
  88919. */
  88920. _bSphereRadiusFactor: number;
  88921. private _scene;
  88922. private _positions;
  88923. private _indices;
  88924. private _normals;
  88925. private _colors;
  88926. private _uvs;
  88927. private _indices32;
  88928. private _positions32;
  88929. private _normals32;
  88930. private _fixedNormal32;
  88931. private _colors32;
  88932. private _uvs32;
  88933. private _index;
  88934. private _updatable;
  88935. private _pickable;
  88936. private _isVisibilityBoxLocked;
  88937. private _alwaysVisible;
  88938. private _depthSort;
  88939. private _shapeCounter;
  88940. private _copy;
  88941. private _color;
  88942. private _computeParticleColor;
  88943. private _computeParticleTexture;
  88944. private _computeParticleRotation;
  88945. private _computeParticleVertex;
  88946. private _computeBoundingBox;
  88947. private _depthSortParticles;
  88948. private _camera;
  88949. private _mustUnrotateFixedNormals;
  88950. private _particlesIntersect;
  88951. private _needs32Bits;
  88952. /**
  88953. * Creates a SPS (Solid Particle System) object.
  88954. * @param name (String) is the SPS name, this will be the underlying mesh name.
  88955. * @param scene (Scene) is the scene in which the SPS is added.
  88956. * @param options defines the options of the sps e.g.
  88957. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  88958. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  88959. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  88960. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  88961. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  88962. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  88963. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  88964. */
  88965. constructor(name: string, scene: Scene, options?: {
  88966. updatable?: boolean;
  88967. isPickable?: boolean;
  88968. enableDepthSort?: boolean;
  88969. particleIntersection?: boolean;
  88970. boundingSphereOnly?: boolean;
  88971. bSphereRadiusFactor?: number;
  88972. });
  88973. /**
  88974. * Builds the SPS underlying mesh. Returns a standard Mesh.
  88975. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  88976. * @returns the created mesh
  88977. */
  88978. buildMesh(): Mesh;
  88979. /**
  88980. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  88981. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  88982. * Thus the particles generated from `digest()` have their property `position` set yet.
  88983. * @param mesh ( Mesh ) is the mesh to be digested
  88984. * @param options {facetNb} (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any
  88985. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  88986. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  88987. * @returns the current SPS
  88988. */
  88989. digest(mesh: Mesh, options?: {
  88990. facetNb?: number;
  88991. number?: number;
  88992. delta?: number;
  88993. }): SolidParticleSystem;
  88994. private _unrotateFixedNormals;
  88995. private _resetCopy;
  88996. private _meshBuilder;
  88997. private _posToShape;
  88998. private _uvsToShapeUV;
  88999. private _addParticle;
  89000. /**
  89001. * Adds some particles to the SPS from the model shape. Returns the shape id.
  89002. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  89003. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  89004. * @param nb (positive integer) the number of particles to be created from this model
  89005. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  89006. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  89007. * @returns the number of shapes in the system
  89008. */
  89009. addShape(mesh: Mesh, nb: number, options?: {
  89010. positionFunction?: any;
  89011. vertexFunction?: any;
  89012. }): number;
  89013. private _rebuildParticle;
  89014. /**
  89015. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  89016. * @returns the SPS.
  89017. */
  89018. rebuildMesh(): SolidParticleSystem;
  89019. /**
  89020. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  89021. * This method calls `updateParticle()` for each particle of the SPS.
  89022. * For an animated SPS, it is usually called within the render loop.
  89023. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  89024. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  89025. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  89026. * @returns the SPS.
  89027. */
  89028. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  89029. /**
  89030. * Disposes the SPS.
  89031. */
  89032. dispose(): void;
  89033. /**
  89034. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  89035. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89036. * @returns the SPS.
  89037. */
  89038. refreshVisibleSize(): SolidParticleSystem;
  89039. /**
  89040. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  89041. * @param size the size (float) of the visibility box
  89042. * note : this doesn't lock the SPS mesh bounding box.
  89043. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89044. */
  89045. setVisibilityBox(size: number): void;
  89046. /**
  89047. * Gets whether the SPS as always visible or not
  89048. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89049. */
  89050. /**
  89051. * Sets the SPS as always visible or not
  89052. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89053. */
  89054. isAlwaysVisible: boolean;
  89055. /**
  89056. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  89057. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89058. */
  89059. /**
  89060. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  89061. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89062. */
  89063. isVisibilityBoxLocked: boolean;
  89064. /**
  89065. * Tells to `setParticles()` to compute the particle rotations or not.
  89066. * Default value : true. The SPS is faster when it's set to false.
  89067. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  89068. */
  89069. /**
  89070. * Gets if `setParticles()` computes the particle rotations or not.
  89071. * Default value : true. The SPS is faster when it's set to false.
  89072. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  89073. */
  89074. computeParticleRotation: boolean;
  89075. /**
  89076. * Tells to `setParticles()` to compute the particle colors or not.
  89077. * Default value : true. The SPS is faster when it's set to false.
  89078. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  89079. */
  89080. /**
  89081. * Gets if `setParticles()` computes the particle colors or not.
  89082. * Default value : true. The SPS is faster when it's set to false.
  89083. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  89084. */
  89085. computeParticleColor: boolean;
  89086. /**
  89087. * Gets if `setParticles()` computes the particle textures or not.
  89088. * Default value : true. The SPS is faster when it's set to false.
  89089. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  89090. */
  89091. computeParticleTexture: boolean;
  89092. /**
  89093. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  89094. * Default value : false. The SPS is faster when it's set to false.
  89095. * Note : the particle custom vertex positions aren't stored values.
  89096. */
  89097. /**
  89098. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  89099. * Default value : false. The SPS is faster when it's set to false.
  89100. * Note : the particle custom vertex positions aren't stored values.
  89101. */
  89102. computeParticleVertex: boolean;
  89103. /**
  89104. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  89105. */
  89106. /**
  89107. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  89108. */
  89109. computeBoundingBox: boolean;
  89110. /**
  89111. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  89112. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  89113. * Default : `true`
  89114. */
  89115. /**
  89116. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  89117. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  89118. * Default : `true`
  89119. */
  89120. depthSortParticles: boolean;
  89121. /**
  89122. * This function does nothing. It may be overwritten to set all the particle first values.
  89123. * The SPS doesn't call this function, you may have to call it by your own.
  89124. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  89125. */
  89126. initParticles(): void;
  89127. /**
  89128. * This function does nothing. It may be overwritten to recycle a particle.
  89129. * The SPS doesn't call this function, you may have to call it by your own.
  89130. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  89131. * @param particle The particle to recycle
  89132. * @returns the recycled particle
  89133. */
  89134. recycleParticle(particle: SolidParticle): SolidParticle;
  89135. /**
  89136. * Updates a particle : this function should be overwritten by the user.
  89137. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  89138. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  89139. * @example : just set a particle position or velocity and recycle conditions
  89140. * @param particle The particle to update
  89141. * @returns the updated particle
  89142. */
  89143. updateParticle(particle: SolidParticle): SolidParticle;
  89144. /**
  89145. * Updates a vertex of a particle : it can be overwritten by the user.
  89146. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  89147. * @param particle the current particle
  89148. * @param vertex the current index of the current particle
  89149. * @param pt the index of the current vertex in the particle shape
  89150. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  89151. * @example : just set a vertex particle position
  89152. * @returns the updated vertex
  89153. */
  89154. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  89155. /**
  89156. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  89157. * This does nothing and may be overwritten by the user.
  89158. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89159. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89160. * @param update the boolean update value actually passed to setParticles()
  89161. */
  89162. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  89163. /**
  89164. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  89165. * This will be passed three parameters.
  89166. * This does nothing and may be overwritten by the user.
  89167. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89168. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89169. * @param update the boolean update value actually passed to setParticles()
  89170. */
  89171. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  89172. }
  89173. }
  89174. declare module BABYLON {
  89175. /**
  89176. * Represents one particle of a solid particle system.
  89177. */
  89178. export class SolidParticle {
  89179. /**
  89180. * particle global index
  89181. */
  89182. idx: number;
  89183. /**
  89184. * The color of the particle
  89185. */
  89186. color: Nullable<Color4>;
  89187. /**
  89188. * The world space position of the particle.
  89189. */
  89190. position: Vector3;
  89191. /**
  89192. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  89193. */
  89194. rotation: Vector3;
  89195. /**
  89196. * The world space rotation quaternion of the particle.
  89197. */
  89198. rotationQuaternion: Nullable<Quaternion>;
  89199. /**
  89200. * The scaling of the particle.
  89201. */
  89202. scaling: Vector3;
  89203. /**
  89204. * The uvs of the particle.
  89205. */
  89206. uvs: Vector4;
  89207. /**
  89208. * The current speed of the particle.
  89209. */
  89210. velocity: Vector3;
  89211. /**
  89212. * The pivot point in the particle local space.
  89213. */
  89214. pivot: Vector3;
  89215. /**
  89216. * Must the particle be translated from its pivot point in its local space ?
  89217. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  89218. * Default : false
  89219. */
  89220. translateFromPivot: boolean;
  89221. /**
  89222. * Is the particle active or not ?
  89223. */
  89224. alive: boolean;
  89225. /**
  89226. * Is the particle visible or not ?
  89227. */
  89228. isVisible: boolean;
  89229. /**
  89230. * Index of this particle in the global "positions" array (Internal use)
  89231. * @hidden
  89232. */
  89233. _pos: number;
  89234. /**
  89235. * @hidden Index of this particle in the global "indices" array (Internal use)
  89236. */
  89237. _ind: number;
  89238. /**
  89239. * @hidden ModelShape of this particle (Internal use)
  89240. */
  89241. _model: ModelShape;
  89242. /**
  89243. * ModelShape id of this particle
  89244. */
  89245. shapeId: number;
  89246. /**
  89247. * Index of the particle in its shape id (Internal use)
  89248. */
  89249. idxInShape: number;
  89250. /**
  89251. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  89252. */
  89253. _modelBoundingInfo: BoundingInfo;
  89254. /**
  89255. * @hidden Particle BoundingInfo object (Internal use)
  89256. */
  89257. _boundingInfo: BoundingInfo;
  89258. /**
  89259. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  89260. */
  89261. _sps: SolidParticleSystem;
  89262. /**
  89263. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  89264. */
  89265. _stillInvisible: boolean;
  89266. /**
  89267. * @hidden Last computed particle rotation matrix
  89268. */
  89269. _rotationMatrix: number[];
  89270. /**
  89271. * Parent particle Id, if any.
  89272. * Default null.
  89273. */
  89274. parentId: Nullable<number>;
  89275. /**
  89276. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  89277. * The possible values are :
  89278. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  89279. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  89280. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  89281. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  89282. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  89283. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  89284. * */
  89285. cullingStrategy: number;
  89286. /**
  89287. * @hidden Internal global position in the SPS.
  89288. */
  89289. _globalPosition: Vector3;
  89290. /**
  89291. * Creates a Solid Particle object.
  89292. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  89293. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  89294. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  89295. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  89296. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  89297. * @param shapeId (integer) is the model shape identifier in the SPS.
  89298. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  89299. * @param sps defines the sps it is associated to
  89300. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  89301. */
  89302. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  89303. /**
  89304. * Legacy support, changed scale to scaling
  89305. */
  89306. /**
  89307. * Legacy support, changed scale to scaling
  89308. */
  89309. scale: Vector3;
  89310. /**
  89311. * Legacy support, changed quaternion to rotationQuaternion
  89312. */
  89313. /**
  89314. * Legacy support, changed quaternion to rotationQuaternion
  89315. */
  89316. quaternion: Nullable<Quaternion>;
  89317. /**
  89318. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  89319. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  89320. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  89321. * @returns true if it intersects
  89322. */
  89323. intersectsMesh(target: Mesh | SolidParticle): boolean;
  89324. /**
  89325. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  89326. * A particle is in the frustum if its bounding box intersects the frustum
  89327. * @param frustumPlanes defines the frustum to test
  89328. * @returns true if the particle is in the frustum planes
  89329. */
  89330. isInFrustum(frustumPlanes: Plane[]): boolean;
  89331. /**
  89332. * get the rotation matrix of the particle
  89333. * @hidden
  89334. */
  89335. getRotationMatrix(m: Matrix): void;
  89336. }
  89337. /**
  89338. * Represents the shape of the model used by one particle of a solid particle system.
  89339. * SPS internal tool, don't use it manually.
  89340. */
  89341. export class ModelShape {
  89342. /**
  89343. * The shape id
  89344. * @hidden
  89345. */
  89346. shapeID: number;
  89347. /**
  89348. * flat array of model positions (internal use)
  89349. * @hidden
  89350. */
  89351. _shape: Vector3[];
  89352. /**
  89353. * flat array of model UVs (internal use)
  89354. * @hidden
  89355. */
  89356. _shapeUV: number[];
  89357. /**
  89358. * length of the shape in the model indices array (internal use)
  89359. * @hidden
  89360. */
  89361. _indicesLength: number;
  89362. /**
  89363. * Custom position function (internal use)
  89364. * @hidden
  89365. */
  89366. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  89367. /**
  89368. * Custom vertex function (internal use)
  89369. * @hidden
  89370. */
  89371. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  89372. /**
  89373. * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.
  89374. * SPS internal tool, don't use it manually.
  89375. * @hidden
  89376. */
  89377. constructor(id: number, shape: Vector3[], indicesLength: number, shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  89378. }
  89379. /**
  89380. * Represents a Depth Sorted Particle in the solid particle system.
  89381. */
  89382. export class DepthSortedParticle {
  89383. /**
  89384. * Index of the particle in the "indices" array
  89385. */
  89386. ind: number;
  89387. /**
  89388. * Length of the particle shape in the "indices" array
  89389. */
  89390. indicesLength: number;
  89391. /**
  89392. * Squared distance from the particle to the camera
  89393. */
  89394. sqDistance: number;
  89395. }
  89396. }
  89397. declare module BABYLON {
  89398. /**
  89399. * @hidden
  89400. */
  89401. export class _MeshCollisionData {
  89402. _checkCollisions: boolean;
  89403. _collisionMask: number;
  89404. _collisionGroup: number;
  89405. _collider: Nullable<Collider>;
  89406. _oldPositionForCollisions: Vector3;
  89407. _diffPositionForCollisions: Vector3;
  89408. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  89409. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  89410. }
  89411. }
  89412. declare module BABYLON {
  89413. /** @hidden */
  89414. class _FacetDataStorage {
  89415. facetPositions: Vector3[];
  89416. facetNormals: Vector3[];
  89417. facetPartitioning: number[][];
  89418. facetNb: number;
  89419. partitioningSubdivisions: number;
  89420. partitioningBBoxRatio: number;
  89421. facetDataEnabled: boolean;
  89422. facetParameters: any;
  89423. bbSize: Vector3;
  89424. subDiv: {
  89425. max: number;
  89426. X: number;
  89427. Y: number;
  89428. Z: number;
  89429. };
  89430. facetDepthSort: boolean;
  89431. facetDepthSortEnabled: boolean;
  89432. depthSortedIndices: IndicesArray;
  89433. depthSortedFacets: {
  89434. ind: number;
  89435. sqDistance: number;
  89436. }[];
  89437. facetDepthSortFunction: (f1: {
  89438. ind: number;
  89439. sqDistance: number;
  89440. }, f2: {
  89441. ind: number;
  89442. sqDistance: number;
  89443. }) => number;
  89444. facetDepthSortFrom: Vector3;
  89445. facetDepthSortOrigin: Vector3;
  89446. invertedMatrix: Matrix;
  89447. }
  89448. /**
  89449. * @hidden
  89450. **/
  89451. class _InternalAbstractMeshDataInfo {
  89452. _hasVertexAlpha: boolean;
  89453. _useVertexColors: boolean;
  89454. _numBoneInfluencers: number;
  89455. _applyFog: boolean;
  89456. _receiveShadows: boolean;
  89457. _facetData: _FacetDataStorage;
  89458. _visibility: number;
  89459. _skeleton: Nullable<Skeleton>;
  89460. _layerMask: number;
  89461. _computeBonesUsingShaders: boolean;
  89462. _isActive: boolean;
  89463. _onlyForInstances: boolean;
  89464. _isActiveIntermediate: boolean;
  89465. _onlyForInstancesIntermediate: boolean;
  89466. }
  89467. /**
  89468. * Class used to store all common mesh properties
  89469. */
  89470. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  89471. /** No occlusion */
  89472. static OCCLUSION_TYPE_NONE: number;
  89473. /** Occlusion set to optimisitic */
  89474. static OCCLUSION_TYPE_OPTIMISTIC: number;
  89475. /** Occlusion set to strict */
  89476. static OCCLUSION_TYPE_STRICT: number;
  89477. /** Use an accurante occlusion algorithm */
  89478. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  89479. /** Use a conservative occlusion algorithm */
  89480. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  89481. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  89482. * Test order :
  89483. * Is the bounding sphere outside the frustum ?
  89484. * If not, are the bounding box vertices outside the frustum ?
  89485. * It not, then the cullable object is in the frustum.
  89486. */
  89487. static readonly CULLINGSTRATEGY_STANDARD: number;
  89488. /** Culling strategy : Bounding Sphere Only.
  89489. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  89490. * It's also less accurate than the standard because some not visible objects can still be selected.
  89491. * Test : is the bounding sphere outside the frustum ?
  89492. * If not, then the cullable object is in the frustum.
  89493. */
  89494. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  89495. /** Culling strategy : Optimistic Inclusion.
  89496. * This in an inclusion test first, then the standard exclusion test.
  89497. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  89498. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  89499. * Anyway, it's as accurate as the standard strategy.
  89500. * Test :
  89501. * Is the cullable object bounding sphere center in the frustum ?
  89502. * If not, apply the default culling strategy.
  89503. */
  89504. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  89505. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  89506. * This in an inclusion test first, then the bounding sphere only exclusion test.
  89507. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  89508. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  89509. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  89510. * Test :
  89511. * Is the cullable object bounding sphere center in the frustum ?
  89512. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  89513. */
  89514. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  89515. /**
  89516. * No billboard
  89517. */
  89518. static readonly BILLBOARDMODE_NONE: number;
  89519. /** Billboard on X axis */
  89520. static readonly BILLBOARDMODE_X: number;
  89521. /** Billboard on Y axis */
  89522. static readonly BILLBOARDMODE_Y: number;
  89523. /** Billboard on Z axis */
  89524. static readonly BILLBOARDMODE_Z: number;
  89525. /** Billboard on all axes */
  89526. static readonly BILLBOARDMODE_ALL: number;
  89527. /** @hidden */
  89528. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  89529. /**
  89530. * The culling strategy to use to check whether the mesh must be rendered or not.
  89531. * This value can be changed at any time and will be used on the next render mesh selection.
  89532. * The possible values are :
  89533. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  89534. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  89535. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  89536. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  89537. * Please read each static variable documentation to get details about the culling process.
  89538. * */
  89539. cullingStrategy: number;
  89540. /**
  89541. * Gets the number of facets in the mesh
  89542. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  89543. */
  89544. readonly facetNb: number;
  89545. /**
  89546. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  89547. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  89548. */
  89549. partitioningSubdivisions: number;
  89550. /**
  89551. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  89552. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  89553. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  89554. */
  89555. partitioningBBoxRatio: number;
  89556. /**
  89557. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  89558. * Works only for updatable meshes.
  89559. * Doesn't work with multi-materials
  89560. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  89561. */
  89562. mustDepthSortFacets: boolean;
  89563. /**
  89564. * The location (Vector3) where the facet depth sort must be computed from.
  89565. * By default, the active camera position.
  89566. * Used only when facet depth sort is enabled
  89567. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  89568. */
  89569. facetDepthSortFrom: Vector3;
  89570. /**
  89571. * gets a boolean indicating if facetData is enabled
  89572. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  89573. */
  89574. readonly isFacetDataEnabled: boolean;
  89575. /** @hidden */
  89576. _updateNonUniformScalingState(value: boolean): boolean;
  89577. /**
  89578. * An event triggered when this mesh collides with another one
  89579. */
  89580. onCollideObservable: Observable<AbstractMesh>;
  89581. /** Set a function to call when this mesh collides with another one */
  89582. onCollide: () => void;
  89583. /**
  89584. * An event triggered when the collision's position changes
  89585. */
  89586. onCollisionPositionChangeObservable: Observable<Vector3>;
  89587. /** Set a function to call when the collision's position changes */
  89588. onCollisionPositionChange: () => void;
  89589. /**
  89590. * An event triggered when material is changed
  89591. */
  89592. onMaterialChangedObservable: Observable<AbstractMesh>;
  89593. /**
  89594. * Gets or sets the orientation for POV movement & rotation
  89595. */
  89596. definedFacingForward: boolean;
  89597. /** @hidden */
  89598. _occlusionQuery: Nullable<WebGLQuery>;
  89599. /** @hidden */
  89600. _renderingGroup: Nullable<RenderingGroup>;
  89601. /**
  89602. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  89603. */
  89604. /**
  89605. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  89606. */
  89607. visibility: number;
  89608. /** Gets or sets the alpha index used to sort transparent meshes
  89609. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  89610. */
  89611. alphaIndex: number;
  89612. /**
  89613. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  89614. */
  89615. isVisible: boolean;
  89616. /**
  89617. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  89618. */
  89619. isPickable: boolean;
  89620. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  89621. showSubMeshesBoundingBox: boolean;
  89622. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  89623. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  89624. */
  89625. isBlocker: boolean;
  89626. /**
  89627. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  89628. */
  89629. enablePointerMoveEvents: boolean;
  89630. /**
  89631. * Specifies the rendering group id for this mesh (0 by default)
  89632. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  89633. */
  89634. renderingGroupId: number;
  89635. private _material;
  89636. /** Gets or sets current material */
  89637. material: Nullable<Material>;
  89638. /**
  89639. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  89640. * @see http://doc.babylonjs.com/babylon101/shadows
  89641. */
  89642. receiveShadows: boolean;
  89643. /** Defines color to use when rendering outline */
  89644. outlineColor: Color3;
  89645. /** Define width to use when rendering outline */
  89646. outlineWidth: number;
  89647. /** Defines color to use when rendering overlay */
  89648. overlayColor: Color3;
  89649. /** Defines alpha to use when rendering overlay */
  89650. overlayAlpha: number;
  89651. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  89652. hasVertexAlpha: boolean;
  89653. /** Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry) */
  89654. useVertexColors: boolean;
  89655. /**
  89656. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  89657. */
  89658. computeBonesUsingShaders: boolean;
  89659. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  89660. numBoneInfluencers: number;
  89661. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  89662. applyFog: boolean;
  89663. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  89664. useOctreeForRenderingSelection: boolean;
  89665. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  89666. useOctreeForPicking: boolean;
  89667. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  89668. useOctreeForCollisions: boolean;
  89669. /**
  89670. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  89671. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  89672. */
  89673. layerMask: number;
  89674. /**
  89675. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  89676. */
  89677. alwaysSelectAsActiveMesh: boolean;
  89678. /**
  89679. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  89680. */
  89681. doNotSyncBoundingInfo: boolean;
  89682. /**
  89683. * Gets or sets the current action manager
  89684. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  89685. */
  89686. actionManager: Nullable<AbstractActionManager>;
  89687. private _meshCollisionData;
  89688. /**
  89689. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  89690. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89691. */
  89692. ellipsoid: Vector3;
  89693. /**
  89694. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  89695. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89696. */
  89697. ellipsoidOffset: Vector3;
  89698. /**
  89699. * Gets or sets a collision mask used to mask collisions (default is -1).
  89700. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  89701. */
  89702. collisionMask: number;
  89703. /**
  89704. * Gets or sets the current collision group mask (-1 by default).
  89705. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  89706. */
  89707. collisionGroup: number;
  89708. /**
  89709. * Defines edge width used when edgesRenderer is enabled
  89710. * @see https://www.babylonjs-playground.com/#10OJSG#13
  89711. */
  89712. edgesWidth: number;
  89713. /**
  89714. * Defines edge color used when edgesRenderer is enabled
  89715. * @see https://www.babylonjs-playground.com/#10OJSG#13
  89716. */
  89717. edgesColor: Color4;
  89718. /** @hidden */
  89719. _edgesRenderer: Nullable<IEdgesRenderer>;
  89720. /** @hidden */
  89721. _masterMesh: Nullable<AbstractMesh>;
  89722. /** @hidden */
  89723. _boundingInfo: Nullable<BoundingInfo>;
  89724. /** @hidden */
  89725. _renderId: number;
  89726. /**
  89727. * Gets or sets the list of subMeshes
  89728. * @see http://doc.babylonjs.com/how_to/multi_materials
  89729. */
  89730. subMeshes: SubMesh[];
  89731. /** @hidden */
  89732. _intersectionsInProgress: AbstractMesh[];
  89733. /** @hidden */
  89734. _unIndexed: boolean;
  89735. /** @hidden */
  89736. _lightSources: Light[];
  89737. /** Gets the list of lights affecting that mesh */
  89738. readonly lightSources: Light[];
  89739. /** @hidden */
  89740. readonly _positions: Nullable<Vector3[]>;
  89741. /** @hidden */
  89742. _waitingData: {
  89743. lods: Nullable<any>;
  89744. actions: Nullable<any>;
  89745. freezeWorldMatrix: Nullable<boolean>;
  89746. };
  89747. /** @hidden */
  89748. _bonesTransformMatrices: Nullable<Float32Array>;
  89749. /** @hidden */
  89750. _transformMatrixTexture: Nullable<RawTexture>;
  89751. /**
  89752. * Gets or sets a skeleton to apply skining transformations
  89753. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  89754. */
  89755. skeleton: Nullable<Skeleton>;
  89756. /**
  89757. * An event triggered when the mesh is rebuilt.
  89758. */
  89759. onRebuildObservable: Observable<AbstractMesh>;
  89760. /**
  89761. * Creates a new AbstractMesh
  89762. * @param name defines the name of the mesh
  89763. * @param scene defines the hosting scene
  89764. */
  89765. constructor(name: string, scene?: Nullable<Scene>);
  89766. /**
  89767. * Returns the string "AbstractMesh"
  89768. * @returns "AbstractMesh"
  89769. */
  89770. getClassName(): string;
  89771. /**
  89772. * Gets a string representation of the current mesh
  89773. * @param fullDetails defines a boolean indicating if full details must be included
  89774. * @returns a string representation of the current mesh
  89775. */
  89776. toString(fullDetails?: boolean): string;
  89777. /**
  89778. * @hidden
  89779. */
  89780. protected _getEffectiveParent(): Nullable<Node>;
  89781. /** @hidden */
  89782. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  89783. /** @hidden */
  89784. _rebuild(): void;
  89785. /** @hidden */
  89786. _resyncLightSources(): void;
  89787. /** @hidden */
  89788. _resyncLighSource(light: Light): void;
  89789. /** @hidden */
  89790. _unBindEffect(): void;
  89791. /** @hidden */
  89792. _removeLightSource(light: Light): void;
  89793. private _markSubMeshesAsDirty;
  89794. /** @hidden */
  89795. _markSubMeshesAsLightDirty(): void;
  89796. /** @hidden */
  89797. _markSubMeshesAsAttributesDirty(): void;
  89798. /** @hidden */
  89799. _markSubMeshesAsMiscDirty(): void;
  89800. /**
  89801. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  89802. */
  89803. scaling: Vector3;
  89804. /**
  89805. * Returns true if the mesh is blocked. Implemented by child classes
  89806. */
  89807. readonly isBlocked: boolean;
  89808. /**
  89809. * Returns the mesh itself by default. Implemented by child classes
  89810. * @param camera defines the camera to use to pick the right LOD level
  89811. * @returns the currentAbstractMesh
  89812. */
  89813. getLOD(camera: Camera): Nullable<AbstractMesh>;
  89814. /**
  89815. * Returns 0 by default. Implemented by child classes
  89816. * @returns an integer
  89817. */
  89818. getTotalVertices(): number;
  89819. /**
  89820. * Returns a positive integer : the total number of indices in this mesh geometry.
  89821. * @returns the numner of indices or zero if the mesh has no geometry.
  89822. */
  89823. getTotalIndices(): number;
  89824. /**
  89825. * Returns null by default. Implemented by child classes
  89826. * @returns null
  89827. */
  89828. getIndices(): Nullable<IndicesArray>;
  89829. /**
  89830. * Returns the array of the requested vertex data kind. Implemented by child classes
  89831. * @param kind defines the vertex data kind to use
  89832. * @returns null
  89833. */
  89834. getVerticesData(kind: string): Nullable<FloatArray>;
  89835. /**
  89836. * Sets the vertex data of the mesh geometry for the requested `kind`.
  89837. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  89838. * Note that a new underlying VertexBuffer object is created each call.
  89839. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  89840. * @param kind defines vertex data kind:
  89841. * * VertexBuffer.PositionKind
  89842. * * VertexBuffer.UVKind
  89843. * * VertexBuffer.UV2Kind
  89844. * * VertexBuffer.UV3Kind
  89845. * * VertexBuffer.UV4Kind
  89846. * * VertexBuffer.UV5Kind
  89847. * * VertexBuffer.UV6Kind
  89848. * * VertexBuffer.ColorKind
  89849. * * VertexBuffer.MatricesIndicesKind
  89850. * * VertexBuffer.MatricesIndicesExtraKind
  89851. * * VertexBuffer.MatricesWeightsKind
  89852. * * VertexBuffer.MatricesWeightsExtraKind
  89853. * @param data defines the data source
  89854. * @param updatable defines if the data must be flagged as updatable (or static)
  89855. * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind
  89856. * @returns the current mesh
  89857. */
  89858. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  89859. /**
  89860. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  89861. * If the mesh has no geometry, it is simply returned as it is.
  89862. * @param kind defines vertex data kind:
  89863. * * VertexBuffer.PositionKind
  89864. * * VertexBuffer.UVKind
  89865. * * VertexBuffer.UV2Kind
  89866. * * VertexBuffer.UV3Kind
  89867. * * VertexBuffer.UV4Kind
  89868. * * VertexBuffer.UV5Kind
  89869. * * VertexBuffer.UV6Kind
  89870. * * VertexBuffer.ColorKind
  89871. * * VertexBuffer.MatricesIndicesKind
  89872. * * VertexBuffer.MatricesIndicesExtraKind
  89873. * * VertexBuffer.MatricesWeightsKind
  89874. * * VertexBuffer.MatricesWeightsExtraKind
  89875. * @param data defines the data source
  89876. * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed
  89877. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  89878. * @returns the current mesh
  89879. */
  89880. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  89881. /**
  89882. * Sets the mesh indices,
  89883. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  89884. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  89885. * @param totalVertices Defines the total number of vertices
  89886. * @returns the current mesh
  89887. */
  89888. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  89889. /**
  89890. * Gets a boolean indicating if specific vertex data is present
  89891. * @param kind defines the vertex data kind to use
  89892. * @returns true is data kind is present
  89893. */
  89894. isVerticesDataPresent(kind: string): boolean;
  89895. /**
  89896. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  89897. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  89898. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  89899. * @returns a BoundingInfo
  89900. */
  89901. getBoundingInfo(): BoundingInfo;
  89902. /**
  89903. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  89904. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  89905. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  89906. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  89907. * @returns the current mesh
  89908. */
  89909. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  89910. /**
  89911. * Overwrite the current bounding info
  89912. * @param boundingInfo defines the new bounding info
  89913. * @returns the current mesh
  89914. */
  89915. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  89916. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  89917. readonly useBones: boolean;
  89918. /** @hidden */
  89919. _preActivate(): void;
  89920. /** @hidden */
  89921. _preActivateForIntermediateRendering(renderId: number): void;
  89922. /** @hidden */
  89923. _activate(renderId: number, intermediateRendering: boolean): boolean;
  89924. /** @hidden */
  89925. _postActivate(): void;
  89926. /** @hidden */
  89927. _freeze(): void;
  89928. /** @hidden */
  89929. _unFreeze(): void;
  89930. /**
  89931. * Gets the current world matrix
  89932. * @returns a Matrix
  89933. */
  89934. getWorldMatrix(): Matrix;
  89935. /** @hidden */
  89936. _getWorldMatrixDeterminant(): number;
  89937. /**
  89938. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  89939. */
  89940. readonly isAnInstance: boolean;
  89941. /**
  89942. * Perform relative position change from the point of view of behind the front of the mesh.
  89943. * This is performed taking into account the meshes current rotation, so you do not have to care.
  89944. * Supports definition of mesh facing forward or backward
  89945. * @param amountRight defines the distance on the right axis
  89946. * @param amountUp defines the distance on the up axis
  89947. * @param amountForward defines the distance on the forward axis
  89948. * @returns the current mesh
  89949. */
  89950. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  89951. /**
  89952. * Calculate relative position change from the point of view of behind the front of the mesh.
  89953. * This is performed taking into account the meshes current rotation, so you do not have to care.
  89954. * Supports definition of mesh facing forward or backward
  89955. * @param amountRight defines the distance on the right axis
  89956. * @param amountUp defines the distance on the up axis
  89957. * @param amountForward defines the distance on the forward axis
  89958. * @returns the new displacement vector
  89959. */
  89960. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  89961. /**
  89962. * Perform relative rotation change from the point of view of behind the front of the mesh.
  89963. * Supports definition of mesh facing forward or backward
  89964. * @param flipBack defines the flip
  89965. * @param twirlClockwise defines the twirl
  89966. * @param tiltRight defines the tilt
  89967. * @returns the current mesh
  89968. */
  89969. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  89970. /**
  89971. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  89972. * Supports definition of mesh facing forward or backward.
  89973. * @param flipBack defines the flip
  89974. * @param twirlClockwise defines the twirl
  89975. * @param tiltRight defines the tilt
  89976. * @returns the new rotation vector
  89977. */
  89978. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  89979. /**
  89980. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  89981. * This means the mesh underlying bounding box and sphere are recomputed.
  89982. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  89983. * @returns the current mesh
  89984. */
  89985. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  89986. /** @hidden */
  89987. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  89988. /** @hidden */
  89989. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  89990. /** @hidden */
  89991. _updateBoundingInfo(): AbstractMesh;
  89992. /** @hidden */
  89993. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  89994. /** @hidden */
  89995. protected _afterComputeWorldMatrix(): void;
  89996. /** @hidden */
  89997. readonly _effectiveMesh: AbstractMesh;
  89998. /**
  89999. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  90000. * A mesh is in the frustum if its bounding box intersects the frustum
  90001. * @param frustumPlanes defines the frustum to test
  90002. * @returns true if the mesh is in the frustum planes
  90003. */
  90004. isInFrustum(frustumPlanes: Plane[]): boolean;
  90005. /**
  90006. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  90007. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  90008. * @param frustumPlanes defines the frustum to test
  90009. * @returns true if the mesh is completely in the frustum planes
  90010. */
  90011. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  90012. /**
  90013. * True if the mesh intersects another mesh or a SolidParticle object
  90014. * @param mesh defines a target mesh or SolidParticle to test
  90015. * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)
  90016. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  90017. * @returns true if there is an intersection
  90018. */
  90019. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  90020. /**
  90021. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  90022. * @param point defines the point to test
  90023. * @returns true if there is an intersection
  90024. */
  90025. intersectsPoint(point: Vector3): boolean;
  90026. /**
  90027. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  90028. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90029. */
  90030. checkCollisions: boolean;
  90031. /**
  90032. * Gets Collider object used to compute collisions (not physics)
  90033. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90034. */
  90035. readonly collider: Nullable<Collider>;
  90036. /**
  90037. * Move the mesh using collision engine
  90038. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90039. * @param displacement defines the requested displacement vector
  90040. * @returns the current mesh
  90041. */
  90042. moveWithCollisions(displacement: Vector3): AbstractMesh;
  90043. private _onCollisionPositionChange;
  90044. /** @hidden */
  90045. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  90046. /** @hidden */
  90047. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  90048. /** @hidden */
  90049. _checkCollision(collider: Collider): AbstractMesh;
  90050. /** @hidden */
  90051. _generatePointsArray(): boolean;
  90052. /**
  90053. * Checks if the passed Ray intersects with the mesh
  90054. * @param ray defines the ray to use
  90055. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  90056. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  90057. * @returns the picking info
  90058. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  90059. */
  90060. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  90061. /**
  90062. * Clones the current mesh
  90063. * @param name defines the mesh name
  90064. * @param newParent defines the new mesh parent
  90065. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  90066. * @returns the new mesh
  90067. */
  90068. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  90069. /**
  90070. * Disposes all the submeshes of the current meshnp
  90071. * @returns the current mesh
  90072. */
  90073. releaseSubMeshes(): AbstractMesh;
  90074. /**
  90075. * Releases resources associated with this abstract mesh.
  90076. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  90077. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  90078. */
  90079. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  90080. /**
  90081. * Adds the passed mesh as a child to the current mesh
  90082. * @param mesh defines the child mesh
  90083. * @returns the current mesh
  90084. */
  90085. addChild(mesh: AbstractMesh): AbstractMesh;
  90086. /**
  90087. * Removes the passed mesh from the current mesh children list
  90088. * @param mesh defines the child mesh
  90089. * @returns the current mesh
  90090. */
  90091. removeChild(mesh: AbstractMesh): AbstractMesh;
  90092. /** @hidden */
  90093. private _initFacetData;
  90094. /**
  90095. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  90096. * This method can be called within the render loop.
  90097. * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation
  90098. * @returns the current mesh
  90099. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90100. */
  90101. updateFacetData(): AbstractMesh;
  90102. /**
  90103. * Returns the facetLocalNormals array.
  90104. * The normals are expressed in the mesh local spac
  90105. * @returns an array of Vector3
  90106. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90107. */
  90108. getFacetLocalNormals(): Vector3[];
  90109. /**
  90110. * Returns the facetLocalPositions array.
  90111. * The facet positions are expressed in the mesh local space
  90112. * @returns an array of Vector3
  90113. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90114. */
  90115. getFacetLocalPositions(): Vector3[];
  90116. /**
  90117. * Returns the facetLocalPartioning array
  90118. * @returns an array of array of numbers
  90119. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90120. */
  90121. getFacetLocalPartitioning(): number[][];
  90122. /**
  90123. * Returns the i-th facet position in the world system.
  90124. * This method allocates a new Vector3 per call
  90125. * @param i defines the facet index
  90126. * @returns a new Vector3
  90127. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90128. */
  90129. getFacetPosition(i: number): Vector3;
  90130. /**
  90131. * Sets the reference Vector3 with the i-th facet position in the world system
  90132. * @param i defines the facet index
  90133. * @param ref defines the target vector
  90134. * @returns the current mesh
  90135. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90136. */
  90137. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  90138. /**
  90139. * Returns the i-th facet normal in the world system.
  90140. * This method allocates a new Vector3 per call
  90141. * @param i defines the facet index
  90142. * @returns a new Vector3
  90143. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90144. */
  90145. getFacetNormal(i: number): Vector3;
  90146. /**
  90147. * Sets the reference Vector3 with the i-th facet normal in the world system
  90148. * @param i defines the facet index
  90149. * @param ref defines the target vector
  90150. * @returns the current mesh
  90151. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90152. */
  90153. getFacetNormalToRef(i: number, ref: Vector3): this;
  90154. /**
  90155. * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)
  90156. * @param x defines x coordinate
  90157. * @param y defines y coordinate
  90158. * @param z defines z coordinate
  90159. * @returns the array of facet indexes
  90160. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90161. */
  90162. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  90163. /**
  90164. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  90165. * @param projected sets as the (x,y,z) world projection on the facet
  90166. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  90167. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  90168. * @param x defines x coordinate
  90169. * @param y defines y coordinate
  90170. * @param z defines z coordinate
  90171. * @returns the face index if found (or null instead)
  90172. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90173. */
  90174. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  90175. /**
  90176. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  90177. * @param projected sets as the (x,y,z) local projection on the facet
  90178. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  90179. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  90180. * @param x defines x coordinate
  90181. * @param y defines y coordinate
  90182. * @param z defines z coordinate
  90183. * @returns the face index if found (or null instead)
  90184. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90185. */
  90186. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  90187. /**
  90188. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  90189. * @returns the parameters
  90190. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90191. */
  90192. getFacetDataParameters(): any;
  90193. /**
  90194. * Disables the feature FacetData and frees the related memory
  90195. * @returns the current mesh
  90196. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90197. */
  90198. disableFacetData(): AbstractMesh;
  90199. /**
  90200. * Updates the AbstractMesh indices array
  90201. * @param indices defines the data source
  90202. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  90203. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  90204. * @returns the current mesh
  90205. */
  90206. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  90207. /**
  90208. * Creates new normals data for the mesh
  90209. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  90210. * @returns the current mesh
  90211. */
  90212. createNormals(updatable: boolean): AbstractMesh;
  90213. /**
  90214. * Align the mesh with a normal
  90215. * @param normal defines the normal to use
  90216. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  90217. * @returns the current mesh
  90218. */
  90219. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  90220. /** @hidden */
  90221. _checkOcclusionQuery(): boolean;
  90222. /**
  90223. * Disables the mesh edge rendering mode
  90224. * @returns the currentAbstractMesh
  90225. */
  90226. disableEdgesRendering(): AbstractMesh;
  90227. /**
  90228. * Enables the edge rendering mode on the mesh.
  90229. * This mode makes the mesh edges visible
  90230. * @param epsilon defines the maximal distance between two angles to detect a face
  90231. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  90232. * @returns the currentAbstractMesh
  90233. * @see https://www.babylonjs-playground.com/#19O9TU#0
  90234. */
  90235. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  90236. }
  90237. }
  90238. declare module BABYLON {
  90239. /**
  90240. * Interface used to define ActionEvent
  90241. */
  90242. export interface IActionEvent {
  90243. /** The mesh or sprite that triggered the action */
  90244. source: any;
  90245. /** The X mouse cursor position at the time of the event */
  90246. pointerX: number;
  90247. /** The Y mouse cursor position at the time of the event */
  90248. pointerY: number;
  90249. /** The mesh that is currently pointed at (can be null) */
  90250. meshUnderPointer: Nullable<AbstractMesh>;
  90251. /** the original (browser) event that triggered the ActionEvent */
  90252. sourceEvent?: any;
  90253. /** additional data for the event */
  90254. additionalData?: any;
  90255. }
  90256. /**
  90257. * ActionEvent is the event being sent when an action is triggered.
  90258. */
  90259. export class ActionEvent implements IActionEvent {
  90260. /** The mesh or sprite that triggered the action */
  90261. source: any;
  90262. /** The X mouse cursor position at the time of the event */
  90263. pointerX: number;
  90264. /** The Y mouse cursor position at the time of the event */
  90265. pointerY: number;
  90266. /** The mesh that is currently pointed at (can be null) */
  90267. meshUnderPointer: Nullable<AbstractMesh>;
  90268. /** the original (browser) event that triggered the ActionEvent */
  90269. sourceEvent?: any;
  90270. /** additional data for the event */
  90271. additionalData?: any;
  90272. /**
  90273. * Creates a new ActionEvent
  90274. * @param source The mesh or sprite that triggered the action
  90275. * @param pointerX The X mouse cursor position at the time of the event
  90276. * @param pointerY The Y mouse cursor position at the time of the event
  90277. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  90278. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  90279. * @param additionalData additional data for the event
  90280. */
  90281. constructor(
  90282. /** The mesh or sprite that triggered the action */
  90283. source: any,
  90284. /** The X mouse cursor position at the time of the event */
  90285. pointerX: number,
  90286. /** The Y mouse cursor position at the time of the event */
  90287. pointerY: number,
  90288. /** The mesh that is currently pointed at (can be null) */
  90289. meshUnderPointer: Nullable<AbstractMesh>,
  90290. /** the original (browser) event that triggered the ActionEvent */
  90291. sourceEvent?: any,
  90292. /** additional data for the event */
  90293. additionalData?: any);
  90294. /**
  90295. * Helper function to auto-create an ActionEvent from a source mesh.
  90296. * @param source The source mesh that triggered the event
  90297. * @param evt The original (browser) event
  90298. * @param additionalData additional data for the event
  90299. * @returns the new ActionEvent
  90300. */
  90301. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  90302. /**
  90303. * Helper function to auto-create an ActionEvent from a source sprite
  90304. * @param source The source sprite that triggered the event
  90305. * @param scene Scene associated with the sprite
  90306. * @param evt The original (browser) event
  90307. * @param additionalData additional data for the event
  90308. * @returns the new ActionEvent
  90309. */
  90310. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  90311. /**
  90312. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  90313. * @param scene the scene where the event occurred
  90314. * @param evt The original (browser) event
  90315. * @returns the new ActionEvent
  90316. */
  90317. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  90318. /**
  90319. * Helper function to auto-create an ActionEvent from a primitive
  90320. * @param prim defines the target primitive
  90321. * @param pointerPos defines the pointer position
  90322. * @param evt The original (browser) event
  90323. * @param additionalData additional data for the event
  90324. * @returns the new ActionEvent
  90325. */
  90326. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  90327. }
  90328. }
  90329. declare module BABYLON {
  90330. /**
  90331. * Abstract class used to decouple action Manager from scene and meshes.
  90332. * Do not instantiate.
  90333. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  90334. */
  90335. export abstract class AbstractActionManager implements IDisposable {
  90336. /** Gets the list of active triggers */
  90337. static Triggers: {
  90338. [key: string]: number;
  90339. };
  90340. /** Gets the cursor to use when hovering items */
  90341. hoverCursor: string;
  90342. /** Gets the list of actions */
  90343. actions: IAction[];
  90344. /**
  90345. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  90346. */
  90347. isRecursive: boolean;
  90348. /**
  90349. * Releases all associated resources
  90350. */
  90351. abstract dispose(): void;
  90352. /**
  90353. * Does this action manager has pointer triggers
  90354. */
  90355. abstract readonly hasPointerTriggers: boolean;
  90356. /**
  90357. * Does this action manager has pick triggers
  90358. */
  90359. abstract readonly hasPickTriggers: boolean;
  90360. /**
  90361. * Process a specific trigger
  90362. * @param trigger defines the trigger to process
  90363. * @param evt defines the event details to be processed
  90364. */
  90365. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  90366. /**
  90367. * Does this action manager handles actions of any of the given triggers
  90368. * @param triggers defines the triggers to be tested
  90369. * @return a boolean indicating whether one (or more) of the triggers is handled
  90370. */
  90371. abstract hasSpecificTriggers(triggers: number[]): boolean;
  90372. /**
  90373. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  90374. * speed.
  90375. * @param triggerA defines the trigger to be tested
  90376. * @param triggerB defines the trigger to be tested
  90377. * @return a boolean indicating whether one (or more) of the triggers is handled
  90378. */
  90379. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  90380. /**
  90381. * Does this action manager handles actions of a given trigger
  90382. * @param trigger defines the trigger to be tested
  90383. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  90384. * @return whether the trigger is handled
  90385. */
  90386. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  90387. /**
  90388. * Serialize this manager to a JSON object
  90389. * @param name defines the property name to store this manager
  90390. * @returns a JSON representation of this manager
  90391. */
  90392. abstract serialize(name: string): any;
  90393. /**
  90394. * Registers an action to this action manager
  90395. * @param action defines the action to be registered
  90396. * @return the action amended (prepared) after registration
  90397. */
  90398. abstract registerAction(action: IAction): Nullable<IAction>;
  90399. /**
  90400. * Unregisters an action to this action manager
  90401. * @param action defines the action to be unregistered
  90402. * @return a boolean indicating whether the action has been unregistered
  90403. */
  90404. abstract unregisterAction(action: IAction): Boolean;
  90405. /**
  90406. * Does exist one action manager with at least one trigger
  90407. **/
  90408. static readonly HasTriggers: boolean;
  90409. /**
  90410. * Does exist one action manager with at least one pick trigger
  90411. **/
  90412. static readonly HasPickTriggers: boolean;
  90413. /**
  90414. * Does exist one action manager that handles actions of a given trigger
  90415. * @param trigger defines the trigger to be tested
  90416. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  90417. **/
  90418. static HasSpecificTrigger(trigger: number): boolean;
  90419. }
  90420. }
  90421. declare module BABYLON {
  90422. /**
  90423. * Defines how a node can be built from a string name.
  90424. */
  90425. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  90426. /**
  90427. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  90428. */
  90429. export class Node implements IBehaviorAware<Node> {
  90430. /** @hidden */
  90431. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  90432. private static _NodeConstructors;
  90433. /**
  90434. * Add a new node constructor
  90435. * @param type defines the type name of the node to construct
  90436. * @param constructorFunc defines the constructor function
  90437. */
  90438. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  90439. /**
  90440. * Returns a node constructor based on type name
  90441. * @param type defines the type name
  90442. * @param name defines the new node name
  90443. * @param scene defines the hosting scene
  90444. * @param options defines optional options to transmit to constructors
  90445. * @returns the new constructor or null
  90446. */
  90447. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  90448. /**
  90449. * Gets or sets the name of the node
  90450. */
  90451. name: string;
  90452. /**
  90453. * Gets or sets the id of the node
  90454. */
  90455. id: string;
  90456. /**
  90457. * Gets or sets the unique id of the node
  90458. */
  90459. uniqueId: number;
  90460. /**
  90461. * Gets or sets a string used to store user defined state for the node
  90462. */
  90463. state: string;
  90464. /**
  90465. * Gets or sets an object used to store user defined information for the node
  90466. */
  90467. metadata: any;
  90468. /**
  90469. * For internal use only. Please do not use.
  90470. */
  90471. reservedDataStore: any;
  90472. /**
  90473. * List of inspectable custom properties (used by the Inspector)
  90474. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  90475. */
  90476. inspectableCustomProperties: IInspectable[];
  90477. /**
  90478. * Gets or sets a boolean used to define if the node must be serialized
  90479. */
  90480. doNotSerialize: boolean;
  90481. /** @hidden */
  90482. _isDisposed: boolean;
  90483. /**
  90484. * Gets a list of Animations associated with the node
  90485. */
  90486. animations: Animation[];
  90487. protected _ranges: {
  90488. [name: string]: Nullable<AnimationRange>;
  90489. };
  90490. /**
  90491. * Callback raised when the node is ready to be used
  90492. */
  90493. onReady: Nullable<(node: Node) => void>;
  90494. private _isEnabled;
  90495. private _isParentEnabled;
  90496. private _isReady;
  90497. /** @hidden */
  90498. _currentRenderId: number;
  90499. private _parentUpdateId;
  90500. /** @hidden */
  90501. _childUpdateId: number;
  90502. /** @hidden */
  90503. _waitingParentId: Nullable<string>;
  90504. /** @hidden */
  90505. _scene: Scene;
  90506. /** @hidden */
  90507. _cache: any;
  90508. private _parentNode;
  90509. private _children;
  90510. /** @hidden */
  90511. _worldMatrix: Matrix;
  90512. /** @hidden */
  90513. _worldMatrixDeterminant: number;
  90514. /** @hidden */
  90515. _worldMatrixDeterminantIsDirty: boolean;
  90516. /** @hidden */
  90517. private _sceneRootNodesIndex;
  90518. /**
  90519. * Gets a boolean indicating if the node has been disposed
  90520. * @returns true if the node was disposed
  90521. */
  90522. isDisposed(): boolean;
  90523. /**
  90524. * Gets or sets the parent of the node (without keeping the current position in the scene)
  90525. * @see https://doc.babylonjs.com/how_to/parenting
  90526. */
  90527. parent: Nullable<Node>;
  90528. private addToSceneRootNodes;
  90529. private removeFromSceneRootNodes;
  90530. private _animationPropertiesOverride;
  90531. /**
  90532. * Gets or sets the animation properties override
  90533. */
  90534. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  90535. /**
  90536. * Gets a string idenfifying the name of the class
  90537. * @returns "Node" string
  90538. */
  90539. getClassName(): string;
  90540. /** @hidden */
  90541. readonly _isNode: boolean;
  90542. /**
  90543. * An event triggered when the mesh is disposed
  90544. */
  90545. onDisposeObservable: Observable<Node>;
  90546. private _onDisposeObserver;
  90547. /**
  90548. * Sets a callback that will be raised when the node will be disposed
  90549. */
  90550. onDispose: () => void;
  90551. /**
  90552. * Creates a new Node
  90553. * @param name the name and id to be given to this node
  90554. * @param scene the scene this node will be added to
  90555. * @param addToRootNodes the node will be added to scene.rootNodes
  90556. */
  90557. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  90558. /**
  90559. * Gets the scene of the node
  90560. * @returns a scene
  90561. */
  90562. getScene(): Scene;
  90563. /**
  90564. * Gets the engine of the node
  90565. * @returns a Engine
  90566. */
  90567. getEngine(): Engine;
  90568. private _behaviors;
  90569. /**
  90570. * Attach a behavior to the node
  90571. * @see http://doc.babylonjs.com/features/behaviour
  90572. * @param behavior defines the behavior to attach
  90573. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  90574. * @returns the current Node
  90575. */
  90576. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  90577. /**
  90578. * Remove an attached behavior
  90579. * @see http://doc.babylonjs.com/features/behaviour
  90580. * @param behavior defines the behavior to attach
  90581. * @returns the current Node
  90582. */
  90583. removeBehavior(behavior: Behavior<Node>): Node;
  90584. /**
  90585. * Gets the list of attached behaviors
  90586. * @see http://doc.babylonjs.com/features/behaviour
  90587. */
  90588. readonly behaviors: Behavior<Node>[];
  90589. /**
  90590. * Gets an attached behavior by name
  90591. * @param name defines the name of the behavior to look for
  90592. * @see http://doc.babylonjs.com/features/behaviour
  90593. * @returns null if behavior was not found else the requested behavior
  90594. */
  90595. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  90596. /**
  90597. * Returns the latest update of the World matrix
  90598. * @returns a Matrix
  90599. */
  90600. getWorldMatrix(): Matrix;
  90601. /** @hidden */
  90602. _getWorldMatrixDeterminant(): number;
  90603. /**
  90604. * Returns directly the latest state of the mesh World matrix.
  90605. * A Matrix is returned.
  90606. */
  90607. readonly worldMatrixFromCache: Matrix;
  90608. /** @hidden */
  90609. _initCache(): void;
  90610. /** @hidden */
  90611. updateCache(force?: boolean): void;
  90612. /** @hidden */
  90613. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  90614. /** @hidden */
  90615. _updateCache(ignoreParentClass?: boolean): void;
  90616. /** @hidden */
  90617. _isSynchronized(): boolean;
  90618. /** @hidden */
  90619. _markSyncedWithParent(): void;
  90620. /** @hidden */
  90621. isSynchronizedWithParent(): boolean;
  90622. /** @hidden */
  90623. isSynchronized(): boolean;
  90624. /**
  90625. * Is this node ready to be used/rendered
  90626. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  90627. * @return true if the node is ready
  90628. */
  90629. isReady(completeCheck?: boolean): boolean;
  90630. /**
  90631. * Is this node enabled?
  90632. * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
  90633. * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
  90634. * @return whether this node (and its parent) is enabled
  90635. */
  90636. isEnabled(checkAncestors?: boolean): boolean;
  90637. /** @hidden */
  90638. protected _syncParentEnabledState(): void;
  90639. /**
  90640. * Set the enabled state of this node
  90641. * @param value defines the new enabled state
  90642. */
  90643. setEnabled(value: boolean): void;
  90644. /**
  90645. * Is this node a descendant of the given node?
  90646. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  90647. * @param ancestor defines the parent node to inspect
  90648. * @returns a boolean indicating if this node is a descendant of the given node
  90649. */
  90650. isDescendantOf(ancestor: Node): boolean;
  90651. /** @hidden */
  90652. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  90653. /**
  90654. * Will return all nodes that have this node as ascendant
  90655. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  90656. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  90657. * @return all children nodes of all types
  90658. */
  90659. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  90660. /**
  90661. * Get all child-meshes of this node
  90662. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
  90663. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  90664. * @returns an array of AbstractMesh
  90665. */
  90666. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  90667. /**
  90668. * Get all direct children of this node
  90669. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  90670. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  90671. * @returns an array of Node
  90672. */
  90673. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  90674. /** @hidden */
  90675. _setReady(state: boolean): void;
  90676. /**
  90677. * Get an animation by name
  90678. * @param name defines the name of the animation to look for
  90679. * @returns null if not found else the requested animation
  90680. */
  90681. getAnimationByName(name: string): Nullable<Animation>;
  90682. /**
  90683. * Creates an animation range for this node
  90684. * @param name defines the name of the range
  90685. * @param from defines the starting key
  90686. * @param to defines the end key
  90687. */
  90688. createAnimationRange(name: string, from: number, to: number): void;
  90689. /**
  90690. * Delete a specific animation range
  90691. * @param name defines the name of the range to delete
  90692. * @param deleteFrames defines if animation frames from the range must be deleted as well
  90693. */
  90694. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  90695. /**
  90696. * Get an animation range by name
  90697. * @param name defines the name of the animation range to look for
  90698. * @returns null if not found else the requested animation range
  90699. */
  90700. getAnimationRange(name: string): Nullable<AnimationRange>;
  90701. /**
  90702. * Gets the list of all animation ranges defined on this node
  90703. * @returns an array
  90704. */
  90705. getAnimationRanges(): Nullable<AnimationRange>[];
  90706. /**
  90707. * Will start the animation sequence
  90708. * @param name defines the range frames for animation sequence
  90709. * @param loop defines if the animation should loop (false by default)
  90710. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  90711. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  90712. * @returns the object created for this animation. If range does not exist, it will return null
  90713. */
  90714. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  90715. /**
  90716. * Serialize animation ranges into a JSON compatible object
  90717. * @returns serialization object
  90718. */
  90719. serializeAnimationRanges(): any;
  90720. /**
  90721. * Computes the world matrix of the node
  90722. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  90723. * @returns the world matrix
  90724. */
  90725. computeWorldMatrix(force?: boolean): Matrix;
  90726. /**
  90727. * Releases resources associated with this node.
  90728. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  90729. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  90730. */
  90731. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  90732. /**
  90733. * Parse animation range data from a serialization object and store them into a given node
  90734. * @param node defines where to store the animation ranges
  90735. * @param parsedNode defines the serialization object to read data from
  90736. * @param scene defines the hosting scene
  90737. */
  90738. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  90739. /**
  90740. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  90741. * @param includeDescendants Include bounding info from descendants as well (true by default)
  90742. * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
  90743. * @returns the new bounding vectors
  90744. */
  90745. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  90746. min: Vector3;
  90747. max: Vector3;
  90748. };
  90749. }
  90750. }
  90751. declare module BABYLON {
  90752. /**
  90753. * @hidden
  90754. */
  90755. export class _IAnimationState {
  90756. key: number;
  90757. repeatCount: number;
  90758. workValue?: any;
  90759. loopMode?: number;
  90760. offsetValue?: any;
  90761. highLimitValue?: any;
  90762. }
  90763. /**
  90764. * Class used to store any kind of animation
  90765. */
  90766. export class Animation {
  90767. /**Name of the animation */
  90768. name: string;
  90769. /**Property to animate */
  90770. targetProperty: string;
  90771. /**The frames per second of the animation */
  90772. framePerSecond: number;
  90773. /**The data type of the animation */
  90774. dataType: number;
  90775. /**The loop mode of the animation */
  90776. loopMode?: number | undefined;
  90777. /**Specifies if blending should be enabled */
  90778. enableBlending?: boolean | undefined;
  90779. /**
  90780. * Use matrix interpolation instead of using direct key value when animating matrices
  90781. */
  90782. static AllowMatricesInterpolation: boolean;
  90783. /**
  90784. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  90785. */
  90786. static AllowMatrixDecomposeForInterpolation: boolean;
  90787. /**
  90788. * Stores the key frames of the animation
  90789. */
  90790. private _keys;
  90791. /**
  90792. * Stores the easing function of the animation
  90793. */
  90794. private _easingFunction;
  90795. /**
  90796. * @hidden Internal use only
  90797. */
  90798. _runtimeAnimations: RuntimeAnimation[];
  90799. /**
  90800. * The set of event that will be linked to this animation
  90801. */
  90802. private _events;
  90803. /**
  90804. * Stores an array of target property paths
  90805. */
  90806. targetPropertyPath: string[];
  90807. /**
  90808. * Stores the blending speed of the animation
  90809. */
  90810. blendingSpeed: number;
  90811. /**
  90812. * Stores the animation ranges for the animation
  90813. */
  90814. private _ranges;
  90815. /**
  90816. * @hidden Internal use
  90817. */
  90818. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  90819. /**
  90820. * Sets up an animation
  90821. * @param property The property to animate
  90822. * @param animationType The animation type to apply
  90823. * @param framePerSecond The frames per second of the animation
  90824. * @param easingFunction The easing function used in the animation
  90825. * @returns The created animation
  90826. */
  90827. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  90828. /**
  90829. * Create and start an animation on a node
  90830. * @param name defines the name of the global animation that will be run on all nodes
  90831. * @param node defines the root node where the animation will take place
  90832. * @param targetProperty defines property to animate
  90833. * @param framePerSecond defines the number of frame per second yo use
  90834. * @param totalFrame defines the number of frames in total
  90835. * @param from defines the initial value
  90836. * @param to defines the final value
  90837. * @param loopMode defines which loop mode you want to use (off by default)
  90838. * @param easingFunction defines the easing function to use (linear by default)
  90839. * @param onAnimationEnd defines the callback to call when animation end
  90840. * @returns the animatable created for this animation
  90841. */
  90842. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  90843. /**
  90844. * Create and start an animation on a node and its descendants
  90845. * @param name defines the name of the global animation that will be run on all nodes
  90846. * @param node defines the root node where the animation will take place
  90847. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used
  90848. * @param targetProperty defines property to animate
  90849. * @param framePerSecond defines the number of frame per second to use
  90850. * @param totalFrame defines the number of frames in total
  90851. * @param from defines the initial value
  90852. * @param to defines the final value
  90853. * @param loopMode defines which loop mode you want to use (off by default)
  90854. * @param easingFunction defines the easing function to use (linear by default)
  90855. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  90856. * @returns the list of animatables created for all nodes
  90857. * @example https://www.babylonjs-playground.com/#MH0VLI
  90858. */
  90859. static CreateAndStartHierarchyAnimation(name: string, node: Node, directDescendantsOnly: boolean, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable[]>;
  90860. /**
  90861. * Creates a new animation, merges it with the existing animations and starts it
  90862. * @param name Name of the animation
  90863. * @param node Node which contains the scene that begins the animations
  90864. * @param targetProperty Specifies which property to animate
  90865. * @param framePerSecond The frames per second of the animation
  90866. * @param totalFrame The total number of frames
  90867. * @param from The frame at the beginning of the animation
  90868. * @param to The frame at the end of the animation
  90869. * @param loopMode Specifies the loop mode of the animation
  90870. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  90871. * @param onAnimationEnd Callback to run once the animation is complete
  90872. * @returns Nullable animation
  90873. */
  90874. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  90875. /**
  90876. * Transition property of an host to the target Value
  90877. * @param property The property to transition
  90878. * @param targetValue The target Value of the property
  90879. * @param host The object where the property to animate belongs
  90880. * @param scene Scene used to run the animation
  90881. * @param frameRate Framerate (in frame/s) to use
  90882. * @param transition The transition type we want to use
  90883. * @param duration The duration of the animation, in milliseconds
  90884. * @param onAnimationEnd Callback trigger at the end of the animation
  90885. * @returns Nullable animation
  90886. */
  90887. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  90888. /**
  90889. * Return the array of runtime animations currently using this animation
  90890. */
  90891. readonly runtimeAnimations: RuntimeAnimation[];
  90892. /**
  90893. * Specifies if any of the runtime animations are currently running
  90894. */
  90895. readonly hasRunningRuntimeAnimations: boolean;
  90896. /**
  90897. * Initializes the animation
  90898. * @param name Name of the animation
  90899. * @param targetProperty Property to animate
  90900. * @param framePerSecond The frames per second of the animation
  90901. * @param dataType The data type of the animation
  90902. * @param loopMode The loop mode of the animation
  90903. * @param enableBlending Specifies if blending should be enabled
  90904. */
  90905. constructor(
  90906. /**Name of the animation */
  90907. name: string,
  90908. /**Property to animate */
  90909. targetProperty: string,
  90910. /**The frames per second of the animation */
  90911. framePerSecond: number,
  90912. /**The data type of the animation */
  90913. dataType: number,
  90914. /**The loop mode of the animation */
  90915. loopMode?: number | undefined,
  90916. /**Specifies if blending should be enabled */
  90917. enableBlending?: boolean | undefined);
  90918. /**
  90919. * Converts the animation to a string
  90920. * @param fullDetails support for multiple levels of logging within scene loading
  90921. * @returns String form of the animation
  90922. */
  90923. toString(fullDetails?: boolean): string;
  90924. /**
  90925. * Add an event to this animation
  90926. * @param event Event to add
  90927. */
  90928. addEvent(event: AnimationEvent): void;
  90929. /**
  90930. * Remove all events found at the given frame
  90931. * @param frame The frame to remove events from
  90932. */
  90933. removeEvents(frame: number): void;
  90934. /**
  90935. * Retrieves all the events from the animation
  90936. * @returns Events from the animation
  90937. */
  90938. getEvents(): AnimationEvent[];
  90939. /**
  90940. * Creates an animation range
  90941. * @param name Name of the animation range
  90942. * @param from Starting frame of the animation range
  90943. * @param to Ending frame of the animation
  90944. */
  90945. createRange(name: string, from: number, to: number): void;
  90946. /**
  90947. * Deletes an animation range by name
  90948. * @param name Name of the animation range to delete
  90949. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  90950. */
  90951. deleteRange(name: string, deleteFrames?: boolean): void;
  90952. /**
  90953. * Gets the animation range by name, or null if not defined
  90954. * @param name Name of the animation range
  90955. * @returns Nullable animation range
  90956. */
  90957. getRange(name: string): Nullable<AnimationRange>;
  90958. /**
  90959. * Gets the key frames from the animation
  90960. * @returns The key frames of the animation
  90961. */
  90962. getKeys(): Array<IAnimationKey>;
  90963. /**
  90964. * Gets the highest frame rate of the animation
  90965. * @returns Highest frame rate of the animation
  90966. */
  90967. getHighestFrame(): number;
  90968. /**
  90969. * Gets the easing function of the animation
  90970. * @returns Easing function of the animation
  90971. */
  90972. getEasingFunction(): IEasingFunction;
  90973. /**
  90974. * Sets the easing function of the animation
  90975. * @param easingFunction A custom mathematical formula for animation
  90976. */
  90977. setEasingFunction(easingFunction: EasingFunction): void;
  90978. /**
  90979. * Interpolates a scalar linearly
  90980. * @param startValue Start value of the animation curve
  90981. * @param endValue End value of the animation curve
  90982. * @param gradient Scalar amount to interpolate
  90983. * @returns Interpolated scalar value
  90984. */
  90985. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  90986. /**
  90987. * Interpolates a scalar cubically
  90988. * @param startValue Start value of the animation curve
  90989. * @param outTangent End tangent of the animation
  90990. * @param endValue End value of the animation curve
  90991. * @param inTangent Start tangent of the animation curve
  90992. * @param gradient Scalar amount to interpolate
  90993. * @returns Interpolated scalar value
  90994. */
  90995. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  90996. /**
  90997. * Interpolates a quaternion using a spherical linear interpolation
  90998. * @param startValue Start value of the animation curve
  90999. * @param endValue End value of the animation curve
  91000. * @param gradient Scalar amount to interpolate
  91001. * @returns Interpolated quaternion value
  91002. */
  91003. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  91004. /**
  91005. * Interpolates a quaternion cubically
  91006. * @param startValue Start value of the animation curve
  91007. * @param outTangent End tangent of the animation curve
  91008. * @param endValue End value of the animation curve
  91009. * @param inTangent Start tangent of the animation curve
  91010. * @param gradient Scalar amount to interpolate
  91011. * @returns Interpolated quaternion value
  91012. */
  91013. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  91014. /**
  91015. * Interpolates a Vector3 linearl
  91016. * @param startValue Start value of the animation curve
  91017. * @param endValue End value of the animation curve
  91018. * @param gradient Scalar amount to interpolate
  91019. * @returns Interpolated scalar value
  91020. */
  91021. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  91022. /**
  91023. * Interpolates a Vector3 cubically
  91024. * @param startValue Start value of the animation curve
  91025. * @param outTangent End tangent of the animation
  91026. * @param endValue End value of the animation curve
  91027. * @param inTangent Start tangent of the animation curve
  91028. * @param gradient Scalar amount to interpolate
  91029. * @returns InterpolatedVector3 value
  91030. */
  91031. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  91032. /**
  91033. * Interpolates a Vector2 linearly
  91034. * @param startValue Start value of the animation curve
  91035. * @param endValue End value of the animation curve
  91036. * @param gradient Scalar amount to interpolate
  91037. * @returns Interpolated Vector2 value
  91038. */
  91039. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  91040. /**
  91041. * Interpolates a Vector2 cubically
  91042. * @param startValue Start value of the animation curve
  91043. * @param outTangent End tangent of the animation
  91044. * @param endValue End value of the animation curve
  91045. * @param inTangent Start tangent of the animation curve
  91046. * @param gradient Scalar amount to interpolate
  91047. * @returns Interpolated Vector2 value
  91048. */
  91049. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  91050. /**
  91051. * Interpolates a size linearly
  91052. * @param startValue Start value of the animation curve
  91053. * @param endValue End value of the animation curve
  91054. * @param gradient Scalar amount to interpolate
  91055. * @returns Interpolated Size value
  91056. */
  91057. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  91058. /**
  91059. * Interpolates a Color3 linearly
  91060. * @param startValue Start value of the animation curve
  91061. * @param endValue End value of the animation curve
  91062. * @param gradient Scalar amount to interpolate
  91063. * @returns Interpolated Color3 value
  91064. */
  91065. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  91066. /**
  91067. * @hidden Internal use only
  91068. */
  91069. _getKeyValue(value: any): any;
  91070. /**
  91071. * @hidden Internal use only
  91072. */
  91073. _interpolate(currentFrame: number, state: _IAnimationState): any;
  91074. /**
  91075. * Defines the function to use to interpolate matrices
  91076. * @param startValue defines the start matrix
  91077. * @param endValue defines the end matrix
  91078. * @param gradient defines the gradient between both matrices
  91079. * @param result defines an optional target matrix where to store the interpolation
  91080. * @returns the interpolated matrix
  91081. */
  91082. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  91083. /**
  91084. * Makes a copy of the animation
  91085. * @returns Cloned animation
  91086. */
  91087. clone(): Animation;
  91088. /**
  91089. * Sets the key frames of the animation
  91090. * @param values The animation key frames to set
  91091. */
  91092. setKeys(values: Array<IAnimationKey>): void;
  91093. /**
  91094. * Serializes the animation to an object
  91095. * @returns Serialized object
  91096. */
  91097. serialize(): any;
  91098. /**
  91099. * Float animation type
  91100. */
  91101. private static _ANIMATIONTYPE_FLOAT;
  91102. /**
  91103. * Vector3 animation type
  91104. */
  91105. private static _ANIMATIONTYPE_VECTOR3;
  91106. /**
  91107. * Quaternion animation type
  91108. */
  91109. private static _ANIMATIONTYPE_QUATERNION;
  91110. /**
  91111. * Matrix animation type
  91112. */
  91113. private static _ANIMATIONTYPE_MATRIX;
  91114. /**
  91115. * Color3 animation type
  91116. */
  91117. private static _ANIMATIONTYPE_COLOR3;
  91118. /**
  91119. * Vector2 animation type
  91120. */
  91121. private static _ANIMATIONTYPE_VECTOR2;
  91122. /**
  91123. * Size animation type
  91124. */
  91125. private static _ANIMATIONTYPE_SIZE;
  91126. /**
  91127. * Relative Loop Mode
  91128. */
  91129. private static _ANIMATIONLOOPMODE_RELATIVE;
  91130. /**
  91131. * Cycle Loop Mode
  91132. */
  91133. private static _ANIMATIONLOOPMODE_CYCLE;
  91134. /**
  91135. * Constant Loop Mode
  91136. */
  91137. private static _ANIMATIONLOOPMODE_CONSTANT;
  91138. /**
  91139. * Get the float animation type
  91140. */
  91141. static readonly ANIMATIONTYPE_FLOAT: number;
  91142. /**
  91143. * Get the Vector3 animation type
  91144. */
  91145. static readonly ANIMATIONTYPE_VECTOR3: number;
  91146. /**
  91147. * Get the Vector2 animation type
  91148. */
  91149. static readonly ANIMATIONTYPE_VECTOR2: number;
  91150. /**
  91151. * Get the Size animation type
  91152. */
  91153. static readonly ANIMATIONTYPE_SIZE: number;
  91154. /**
  91155. * Get the Quaternion animation type
  91156. */
  91157. static readonly ANIMATIONTYPE_QUATERNION: number;
  91158. /**
  91159. * Get the Matrix animation type
  91160. */
  91161. static readonly ANIMATIONTYPE_MATRIX: number;
  91162. /**
  91163. * Get the Color3 animation type
  91164. */
  91165. static readonly ANIMATIONTYPE_COLOR3: number;
  91166. /**
  91167. * Get the Relative Loop Mode
  91168. */
  91169. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  91170. /**
  91171. * Get the Cycle Loop Mode
  91172. */
  91173. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  91174. /**
  91175. * Get the Constant Loop Mode
  91176. */
  91177. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  91178. /** @hidden */
  91179. static _UniversalLerp(left: any, right: any, amount: number): any;
  91180. /**
  91181. * Parses an animation object and creates an animation
  91182. * @param parsedAnimation Parsed animation object
  91183. * @returns Animation object
  91184. */
  91185. static Parse(parsedAnimation: any): Animation;
  91186. /**
  91187. * Appends the serialized animations from the source animations
  91188. * @param source Source containing the animations
  91189. * @param destination Target to store the animations
  91190. */
  91191. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  91192. }
  91193. }
  91194. declare module BABYLON {
  91195. /**
  91196. * Interface containing an array of animations
  91197. */
  91198. export interface IAnimatable {
  91199. /**
  91200. * Array of animations
  91201. */
  91202. animations: Nullable<Array<Animation>>;
  91203. }
  91204. }
  91205. declare module BABYLON {
  91206. /**
  91207. * This represents all the required information to add a fresnel effect on a material:
  91208. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  91209. */
  91210. export class FresnelParameters {
  91211. private _isEnabled;
  91212. /**
  91213. * Define if the fresnel effect is enable or not.
  91214. */
  91215. isEnabled: boolean;
  91216. /**
  91217. * Define the color used on edges (grazing angle)
  91218. */
  91219. leftColor: Color3;
  91220. /**
  91221. * Define the color used on center
  91222. */
  91223. rightColor: Color3;
  91224. /**
  91225. * Define bias applied to computed fresnel term
  91226. */
  91227. bias: number;
  91228. /**
  91229. * Defined the power exponent applied to fresnel term
  91230. */
  91231. power: number;
  91232. /**
  91233. * Clones the current fresnel and its valuues
  91234. * @returns a clone fresnel configuration
  91235. */
  91236. clone(): FresnelParameters;
  91237. /**
  91238. * Serializes the current fresnel parameters to a JSON representation.
  91239. * @return the JSON serialization
  91240. */
  91241. serialize(): any;
  91242. /**
  91243. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  91244. * @param parsedFresnelParameters Define the JSON representation
  91245. * @returns the parsed parameters
  91246. */
  91247. static Parse(parsedFresnelParameters: any): FresnelParameters;
  91248. }
  91249. }
  91250. declare module BABYLON {
  91251. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  91252. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91253. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91254. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91255. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91256. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91257. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91258. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91259. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91260. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91261. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91262. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91263. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91264. /**
  91265. * Decorator used to define property that can be serialized as reference to a camera
  91266. * @param sourceName defines the name of the property to decorate
  91267. */
  91268. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91269. /**
  91270. * Class used to help serialization objects
  91271. */
  91272. export class SerializationHelper {
  91273. /** @hidden */
  91274. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  91275. /** @hidden */
  91276. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  91277. /** @hidden */
  91278. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  91279. /** @hidden */
  91280. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  91281. /**
  91282. * Appends the serialized animations from the source animations
  91283. * @param source Source containing the animations
  91284. * @param destination Target to store the animations
  91285. */
  91286. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  91287. /**
  91288. * Static function used to serialized a specific entity
  91289. * @param entity defines the entity to serialize
  91290. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  91291. * @returns a JSON compatible object representing the serialization of the entity
  91292. */
  91293. static Serialize<T>(entity: T, serializationObject?: any): any;
  91294. /**
  91295. * Creates a new entity from a serialization data object
  91296. * @param creationFunction defines a function used to instanciated the new entity
  91297. * @param source defines the source serialization data
  91298. * @param scene defines the hosting scene
  91299. * @param rootUrl defines the root url for resources
  91300. * @returns a new entity
  91301. */
  91302. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  91303. /**
  91304. * Clones an object
  91305. * @param creationFunction defines the function used to instanciate the new object
  91306. * @param source defines the source object
  91307. * @returns the cloned object
  91308. */
  91309. static Clone<T>(creationFunction: () => T, source: T): T;
  91310. /**
  91311. * Instanciates a new object based on a source one (some data will be shared between both object)
  91312. * @param creationFunction defines the function used to instanciate the new object
  91313. * @param source defines the source object
  91314. * @returns the new object
  91315. */
  91316. static Instanciate<T>(creationFunction: () => T, source: T): T;
  91317. }
  91318. }
  91319. declare module BABYLON {
  91320. /**
  91321. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  91322. */
  91323. export interface CubeMapInfo {
  91324. /**
  91325. * The pixel array for the front face.
  91326. * This is stored in format, left to right, up to down format.
  91327. */
  91328. front: Nullable<ArrayBufferView>;
  91329. /**
  91330. * The pixel array for the back face.
  91331. * This is stored in format, left to right, up to down format.
  91332. */
  91333. back: Nullable<ArrayBufferView>;
  91334. /**
  91335. * The pixel array for the left face.
  91336. * This is stored in format, left to right, up to down format.
  91337. */
  91338. left: Nullable<ArrayBufferView>;
  91339. /**
  91340. * The pixel array for the right face.
  91341. * This is stored in format, left to right, up to down format.
  91342. */
  91343. right: Nullable<ArrayBufferView>;
  91344. /**
  91345. * The pixel array for the up face.
  91346. * This is stored in format, left to right, up to down format.
  91347. */
  91348. up: Nullable<ArrayBufferView>;
  91349. /**
  91350. * The pixel array for the down face.
  91351. * This is stored in format, left to right, up to down format.
  91352. */
  91353. down: Nullable<ArrayBufferView>;
  91354. /**
  91355. * The size of the cubemap stored.
  91356. *
  91357. * Each faces will be size * size pixels.
  91358. */
  91359. size: number;
  91360. /**
  91361. * The format of the texture.
  91362. *
  91363. * RGBA, RGB.
  91364. */
  91365. format: number;
  91366. /**
  91367. * The type of the texture data.
  91368. *
  91369. * UNSIGNED_INT, FLOAT.
  91370. */
  91371. type: number;
  91372. /**
  91373. * Specifies whether the texture is in gamma space.
  91374. */
  91375. gammaSpace: boolean;
  91376. }
  91377. /**
  91378. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  91379. */
  91380. export class PanoramaToCubeMapTools {
  91381. private static FACE_FRONT;
  91382. private static FACE_BACK;
  91383. private static FACE_RIGHT;
  91384. private static FACE_LEFT;
  91385. private static FACE_DOWN;
  91386. private static FACE_UP;
  91387. /**
  91388. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  91389. *
  91390. * @param float32Array The source data.
  91391. * @param inputWidth The width of the input panorama.
  91392. * @param inputHeight The height of the input panorama.
  91393. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  91394. * @return The cubemap data
  91395. */
  91396. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  91397. private static CreateCubemapTexture;
  91398. private static CalcProjectionSpherical;
  91399. }
  91400. }
  91401. declare module BABYLON {
  91402. /**
  91403. * Helper class dealing with the extraction of spherical polynomial dataArray
  91404. * from a cube map.
  91405. */
  91406. export class CubeMapToSphericalPolynomialTools {
  91407. private static FileFaces;
  91408. /**
  91409. * Converts a texture to the according Spherical Polynomial data.
  91410. * This extracts the first 3 orders only as they are the only one used in the lighting.
  91411. *
  91412. * @param texture The texture to extract the information from.
  91413. * @return The Spherical Polynomial data.
  91414. */
  91415. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  91416. /**
  91417. * Converts a cubemap to the according Spherical Polynomial data.
  91418. * This extracts the first 3 orders only as they are the only one used in the lighting.
  91419. *
  91420. * @param cubeInfo The Cube map to extract the information from.
  91421. * @return The Spherical Polynomial data.
  91422. */
  91423. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  91424. }
  91425. }
  91426. declare module BABYLON {
  91427. /**
  91428. * Class used to manipulate GUIDs
  91429. */
  91430. export class GUID {
  91431. /**
  91432. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  91433. * Be aware Math.random() could cause collisions, but:
  91434. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  91435. * @returns a pseudo random id
  91436. */
  91437. static RandomId(): string;
  91438. }
  91439. }
  91440. declare module BABYLON {
  91441. /**
  91442. * Base class of all the textures in babylon.
  91443. * It groups all the common properties the materials, post process, lights... might need
  91444. * in order to make a correct use of the texture.
  91445. */
  91446. export class BaseTexture implements IAnimatable {
  91447. /**
  91448. * Default anisotropic filtering level for the application.
  91449. * It is set to 4 as a good tradeoff between perf and quality.
  91450. */
  91451. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  91452. /**
  91453. * Gets or sets the unique id of the texture
  91454. */
  91455. uniqueId: number;
  91456. /**
  91457. * Define the name of the texture.
  91458. */
  91459. name: string;
  91460. /**
  91461. * Gets or sets an object used to store user defined information.
  91462. */
  91463. metadata: any;
  91464. /**
  91465. * For internal use only. Please do not use.
  91466. */
  91467. reservedDataStore: any;
  91468. private _hasAlpha;
  91469. /**
  91470. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  91471. */
  91472. hasAlpha: boolean;
  91473. /**
  91474. * Defines if the alpha value should be determined via the rgb values.
  91475. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  91476. */
  91477. getAlphaFromRGB: boolean;
  91478. /**
  91479. * Intensity or strength of the texture.
  91480. * It is commonly used by materials to fine tune the intensity of the texture
  91481. */
  91482. level: number;
  91483. /**
  91484. * Define the UV chanel to use starting from 0 and defaulting to 0.
  91485. * This is part of the texture as textures usually maps to one uv set.
  91486. */
  91487. coordinatesIndex: number;
  91488. private _coordinatesMode;
  91489. /**
  91490. * How a texture is mapped.
  91491. *
  91492. * | Value | Type | Description |
  91493. * | ----- | ----------------------------------- | ----------- |
  91494. * | 0 | EXPLICIT_MODE | |
  91495. * | 1 | SPHERICAL_MODE | |
  91496. * | 2 | PLANAR_MODE | |
  91497. * | 3 | CUBIC_MODE | |
  91498. * | 4 | PROJECTION_MODE | |
  91499. * | 5 | SKYBOX_MODE | |
  91500. * | 6 | INVCUBIC_MODE | |
  91501. * | 7 | EQUIRECTANGULAR_MODE | |
  91502. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  91503. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  91504. */
  91505. coordinatesMode: number;
  91506. /**
  91507. * | Value | Type | Description |
  91508. * | ----- | ------------------ | ----------- |
  91509. * | 0 | CLAMP_ADDRESSMODE | |
  91510. * | 1 | WRAP_ADDRESSMODE | |
  91511. * | 2 | MIRROR_ADDRESSMODE | |
  91512. */
  91513. wrapU: number;
  91514. /**
  91515. * | Value | Type | Description |
  91516. * | ----- | ------------------ | ----------- |
  91517. * | 0 | CLAMP_ADDRESSMODE | |
  91518. * | 1 | WRAP_ADDRESSMODE | |
  91519. * | 2 | MIRROR_ADDRESSMODE | |
  91520. */
  91521. wrapV: number;
  91522. /**
  91523. * | Value | Type | Description |
  91524. * | ----- | ------------------ | ----------- |
  91525. * | 0 | CLAMP_ADDRESSMODE | |
  91526. * | 1 | WRAP_ADDRESSMODE | |
  91527. * | 2 | MIRROR_ADDRESSMODE | |
  91528. */
  91529. wrapR: number;
  91530. /**
  91531. * With compliant hardware and browser (supporting anisotropic filtering)
  91532. * this defines the level of anisotropic filtering in the texture.
  91533. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  91534. */
  91535. anisotropicFilteringLevel: number;
  91536. /**
  91537. * Define if the texture is a cube texture or if false a 2d texture.
  91538. */
  91539. isCube: boolean;
  91540. /**
  91541. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  91542. */
  91543. is3D: boolean;
  91544. /**
  91545. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  91546. * HDR texture are usually stored in linear space.
  91547. * This only impacts the PBR and Background materials
  91548. */
  91549. gammaSpace: boolean;
  91550. /**
  91551. * Gets whether or not the texture contains RGBD data.
  91552. */
  91553. readonly isRGBD: boolean;
  91554. /**
  91555. * Is Z inverted in the texture (useful in a cube texture).
  91556. */
  91557. invertZ: boolean;
  91558. /**
  91559. * Are mip maps generated for this texture or not.
  91560. */
  91561. readonly noMipmap: boolean;
  91562. /**
  91563. * @hidden
  91564. */
  91565. lodLevelInAlpha: boolean;
  91566. /**
  91567. * With prefiltered texture, defined the offset used during the prefiltering steps.
  91568. */
  91569. lodGenerationOffset: number;
  91570. /**
  91571. * With prefiltered texture, defined the scale used during the prefiltering steps.
  91572. */
  91573. lodGenerationScale: number;
  91574. /**
  91575. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  91576. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  91577. * average roughness values.
  91578. */
  91579. linearSpecularLOD: boolean;
  91580. /**
  91581. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  91582. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  91583. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  91584. */
  91585. irradianceTexture: Nullable<BaseTexture>;
  91586. /**
  91587. * Define if the texture is a render target.
  91588. */
  91589. isRenderTarget: boolean;
  91590. /**
  91591. * Define the unique id of the texture in the scene.
  91592. */
  91593. readonly uid: string;
  91594. /**
  91595. * Return a string representation of the texture.
  91596. * @returns the texture as a string
  91597. */
  91598. toString(): string;
  91599. /**
  91600. * Get the class name of the texture.
  91601. * @returns "BaseTexture"
  91602. */
  91603. getClassName(): string;
  91604. /**
  91605. * Define the list of animation attached to the texture.
  91606. */
  91607. animations: Animation[];
  91608. /**
  91609. * An event triggered when the texture is disposed.
  91610. */
  91611. onDisposeObservable: Observable<BaseTexture>;
  91612. private _onDisposeObserver;
  91613. /**
  91614. * Callback triggered when the texture has been disposed.
  91615. * Kept for back compatibility, you can use the onDisposeObservable instead.
  91616. */
  91617. onDispose: () => void;
  91618. /**
  91619. * Define the current state of the loading sequence when in delayed load mode.
  91620. */
  91621. delayLoadState: number;
  91622. private _scene;
  91623. /** @hidden */
  91624. _texture: Nullable<InternalTexture>;
  91625. private _uid;
  91626. /**
  91627. * Define if the texture is preventinga material to render or not.
  91628. * If not and the texture is not ready, the engine will use a default black texture instead.
  91629. */
  91630. readonly isBlocking: boolean;
  91631. /**
  91632. * Instantiates a new BaseTexture.
  91633. * Base class of all the textures in babylon.
  91634. * It groups all the common properties the materials, post process, lights... might need
  91635. * in order to make a correct use of the texture.
  91636. * @param scene Define the scene the texture blongs to
  91637. */
  91638. constructor(scene: Nullable<Scene>);
  91639. /**
  91640. * Get the scene the texture belongs to.
  91641. * @returns the scene or null if undefined
  91642. */
  91643. getScene(): Nullable<Scene>;
  91644. /**
  91645. * Get the texture transform matrix used to offset tile the texture for istance.
  91646. * @returns the transformation matrix
  91647. */
  91648. getTextureMatrix(): Matrix;
  91649. /**
  91650. * Get the texture reflection matrix used to rotate/transform the reflection.
  91651. * @returns the reflection matrix
  91652. */
  91653. getReflectionTextureMatrix(): Matrix;
  91654. /**
  91655. * Get the underlying lower level texture from Babylon.
  91656. * @returns the insternal texture
  91657. */
  91658. getInternalTexture(): Nullable<InternalTexture>;
  91659. /**
  91660. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  91661. * @returns true if ready or not blocking
  91662. */
  91663. isReadyOrNotBlocking(): boolean;
  91664. /**
  91665. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  91666. * @returns true if fully ready
  91667. */
  91668. isReady(): boolean;
  91669. private _cachedSize;
  91670. /**
  91671. * Get the size of the texture.
  91672. * @returns the texture size.
  91673. */
  91674. getSize(): ISize;
  91675. /**
  91676. * Get the base size of the texture.
  91677. * It can be different from the size if the texture has been resized for POT for instance
  91678. * @returns the base size
  91679. */
  91680. getBaseSize(): ISize;
  91681. /**
  91682. * Update the sampling mode of the texture.
  91683. * Default is Trilinear mode.
  91684. *
  91685. * | Value | Type | Description |
  91686. * | ----- | ------------------ | ----------- |
  91687. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  91688. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  91689. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  91690. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  91691. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  91692. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  91693. * | 7 | NEAREST_LINEAR | |
  91694. * | 8 | NEAREST_NEAREST | |
  91695. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  91696. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  91697. * | 11 | LINEAR_LINEAR | |
  91698. * | 12 | LINEAR_NEAREST | |
  91699. *
  91700. * > _mag_: magnification filter (close to the viewer)
  91701. * > _min_: minification filter (far from the viewer)
  91702. * > _mip_: filter used between mip map levels
  91703. *@param samplingMode Define the new sampling mode of the texture
  91704. */
  91705. updateSamplingMode(samplingMode: number): void;
  91706. /**
  91707. * Scales the texture if is `canRescale()`
  91708. * @param ratio the resize factor we want to use to rescale
  91709. */
  91710. scale(ratio: number): void;
  91711. /**
  91712. * Get if the texture can rescale.
  91713. */
  91714. readonly canRescale: boolean;
  91715. /** @hidden */
  91716. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  91717. /** @hidden */
  91718. _rebuild(): void;
  91719. /**
  91720. * Triggers the load sequence in delayed load mode.
  91721. */
  91722. delayLoad(): void;
  91723. /**
  91724. * Clones the texture.
  91725. * @returns the cloned texture
  91726. */
  91727. clone(): Nullable<BaseTexture>;
  91728. /**
  91729. * Get the texture underlying type (INT, FLOAT...)
  91730. */
  91731. readonly textureType: number;
  91732. /**
  91733. * Get the texture underlying format (RGB, RGBA...)
  91734. */
  91735. readonly textureFormat: number;
  91736. /**
  91737. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  91738. * This will returns an RGBA array buffer containing either in values (0-255) or
  91739. * float values (0-1) depending of the underlying buffer type.
  91740. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  91741. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  91742. * @param buffer defines a user defined buffer to fill with data (can be null)
  91743. * @returns The Array buffer containing the pixels data.
  91744. */
  91745. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  91746. /**
  91747. * Release and destroy the underlying lower level texture aka internalTexture.
  91748. */
  91749. releaseInternalTexture(): void;
  91750. /**
  91751. * Get the polynomial representation of the texture data.
  91752. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  91753. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  91754. */
  91755. sphericalPolynomial: Nullable<SphericalPolynomial>;
  91756. /** @hidden */
  91757. readonly _lodTextureHigh: Nullable<BaseTexture>;
  91758. /** @hidden */
  91759. readonly _lodTextureMid: Nullable<BaseTexture>;
  91760. /** @hidden */
  91761. readonly _lodTextureLow: Nullable<BaseTexture>;
  91762. /**
  91763. * Dispose the texture and release its associated resources.
  91764. */
  91765. dispose(): void;
  91766. /**
  91767. * Serialize the texture into a JSON representation that can be parsed later on.
  91768. * @returns the JSON representation of the texture
  91769. */
  91770. serialize(): any;
  91771. /**
  91772. * Helper function to be called back once a list of texture contains only ready textures.
  91773. * @param textures Define the list of textures to wait for
  91774. * @param callback Define the callback triggered once the entire list will be ready
  91775. */
  91776. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  91777. }
  91778. }
  91779. declare module BABYLON {
  91780. /**
  91781. * Class used to store data associated with WebGL texture data for the engine
  91782. * This class should not be used directly
  91783. */
  91784. export class InternalTexture {
  91785. /** @hidden */
  91786. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  91787. /**
  91788. * The source of the texture data is unknown
  91789. */
  91790. static DATASOURCE_UNKNOWN: number;
  91791. /**
  91792. * Texture data comes from an URL
  91793. */
  91794. static DATASOURCE_URL: number;
  91795. /**
  91796. * Texture data is only used for temporary storage
  91797. */
  91798. static DATASOURCE_TEMP: number;
  91799. /**
  91800. * Texture data comes from raw data (ArrayBuffer)
  91801. */
  91802. static DATASOURCE_RAW: number;
  91803. /**
  91804. * Texture content is dynamic (video or dynamic texture)
  91805. */
  91806. static DATASOURCE_DYNAMIC: number;
  91807. /**
  91808. * Texture content is generated by rendering to it
  91809. */
  91810. static DATASOURCE_RENDERTARGET: number;
  91811. /**
  91812. * Texture content is part of a multi render target process
  91813. */
  91814. static DATASOURCE_MULTIRENDERTARGET: number;
  91815. /**
  91816. * Texture data comes from a cube data file
  91817. */
  91818. static DATASOURCE_CUBE: number;
  91819. /**
  91820. * Texture data comes from a raw cube data
  91821. */
  91822. static DATASOURCE_CUBERAW: number;
  91823. /**
  91824. * Texture data come from a prefiltered cube data file
  91825. */
  91826. static DATASOURCE_CUBEPREFILTERED: number;
  91827. /**
  91828. * Texture content is raw 3D data
  91829. */
  91830. static DATASOURCE_RAW3D: number;
  91831. /**
  91832. * Texture content is a depth texture
  91833. */
  91834. static DATASOURCE_DEPTHTEXTURE: number;
  91835. /**
  91836. * Texture data comes from a raw cube data encoded with RGBD
  91837. */
  91838. static DATASOURCE_CUBERAW_RGBD: number;
  91839. /**
  91840. * Defines if the texture is ready
  91841. */
  91842. isReady: boolean;
  91843. /**
  91844. * Defines if the texture is a cube texture
  91845. */
  91846. isCube: boolean;
  91847. /**
  91848. * Defines if the texture contains 3D data
  91849. */
  91850. is3D: boolean;
  91851. /**
  91852. * Defines if the texture contains multiview data
  91853. */
  91854. isMultiview: boolean;
  91855. /**
  91856. * Gets the URL used to load this texture
  91857. */
  91858. url: string;
  91859. /**
  91860. * Gets the sampling mode of the texture
  91861. */
  91862. samplingMode: number;
  91863. /**
  91864. * Gets a boolean indicating if the texture needs mipmaps generation
  91865. */
  91866. generateMipMaps: boolean;
  91867. /**
  91868. * Gets the number of samples used by the texture (WebGL2+ only)
  91869. */
  91870. samples: number;
  91871. /**
  91872. * Gets the type of the texture (int, float...)
  91873. */
  91874. type: number;
  91875. /**
  91876. * Gets the format of the texture (RGB, RGBA...)
  91877. */
  91878. format: number;
  91879. /**
  91880. * Observable called when the texture is loaded
  91881. */
  91882. onLoadedObservable: Observable<InternalTexture>;
  91883. /**
  91884. * Gets the width of the texture
  91885. */
  91886. width: number;
  91887. /**
  91888. * Gets the height of the texture
  91889. */
  91890. height: number;
  91891. /**
  91892. * Gets the depth of the texture
  91893. */
  91894. depth: number;
  91895. /**
  91896. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  91897. */
  91898. baseWidth: number;
  91899. /**
  91900. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  91901. */
  91902. baseHeight: number;
  91903. /**
  91904. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  91905. */
  91906. baseDepth: number;
  91907. /**
  91908. * Gets a boolean indicating if the texture is inverted on Y axis
  91909. */
  91910. invertY: boolean;
  91911. /** @hidden */
  91912. _invertVScale: boolean;
  91913. /** @hidden */
  91914. _associatedChannel: number;
  91915. /** @hidden */
  91916. _dataSource: number;
  91917. /** @hidden */
  91918. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  91919. /** @hidden */
  91920. _bufferView: Nullable<ArrayBufferView>;
  91921. /** @hidden */
  91922. _bufferViewArray: Nullable<ArrayBufferView[]>;
  91923. /** @hidden */
  91924. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  91925. /** @hidden */
  91926. _size: number;
  91927. /** @hidden */
  91928. _extension: string;
  91929. /** @hidden */
  91930. _files: Nullable<string[]>;
  91931. /** @hidden */
  91932. _workingCanvas: Nullable<HTMLCanvasElement>;
  91933. /** @hidden */
  91934. _workingContext: Nullable<CanvasRenderingContext2D>;
  91935. /** @hidden */
  91936. _framebuffer: Nullable<WebGLFramebuffer>;
  91937. /** @hidden */
  91938. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  91939. /** @hidden */
  91940. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  91941. /** @hidden */
  91942. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  91943. /** @hidden */
  91944. _attachments: Nullable<number[]>;
  91945. /** @hidden */
  91946. _cachedCoordinatesMode: Nullable<number>;
  91947. /** @hidden */
  91948. _cachedWrapU: Nullable<number>;
  91949. /** @hidden */
  91950. _cachedWrapV: Nullable<number>;
  91951. /** @hidden */
  91952. _cachedWrapR: Nullable<number>;
  91953. /** @hidden */
  91954. _cachedAnisotropicFilteringLevel: Nullable<number>;
  91955. /** @hidden */
  91956. _isDisabled: boolean;
  91957. /** @hidden */
  91958. _compression: Nullable<string>;
  91959. /** @hidden */
  91960. _generateStencilBuffer: boolean;
  91961. /** @hidden */
  91962. _generateDepthBuffer: boolean;
  91963. /** @hidden */
  91964. _comparisonFunction: number;
  91965. /** @hidden */
  91966. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  91967. /** @hidden */
  91968. _lodGenerationScale: number;
  91969. /** @hidden */
  91970. _lodGenerationOffset: number;
  91971. /** @hidden */
  91972. _colorTextureArray: Nullable<WebGLTexture>;
  91973. /** @hidden */
  91974. _depthStencilTextureArray: Nullable<WebGLTexture>;
  91975. /** @hidden */
  91976. _lodTextureHigh: Nullable<BaseTexture>;
  91977. /** @hidden */
  91978. _lodTextureMid: Nullable<BaseTexture>;
  91979. /** @hidden */
  91980. _lodTextureLow: Nullable<BaseTexture>;
  91981. /** @hidden */
  91982. _isRGBD: boolean;
  91983. /** @hidden */
  91984. _linearSpecularLOD: boolean;
  91985. /** @hidden */
  91986. _irradianceTexture: Nullable<BaseTexture>;
  91987. /** @hidden */
  91988. _webGLTexture: Nullable<WebGLTexture>;
  91989. /** @hidden */
  91990. _references: number;
  91991. private _engine;
  91992. /**
  91993. * Gets the Engine the texture belongs to.
  91994. * @returns The babylon engine
  91995. */
  91996. getEngine(): Engine;
  91997. /**
  91998. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  91999. */
  92000. readonly dataSource: number;
  92001. /**
  92002. * Creates a new InternalTexture
  92003. * @param engine defines the engine to use
  92004. * @param dataSource defines the type of data that will be used
  92005. * @param delayAllocation if the texture allocation should be delayed (default: false)
  92006. */
  92007. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  92008. /**
  92009. * Increments the number of references (ie. the number of Texture that point to it)
  92010. */
  92011. incrementReferences(): void;
  92012. /**
  92013. * Change the size of the texture (not the size of the content)
  92014. * @param width defines the new width
  92015. * @param height defines the new height
  92016. * @param depth defines the new depth (1 by default)
  92017. */
  92018. updateSize(width: int, height: int, depth?: int): void;
  92019. /** @hidden */
  92020. _rebuild(): void;
  92021. /** @hidden */
  92022. _swapAndDie(target: InternalTexture): void;
  92023. /**
  92024. * Dispose the current allocated resources
  92025. */
  92026. dispose(): void;
  92027. }
  92028. }
  92029. declare module BABYLON {
  92030. /**
  92031. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  92032. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  92033. */
  92034. export class EffectFallbacks {
  92035. private _defines;
  92036. private _currentRank;
  92037. private _maxRank;
  92038. private _mesh;
  92039. /**
  92040. * Removes the fallback from the bound mesh.
  92041. */
  92042. unBindMesh(): void;
  92043. /**
  92044. * Adds a fallback on the specified property.
  92045. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  92046. * @param define The name of the define in the shader
  92047. */
  92048. addFallback(rank: number, define: string): void;
  92049. /**
  92050. * Sets the mesh to use CPU skinning when needing to fallback.
  92051. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  92052. * @param mesh The mesh to use the fallbacks.
  92053. */
  92054. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  92055. /**
  92056. * Checks to see if more fallbacks are still availible.
  92057. */
  92058. readonly isMoreFallbacks: boolean;
  92059. /**
  92060. * Removes the defines that should be removed when falling back.
  92061. * @param currentDefines defines the current define statements for the shader.
  92062. * @param effect defines the current effect we try to compile
  92063. * @returns The resulting defines with defines of the current rank removed.
  92064. */
  92065. reduce(currentDefines: string, effect: Effect): string;
  92066. }
  92067. /**
  92068. * Options to be used when creating an effect.
  92069. */
  92070. export class EffectCreationOptions {
  92071. /**
  92072. * Atrributes that will be used in the shader.
  92073. */
  92074. attributes: string[];
  92075. /**
  92076. * Uniform varible names that will be set in the shader.
  92077. */
  92078. uniformsNames: string[];
  92079. /**
  92080. * Uniform buffer varible names that will be set in the shader.
  92081. */
  92082. uniformBuffersNames: string[];
  92083. /**
  92084. * Sampler texture variable names that will be set in the shader.
  92085. */
  92086. samplers: string[];
  92087. /**
  92088. * Define statements that will be set in the shader.
  92089. */
  92090. defines: any;
  92091. /**
  92092. * Possible fallbacks for this effect to improve performance when needed.
  92093. */
  92094. fallbacks: Nullable<EffectFallbacks>;
  92095. /**
  92096. * Callback that will be called when the shader is compiled.
  92097. */
  92098. onCompiled: Nullable<(effect: Effect) => void>;
  92099. /**
  92100. * Callback that will be called if an error occurs during shader compilation.
  92101. */
  92102. onError: Nullable<(effect: Effect, errors: string) => void>;
  92103. /**
  92104. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  92105. */
  92106. indexParameters: any;
  92107. /**
  92108. * Max number of lights that can be used in the shader.
  92109. */
  92110. maxSimultaneousLights: number;
  92111. /**
  92112. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  92113. */
  92114. transformFeedbackVaryings: Nullable<string[]>;
  92115. }
  92116. /**
  92117. * Effect containing vertex and fragment shader that can be executed on an object.
  92118. */
  92119. export class Effect implements IDisposable {
  92120. /**
  92121. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  92122. */
  92123. static ShadersRepository: string;
  92124. /**
  92125. * Name of the effect.
  92126. */
  92127. name: any;
  92128. /**
  92129. * String container all the define statements that should be set on the shader.
  92130. */
  92131. defines: string;
  92132. /**
  92133. * Callback that will be called when the shader is compiled.
  92134. */
  92135. onCompiled: Nullable<(effect: Effect) => void>;
  92136. /**
  92137. * Callback that will be called if an error occurs during shader compilation.
  92138. */
  92139. onError: Nullable<(effect: Effect, errors: string) => void>;
  92140. /**
  92141. * Callback that will be called when effect is bound.
  92142. */
  92143. onBind: Nullable<(effect: Effect) => void>;
  92144. /**
  92145. * Unique ID of the effect.
  92146. */
  92147. uniqueId: number;
  92148. /**
  92149. * Observable that will be called when the shader is compiled.
  92150. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  92151. */
  92152. onCompileObservable: Observable<Effect>;
  92153. /**
  92154. * Observable that will be called if an error occurs during shader compilation.
  92155. */
  92156. onErrorObservable: Observable<Effect>;
  92157. /** @hidden */
  92158. _onBindObservable: Nullable<Observable<Effect>>;
  92159. /**
  92160. * Observable that will be called when effect is bound.
  92161. */
  92162. readonly onBindObservable: Observable<Effect>;
  92163. /** @hidden */
  92164. _bonesComputationForcedToCPU: boolean;
  92165. private static _uniqueIdSeed;
  92166. private _engine;
  92167. private _uniformBuffersNames;
  92168. private _uniformsNames;
  92169. private _samplerList;
  92170. private _samplers;
  92171. private _isReady;
  92172. private _compilationError;
  92173. private _attributesNames;
  92174. private _attributes;
  92175. private _uniforms;
  92176. /**
  92177. * Key for the effect.
  92178. * @hidden
  92179. */
  92180. _key: string;
  92181. private _indexParameters;
  92182. private _fallbacks;
  92183. private _vertexSourceCode;
  92184. private _fragmentSourceCode;
  92185. private _vertexSourceCodeOverride;
  92186. private _fragmentSourceCodeOverride;
  92187. private _transformFeedbackVaryings;
  92188. /**
  92189. * Compiled shader to webGL program.
  92190. * @hidden
  92191. */
  92192. _pipelineContext: Nullable<IPipelineContext>;
  92193. private _valueCache;
  92194. private static _baseCache;
  92195. /**
  92196. * Instantiates an effect.
  92197. * An effect can be used to create/manage/execute vertex and fragment shaders.
  92198. * @param baseName Name of the effect.
  92199. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  92200. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  92201. * @param samplers List of sampler variables that will be passed to the shader.
  92202. * @param engine Engine to be used to render the effect
  92203. * @param defines Define statements to be added to the shader.
  92204. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  92205. * @param onCompiled Callback that will be called when the shader is compiled.
  92206. * @param onError Callback that will be called if an error occurs during shader compilation.
  92207. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  92208. */
  92209. constructor(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: Nullable<string[]>, engine?: Engine, defines?: Nullable<string>, fallbacks?: Nullable<EffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  92210. private _useFinalCode;
  92211. /**
  92212. * Unique key for this effect
  92213. */
  92214. readonly key: string;
  92215. /**
  92216. * If the effect has been compiled and prepared.
  92217. * @returns if the effect is compiled and prepared.
  92218. */
  92219. isReady(): boolean;
  92220. /**
  92221. * The engine the effect was initialized with.
  92222. * @returns the engine.
  92223. */
  92224. getEngine(): Engine;
  92225. /**
  92226. * The pipeline context for this effect
  92227. * @returns the associated pipeline context
  92228. */
  92229. getPipelineContext(): Nullable<IPipelineContext>;
  92230. /**
  92231. * The set of names of attribute variables for the shader.
  92232. * @returns An array of attribute names.
  92233. */
  92234. getAttributesNames(): string[];
  92235. /**
  92236. * Returns the attribute at the given index.
  92237. * @param index The index of the attribute.
  92238. * @returns The location of the attribute.
  92239. */
  92240. getAttributeLocation(index: number): number;
  92241. /**
  92242. * Returns the attribute based on the name of the variable.
  92243. * @param name of the attribute to look up.
  92244. * @returns the attribute location.
  92245. */
  92246. getAttributeLocationByName(name: string): number;
  92247. /**
  92248. * The number of attributes.
  92249. * @returns the numnber of attributes.
  92250. */
  92251. getAttributesCount(): number;
  92252. /**
  92253. * Gets the index of a uniform variable.
  92254. * @param uniformName of the uniform to look up.
  92255. * @returns the index.
  92256. */
  92257. getUniformIndex(uniformName: string): number;
  92258. /**
  92259. * Returns the attribute based on the name of the variable.
  92260. * @param uniformName of the uniform to look up.
  92261. * @returns the location of the uniform.
  92262. */
  92263. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  92264. /**
  92265. * Returns an array of sampler variable names
  92266. * @returns The array of sampler variable neames.
  92267. */
  92268. getSamplers(): string[];
  92269. /**
  92270. * The error from the last compilation.
  92271. * @returns the error string.
  92272. */
  92273. getCompilationError(): string;
  92274. /**
  92275. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  92276. * @param func The callback to be used.
  92277. */
  92278. executeWhenCompiled(func: (effect: Effect) => void): void;
  92279. private _checkIsReady;
  92280. /** @hidden */
  92281. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  92282. /** @hidden */
  92283. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  92284. /** @hidden */
  92285. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  92286. /**
  92287. * Recompiles the webGL program
  92288. * @param vertexSourceCode The source code for the vertex shader.
  92289. * @param fragmentSourceCode The source code for the fragment shader.
  92290. * @param onCompiled Callback called when completed.
  92291. * @param onError Callback called on error.
  92292. * @hidden
  92293. */
  92294. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  92295. /**
  92296. * Prepares the effect
  92297. * @hidden
  92298. */
  92299. _prepareEffect(): void;
  92300. /**
  92301. * Checks if the effect is supported. (Must be called after compilation)
  92302. */
  92303. readonly isSupported: boolean;
  92304. /**
  92305. * Binds a texture to the engine to be used as output of the shader.
  92306. * @param channel Name of the output variable.
  92307. * @param texture Texture to bind.
  92308. * @hidden
  92309. */
  92310. _bindTexture(channel: string, texture: InternalTexture): void;
  92311. /**
  92312. * Sets a texture on the engine to be used in the shader.
  92313. * @param channel Name of the sampler variable.
  92314. * @param texture Texture to set.
  92315. */
  92316. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  92317. /**
  92318. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  92319. * @param channel Name of the sampler variable.
  92320. * @param texture Texture to set.
  92321. */
  92322. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  92323. /**
  92324. * Sets an array of textures on the engine to be used in the shader.
  92325. * @param channel Name of the variable.
  92326. * @param textures Textures to set.
  92327. */
  92328. setTextureArray(channel: string, textures: BaseTexture[]): void;
  92329. /**
  92330. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  92331. * @param channel Name of the sampler variable.
  92332. * @param postProcess Post process to get the input texture from.
  92333. */
  92334. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  92335. /**
  92336. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  92337. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  92338. * @param channel Name of the sampler variable.
  92339. * @param postProcess Post process to get the output texture from.
  92340. */
  92341. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  92342. /** @hidden */
  92343. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  92344. /** @hidden */
  92345. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  92346. /** @hidden */
  92347. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  92348. /** @hidden */
  92349. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  92350. /**
  92351. * Binds a buffer to a uniform.
  92352. * @param buffer Buffer to bind.
  92353. * @param name Name of the uniform variable to bind to.
  92354. */
  92355. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  92356. /**
  92357. * Binds block to a uniform.
  92358. * @param blockName Name of the block to bind.
  92359. * @param index Index to bind.
  92360. */
  92361. bindUniformBlock(blockName: string, index: number): void;
  92362. /**
  92363. * Sets an interger value on a uniform variable.
  92364. * @param uniformName Name of the variable.
  92365. * @param value Value to be set.
  92366. * @returns this effect.
  92367. */
  92368. setInt(uniformName: string, value: number): Effect;
  92369. /**
  92370. * Sets an int array on a uniform variable.
  92371. * @param uniformName Name of the variable.
  92372. * @param array array to be set.
  92373. * @returns this effect.
  92374. */
  92375. setIntArray(uniformName: string, array: Int32Array): Effect;
  92376. /**
  92377. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  92378. * @param uniformName Name of the variable.
  92379. * @param array array to be set.
  92380. * @returns this effect.
  92381. */
  92382. setIntArray2(uniformName: string, array: Int32Array): Effect;
  92383. /**
  92384. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  92385. * @param uniformName Name of the variable.
  92386. * @param array array to be set.
  92387. * @returns this effect.
  92388. */
  92389. setIntArray3(uniformName: string, array: Int32Array): Effect;
  92390. /**
  92391. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  92392. * @param uniformName Name of the variable.
  92393. * @param array array to be set.
  92394. * @returns this effect.
  92395. */
  92396. setIntArray4(uniformName: string, array: Int32Array): Effect;
  92397. /**
  92398. * Sets an float array on a uniform variable.
  92399. * @param uniformName Name of the variable.
  92400. * @param array array to be set.
  92401. * @returns this effect.
  92402. */
  92403. setFloatArray(uniformName: string, array: Float32Array): Effect;
  92404. /**
  92405. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  92406. * @param uniformName Name of the variable.
  92407. * @param array array to be set.
  92408. * @returns this effect.
  92409. */
  92410. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  92411. /**
  92412. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  92413. * @param uniformName Name of the variable.
  92414. * @param array array to be set.
  92415. * @returns this effect.
  92416. */
  92417. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  92418. /**
  92419. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  92420. * @param uniformName Name of the variable.
  92421. * @param array array to be set.
  92422. * @returns this effect.
  92423. */
  92424. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  92425. /**
  92426. * Sets an array on a uniform variable.
  92427. * @param uniformName Name of the variable.
  92428. * @param array array to be set.
  92429. * @returns this effect.
  92430. */
  92431. setArray(uniformName: string, array: number[]): Effect;
  92432. /**
  92433. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  92434. * @param uniformName Name of the variable.
  92435. * @param array array to be set.
  92436. * @returns this effect.
  92437. */
  92438. setArray2(uniformName: string, array: number[]): Effect;
  92439. /**
  92440. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  92441. * @param uniformName Name of the variable.
  92442. * @param array array to be set.
  92443. * @returns this effect.
  92444. */
  92445. setArray3(uniformName: string, array: number[]): Effect;
  92446. /**
  92447. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  92448. * @param uniformName Name of the variable.
  92449. * @param array array to be set.
  92450. * @returns this effect.
  92451. */
  92452. setArray4(uniformName: string, array: number[]): Effect;
  92453. /**
  92454. * Sets matrices on a uniform variable.
  92455. * @param uniformName Name of the variable.
  92456. * @param matrices matrices to be set.
  92457. * @returns this effect.
  92458. */
  92459. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  92460. /**
  92461. * Sets matrix on a uniform variable.
  92462. * @param uniformName Name of the variable.
  92463. * @param matrix matrix to be set.
  92464. * @returns this effect.
  92465. */
  92466. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  92467. /**
  92468. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  92469. * @param uniformName Name of the variable.
  92470. * @param matrix matrix to be set.
  92471. * @returns this effect.
  92472. */
  92473. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  92474. /**
  92475. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  92476. * @param uniformName Name of the variable.
  92477. * @param matrix matrix to be set.
  92478. * @returns this effect.
  92479. */
  92480. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  92481. /**
  92482. * Sets a float on a uniform variable.
  92483. * @param uniformName Name of the variable.
  92484. * @param value value to be set.
  92485. * @returns this effect.
  92486. */
  92487. setFloat(uniformName: string, value: number): Effect;
  92488. /**
  92489. * Sets a boolean on a uniform variable.
  92490. * @param uniformName Name of the variable.
  92491. * @param bool value to be set.
  92492. * @returns this effect.
  92493. */
  92494. setBool(uniformName: string, bool: boolean): Effect;
  92495. /**
  92496. * Sets a Vector2 on a uniform variable.
  92497. * @param uniformName Name of the variable.
  92498. * @param vector2 vector2 to be set.
  92499. * @returns this effect.
  92500. */
  92501. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  92502. /**
  92503. * Sets a float2 on a uniform variable.
  92504. * @param uniformName Name of the variable.
  92505. * @param x First float in float2.
  92506. * @param y Second float in float2.
  92507. * @returns this effect.
  92508. */
  92509. setFloat2(uniformName: string, x: number, y: number): Effect;
  92510. /**
  92511. * Sets a Vector3 on a uniform variable.
  92512. * @param uniformName Name of the variable.
  92513. * @param vector3 Value to be set.
  92514. * @returns this effect.
  92515. */
  92516. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  92517. /**
  92518. * Sets a float3 on a uniform variable.
  92519. * @param uniformName Name of the variable.
  92520. * @param x First float in float3.
  92521. * @param y Second float in float3.
  92522. * @param z Third float in float3.
  92523. * @returns this effect.
  92524. */
  92525. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  92526. /**
  92527. * Sets a Vector4 on a uniform variable.
  92528. * @param uniformName Name of the variable.
  92529. * @param vector4 Value to be set.
  92530. * @returns this effect.
  92531. */
  92532. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  92533. /**
  92534. * Sets a float4 on a uniform variable.
  92535. * @param uniformName Name of the variable.
  92536. * @param x First float in float4.
  92537. * @param y Second float in float4.
  92538. * @param z Third float in float4.
  92539. * @param w Fourth float in float4.
  92540. * @returns this effect.
  92541. */
  92542. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  92543. /**
  92544. * Sets a Color3 on a uniform variable.
  92545. * @param uniformName Name of the variable.
  92546. * @param color3 Value to be set.
  92547. * @returns this effect.
  92548. */
  92549. setColor3(uniformName: string, color3: IColor3Like): Effect;
  92550. /**
  92551. * Sets a Color4 on a uniform variable.
  92552. * @param uniformName Name of the variable.
  92553. * @param color3 Value to be set.
  92554. * @param alpha Alpha value to be set.
  92555. * @returns this effect.
  92556. */
  92557. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  92558. /**
  92559. * Sets a Color4 on a uniform variable
  92560. * @param uniformName defines the name of the variable
  92561. * @param color4 defines the value to be set
  92562. * @returns this effect.
  92563. */
  92564. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  92565. /** Release all associated resources */
  92566. dispose(): void;
  92567. /**
  92568. * This function will add a new shader to the shader store
  92569. * @param name the name of the shader
  92570. * @param pixelShader optional pixel shader content
  92571. * @param vertexShader optional vertex shader content
  92572. */
  92573. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  92574. /**
  92575. * Store of each shader (The can be looked up using effect.key)
  92576. */
  92577. static ShadersStore: {
  92578. [key: string]: string;
  92579. };
  92580. /**
  92581. * Store of each included file for a shader (The can be looked up using effect.key)
  92582. */
  92583. static IncludesShadersStore: {
  92584. [key: string]: string;
  92585. };
  92586. /**
  92587. * Resets the cache of effects.
  92588. */
  92589. static ResetCache(): void;
  92590. }
  92591. }
  92592. declare module BABYLON {
  92593. /**
  92594. * Uniform buffer objects.
  92595. *
  92596. * Handles blocks of uniform on the GPU.
  92597. *
  92598. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  92599. *
  92600. * For more information, please refer to :
  92601. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  92602. */
  92603. export class UniformBuffer {
  92604. private _engine;
  92605. private _buffer;
  92606. private _data;
  92607. private _bufferData;
  92608. private _dynamic?;
  92609. private _uniformLocations;
  92610. private _uniformSizes;
  92611. private _uniformLocationPointer;
  92612. private _needSync;
  92613. private _noUBO;
  92614. private _currentEffect;
  92615. private static _MAX_UNIFORM_SIZE;
  92616. private static _tempBuffer;
  92617. /**
  92618. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  92619. * This is dynamic to allow compat with webgl 1 and 2.
  92620. * You will need to pass the name of the uniform as well as the value.
  92621. */
  92622. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  92623. /**
  92624. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  92625. * This is dynamic to allow compat with webgl 1 and 2.
  92626. * You will need to pass the name of the uniform as well as the value.
  92627. */
  92628. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  92629. /**
  92630. * Lambda to Update a single float in a uniform buffer.
  92631. * This is dynamic to allow compat with webgl 1 and 2.
  92632. * You will need to pass the name of the uniform as well as the value.
  92633. */
  92634. updateFloat: (name: string, x: number) => void;
  92635. /**
  92636. * Lambda to Update a vec2 of float in a uniform buffer.
  92637. * This is dynamic to allow compat with webgl 1 and 2.
  92638. * You will need to pass the name of the uniform as well as the value.
  92639. */
  92640. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  92641. /**
  92642. * Lambda to Update a vec3 of float in a uniform buffer.
  92643. * This is dynamic to allow compat with webgl 1 and 2.
  92644. * You will need to pass the name of the uniform as well as the value.
  92645. */
  92646. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  92647. /**
  92648. * Lambda to Update a vec4 of float in a uniform buffer.
  92649. * This is dynamic to allow compat with webgl 1 and 2.
  92650. * You will need to pass the name of the uniform as well as the value.
  92651. */
  92652. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  92653. /**
  92654. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  92655. * This is dynamic to allow compat with webgl 1 and 2.
  92656. * You will need to pass the name of the uniform as well as the value.
  92657. */
  92658. updateMatrix: (name: string, mat: Matrix) => void;
  92659. /**
  92660. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  92661. * This is dynamic to allow compat with webgl 1 and 2.
  92662. * You will need to pass the name of the uniform as well as the value.
  92663. */
  92664. updateVector3: (name: string, vector: Vector3) => void;
  92665. /**
  92666. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  92667. * This is dynamic to allow compat with webgl 1 and 2.
  92668. * You will need to pass the name of the uniform as well as the value.
  92669. */
  92670. updateVector4: (name: string, vector: Vector4) => void;
  92671. /**
  92672. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  92673. * This is dynamic to allow compat with webgl 1 and 2.
  92674. * You will need to pass the name of the uniform as well as the value.
  92675. */
  92676. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  92677. /**
  92678. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  92679. * This is dynamic to allow compat with webgl 1 and 2.
  92680. * You will need to pass the name of the uniform as well as the value.
  92681. */
  92682. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  92683. /**
  92684. * Instantiates a new Uniform buffer objects.
  92685. *
  92686. * Handles blocks of uniform on the GPU.
  92687. *
  92688. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  92689. *
  92690. * For more information, please refer to :
  92691. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  92692. * @param engine Define the engine the buffer is associated with
  92693. * @param data Define the data contained in the buffer
  92694. * @param dynamic Define if the buffer is updatable
  92695. */
  92696. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  92697. /**
  92698. * Indicates if the buffer is using the WebGL2 UBO implementation,
  92699. * or just falling back on setUniformXXX calls.
  92700. */
  92701. readonly useUbo: boolean;
  92702. /**
  92703. * Indicates if the WebGL underlying uniform buffer is in sync
  92704. * with the javascript cache data.
  92705. */
  92706. readonly isSync: boolean;
  92707. /**
  92708. * Indicates if the WebGL underlying uniform buffer is dynamic.
  92709. * Also, a dynamic UniformBuffer will disable cache verification and always
  92710. * update the underlying WebGL uniform buffer to the GPU.
  92711. * @returns if Dynamic, otherwise false
  92712. */
  92713. isDynamic(): boolean;
  92714. /**
  92715. * The data cache on JS side.
  92716. * @returns the underlying data as a float array
  92717. */
  92718. getData(): Float32Array;
  92719. /**
  92720. * The underlying WebGL Uniform buffer.
  92721. * @returns the webgl buffer
  92722. */
  92723. getBuffer(): Nullable<DataBuffer>;
  92724. /**
  92725. * std140 layout specifies how to align data within an UBO structure.
  92726. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  92727. * for specs.
  92728. */
  92729. private _fillAlignment;
  92730. /**
  92731. * Adds an uniform in the buffer.
  92732. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  92733. * for the layout to be correct !
  92734. * @param name Name of the uniform, as used in the uniform block in the shader.
  92735. * @param size Data size, or data directly.
  92736. */
  92737. addUniform(name: string, size: number | number[]): void;
  92738. /**
  92739. * Adds a Matrix 4x4 to the uniform buffer.
  92740. * @param name Name of the uniform, as used in the uniform block in the shader.
  92741. * @param mat A 4x4 matrix.
  92742. */
  92743. addMatrix(name: string, mat: Matrix): void;
  92744. /**
  92745. * Adds a vec2 to the uniform buffer.
  92746. * @param name Name of the uniform, as used in the uniform block in the shader.
  92747. * @param x Define the x component value of the vec2
  92748. * @param y Define the y component value of the vec2
  92749. */
  92750. addFloat2(name: string, x: number, y: number): void;
  92751. /**
  92752. * Adds a vec3 to the uniform buffer.
  92753. * @param name Name of the uniform, as used in the uniform block in the shader.
  92754. * @param x Define the x component value of the vec3
  92755. * @param y Define the y component value of the vec3
  92756. * @param z Define the z component value of the vec3
  92757. */
  92758. addFloat3(name: string, x: number, y: number, z: number): void;
  92759. /**
  92760. * Adds a vec3 to the uniform buffer.
  92761. * @param name Name of the uniform, as used in the uniform block in the shader.
  92762. * @param color Define the vec3 from a Color
  92763. */
  92764. addColor3(name: string, color: Color3): void;
  92765. /**
  92766. * Adds a vec4 to the uniform buffer.
  92767. * @param name Name of the uniform, as used in the uniform block in the shader.
  92768. * @param color Define the rgb components from a Color
  92769. * @param alpha Define the a component of the vec4
  92770. */
  92771. addColor4(name: string, color: Color3, alpha: number): void;
  92772. /**
  92773. * Adds a vec3 to the uniform buffer.
  92774. * @param name Name of the uniform, as used in the uniform block in the shader.
  92775. * @param vector Define the vec3 components from a Vector
  92776. */
  92777. addVector3(name: string, vector: Vector3): void;
  92778. /**
  92779. * Adds a Matrix 3x3 to the uniform buffer.
  92780. * @param name Name of the uniform, as used in the uniform block in the shader.
  92781. */
  92782. addMatrix3x3(name: string): void;
  92783. /**
  92784. * Adds a Matrix 2x2 to the uniform buffer.
  92785. * @param name Name of the uniform, as used in the uniform block in the shader.
  92786. */
  92787. addMatrix2x2(name: string): void;
  92788. /**
  92789. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  92790. */
  92791. create(): void;
  92792. /** @hidden */
  92793. _rebuild(): void;
  92794. /**
  92795. * Updates the WebGL Uniform Buffer on the GPU.
  92796. * If the `dynamic` flag is set to true, no cache comparison is done.
  92797. * Otherwise, the buffer will be updated only if the cache differs.
  92798. */
  92799. update(): void;
  92800. /**
  92801. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  92802. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  92803. * @param data Define the flattened data
  92804. * @param size Define the size of the data.
  92805. */
  92806. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  92807. private _updateMatrix3x3ForUniform;
  92808. private _updateMatrix3x3ForEffect;
  92809. private _updateMatrix2x2ForEffect;
  92810. private _updateMatrix2x2ForUniform;
  92811. private _updateFloatForEffect;
  92812. private _updateFloatForUniform;
  92813. private _updateFloat2ForEffect;
  92814. private _updateFloat2ForUniform;
  92815. private _updateFloat3ForEffect;
  92816. private _updateFloat3ForUniform;
  92817. private _updateFloat4ForEffect;
  92818. private _updateFloat4ForUniform;
  92819. private _updateMatrixForEffect;
  92820. private _updateMatrixForUniform;
  92821. private _updateVector3ForEffect;
  92822. private _updateVector3ForUniform;
  92823. private _updateVector4ForEffect;
  92824. private _updateVector4ForUniform;
  92825. private _updateColor3ForEffect;
  92826. private _updateColor3ForUniform;
  92827. private _updateColor4ForEffect;
  92828. private _updateColor4ForUniform;
  92829. /**
  92830. * Sets a sampler uniform on the effect.
  92831. * @param name Define the name of the sampler.
  92832. * @param texture Define the texture to set in the sampler
  92833. */
  92834. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  92835. /**
  92836. * Directly updates the value of the uniform in the cache AND on the GPU.
  92837. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  92838. * @param data Define the flattened data
  92839. */
  92840. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  92841. /**
  92842. * Binds this uniform buffer to an effect.
  92843. * @param effect Define the effect to bind the buffer to
  92844. * @param name Name of the uniform block in the shader.
  92845. */
  92846. bindToEffect(effect: Effect, name: string): void;
  92847. /**
  92848. * Disposes the uniform buffer.
  92849. */
  92850. dispose(): void;
  92851. }
  92852. }
  92853. declare module BABYLON {
  92854. /**
  92855. * Class used to work with sound analyzer using fast fourier transform (FFT)
  92856. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  92857. */
  92858. export class Analyser {
  92859. /**
  92860. * Gets or sets the smoothing
  92861. * @ignorenaming
  92862. */
  92863. SMOOTHING: number;
  92864. /**
  92865. * Gets or sets the FFT table size
  92866. * @ignorenaming
  92867. */
  92868. FFT_SIZE: number;
  92869. /**
  92870. * Gets or sets the bar graph amplitude
  92871. * @ignorenaming
  92872. */
  92873. BARGRAPHAMPLITUDE: number;
  92874. /**
  92875. * Gets or sets the position of the debug canvas
  92876. * @ignorenaming
  92877. */
  92878. DEBUGCANVASPOS: {
  92879. x: number;
  92880. y: number;
  92881. };
  92882. /**
  92883. * Gets or sets the debug canvas size
  92884. * @ignorenaming
  92885. */
  92886. DEBUGCANVASSIZE: {
  92887. width: number;
  92888. height: number;
  92889. };
  92890. private _byteFreqs;
  92891. private _byteTime;
  92892. private _floatFreqs;
  92893. private _webAudioAnalyser;
  92894. private _debugCanvas;
  92895. private _debugCanvasContext;
  92896. private _scene;
  92897. private _registerFunc;
  92898. private _audioEngine;
  92899. /**
  92900. * Creates a new analyser
  92901. * @param scene defines hosting scene
  92902. */
  92903. constructor(scene: Scene);
  92904. /**
  92905. * Get the number of data values you will have to play with for the visualization
  92906. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  92907. * @returns a number
  92908. */
  92909. getFrequencyBinCount(): number;
  92910. /**
  92911. * Gets the current frequency data as a byte array
  92912. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  92913. * @returns a Uint8Array
  92914. */
  92915. getByteFrequencyData(): Uint8Array;
  92916. /**
  92917. * Gets the current waveform as a byte array
  92918. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  92919. * @returns a Uint8Array
  92920. */
  92921. getByteTimeDomainData(): Uint8Array;
  92922. /**
  92923. * Gets the current frequency data as a float array
  92924. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  92925. * @returns a Float32Array
  92926. */
  92927. getFloatFrequencyData(): Float32Array;
  92928. /**
  92929. * Renders the debug canvas
  92930. */
  92931. drawDebugCanvas(): void;
  92932. /**
  92933. * Stops rendering the debug canvas and removes it
  92934. */
  92935. stopDebugCanvas(): void;
  92936. /**
  92937. * Connects two audio nodes
  92938. * @param inputAudioNode defines first node to connect
  92939. * @param outputAudioNode defines second node to connect
  92940. */
  92941. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  92942. /**
  92943. * Releases all associated resources
  92944. */
  92945. dispose(): void;
  92946. }
  92947. }
  92948. declare module BABYLON {
  92949. /**
  92950. * This represents an audio engine and it is responsible
  92951. * to play, synchronize and analyse sounds throughout the application.
  92952. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  92953. */
  92954. export interface IAudioEngine extends IDisposable {
  92955. /**
  92956. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  92957. */
  92958. readonly canUseWebAudio: boolean;
  92959. /**
  92960. * Gets the current AudioContext if available.
  92961. */
  92962. readonly audioContext: Nullable<AudioContext>;
  92963. /**
  92964. * The master gain node defines the global audio volume of your audio engine.
  92965. */
  92966. readonly masterGain: GainNode;
  92967. /**
  92968. * Gets whether or not mp3 are supported by your browser.
  92969. */
  92970. readonly isMP3supported: boolean;
  92971. /**
  92972. * Gets whether or not ogg are supported by your browser.
  92973. */
  92974. readonly isOGGsupported: boolean;
  92975. /**
  92976. * Defines if Babylon should emit a warning if WebAudio is not supported.
  92977. * @ignoreNaming
  92978. */
  92979. WarnedWebAudioUnsupported: boolean;
  92980. /**
  92981. * Defines if the audio engine relies on a custom unlocked button.
  92982. * In this case, the embedded button will not be displayed.
  92983. */
  92984. useCustomUnlockedButton: boolean;
  92985. /**
  92986. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  92987. */
  92988. readonly unlocked: boolean;
  92989. /**
  92990. * Event raised when audio has been unlocked on the browser.
  92991. */
  92992. onAudioUnlockedObservable: Observable<AudioEngine>;
  92993. /**
  92994. * Event raised when audio has been locked on the browser.
  92995. */
  92996. onAudioLockedObservable: Observable<AudioEngine>;
  92997. /**
  92998. * Flags the audio engine in Locked state.
  92999. * This happens due to new browser policies preventing audio to autoplay.
  93000. */
  93001. lock(): void;
  93002. /**
  93003. * Unlocks the audio engine once a user action has been done on the dom.
  93004. * This is helpful to resume play once browser policies have been satisfied.
  93005. */
  93006. unlock(): void;
  93007. }
  93008. /**
  93009. * This represents the default audio engine used in babylon.
  93010. * It is responsible to play, synchronize and analyse sounds throughout the application.
  93011. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93012. */
  93013. export class AudioEngine implements IAudioEngine {
  93014. private _audioContext;
  93015. private _audioContextInitialized;
  93016. private _muteButton;
  93017. private _hostElement;
  93018. /**
  93019. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  93020. */
  93021. canUseWebAudio: boolean;
  93022. /**
  93023. * The master gain node defines the global audio volume of your audio engine.
  93024. */
  93025. masterGain: GainNode;
  93026. /**
  93027. * Defines if Babylon should emit a warning if WebAudio is not supported.
  93028. * @ignoreNaming
  93029. */
  93030. WarnedWebAudioUnsupported: boolean;
  93031. /**
  93032. * Gets whether or not mp3 are supported by your browser.
  93033. */
  93034. isMP3supported: boolean;
  93035. /**
  93036. * Gets whether or not ogg are supported by your browser.
  93037. */
  93038. isOGGsupported: boolean;
  93039. /**
  93040. * Gets whether audio has been unlocked on the device.
  93041. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  93042. * a user interaction has happened.
  93043. */
  93044. unlocked: boolean;
  93045. /**
  93046. * Defines if the audio engine relies on a custom unlocked button.
  93047. * In this case, the embedded button will not be displayed.
  93048. */
  93049. useCustomUnlockedButton: boolean;
  93050. /**
  93051. * Event raised when audio has been unlocked on the browser.
  93052. */
  93053. onAudioUnlockedObservable: Observable<AudioEngine>;
  93054. /**
  93055. * Event raised when audio has been locked on the browser.
  93056. */
  93057. onAudioLockedObservable: Observable<AudioEngine>;
  93058. /**
  93059. * Gets the current AudioContext if available.
  93060. */
  93061. readonly audioContext: Nullable<AudioContext>;
  93062. private _connectedAnalyser;
  93063. /**
  93064. * Instantiates a new audio engine.
  93065. *
  93066. * There should be only one per page as some browsers restrict the number
  93067. * of audio contexts you can create.
  93068. * @param hostElement defines the host element where to display the mute icon if necessary
  93069. */
  93070. constructor(hostElement?: Nullable<HTMLElement>);
  93071. /**
  93072. * Flags the audio engine in Locked state.
  93073. * This happens due to new browser policies preventing audio to autoplay.
  93074. */
  93075. lock(): void;
  93076. /**
  93077. * Unlocks the audio engine once a user action has been done on the dom.
  93078. * This is helpful to resume play once browser policies have been satisfied.
  93079. */
  93080. unlock(): void;
  93081. private _resumeAudioContext;
  93082. private _initializeAudioContext;
  93083. private _tryToRun;
  93084. private _triggerRunningState;
  93085. private _triggerSuspendedState;
  93086. private _displayMuteButton;
  93087. private _moveButtonToTopLeft;
  93088. private _onResize;
  93089. private _hideMuteButton;
  93090. /**
  93091. * Destroy and release the resources associated with the audio ccontext.
  93092. */
  93093. dispose(): void;
  93094. /**
  93095. * Gets the global volume sets on the master gain.
  93096. * @returns the global volume if set or -1 otherwise
  93097. */
  93098. getGlobalVolume(): number;
  93099. /**
  93100. * Sets the global volume of your experience (sets on the master gain).
  93101. * @param newVolume Defines the new global volume of the application
  93102. */
  93103. setGlobalVolume(newVolume: number): void;
  93104. /**
  93105. * Connect the audio engine to an audio analyser allowing some amazing
  93106. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  93107. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  93108. * @param analyser The analyser to connect to the engine
  93109. */
  93110. connectToAnalyser(analyser: Analyser): void;
  93111. }
  93112. }
  93113. declare module BABYLON {
  93114. /**
  93115. * Interface used to present a loading screen while loading a scene
  93116. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  93117. */
  93118. export interface ILoadingScreen {
  93119. /**
  93120. * Function called to display the loading screen
  93121. */
  93122. displayLoadingUI: () => void;
  93123. /**
  93124. * Function called to hide the loading screen
  93125. */
  93126. hideLoadingUI: () => void;
  93127. /**
  93128. * Gets or sets the color to use for the background
  93129. */
  93130. loadingUIBackgroundColor: string;
  93131. /**
  93132. * Gets or sets the text to display while loading
  93133. */
  93134. loadingUIText: string;
  93135. }
  93136. /**
  93137. * Class used for the default loading screen
  93138. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  93139. */
  93140. export class DefaultLoadingScreen implements ILoadingScreen {
  93141. private _renderingCanvas;
  93142. private _loadingText;
  93143. private _loadingDivBackgroundColor;
  93144. private _loadingDiv;
  93145. private _loadingTextDiv;
  93146. /** Gets or sets the logo url to use for the default loading screen */
  93147. static DefaultLogoUrl: string;
  93148. /** Gets or sets the spinner url to use for the default loading screen */
  93149. static DefaultSpinnerUrl: string;
  93150. /**
  93151. * Creates a new default loading screen
  93152. * @param _renderingCanvas defines the canvas used to render the scene
  93153. * @param _loadingText defines the default text to display
  93154. * @param _loadingDivBackgroundColor defines the default background color
  93155. */
  93156. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  93157. /**
  93158. * Function called to display the loading screen
  93159. */
  93160. displayLoadingUI(): void;
  93161. /**
  93162. * Function called to hide the loading screen
  93163. */
  93164. hideLoadingUI(): void;
  93165. /**
  93166. * Gets or sets the text to display while loading
  93167. */
  93168. loadingUIText: string;
  93169. /**
  93170. * Gets or sets the color to use for the background
  93171. */
  93172. loadingUIBackgroundColor: string;
  93173. private _resizeLoadingUI;
  93174. }
  93175. }
  93176. declare module BABYLON {
  93177. /** @hidden */
  93178. export class WebGLPipelineContext implements IPipelineContext {
  93179. engine: Engine;
  93180. program: Nullable<WebGLProgram>;
  93181. context?: WebGLRenderingContext;
  93182. vertexShader?: WebGLShader;
  93183. fragmentShader?: WebGLShader;
  93184. isParallelCompiled: boolean;
  93185. onCompiled?: () => void;
  93186. transformFeedback?: WebGLTransformFeedback | null;
  93187. readonly isAsync: boolean;
  93188. readonly isReady: boolean;
  93189. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  93190. }
  93191. }
  93192. declare module BABYLON {
  93193. /** @hidden */
  93194. export class WebGLDataBuffer extends DataBuffer {
  93195. private _buffer;
  93196. constructor(resource: WebGLBuffer);
  93197. readonly underlyingResource: any;
  93198. }
  93199. }
  93200. declare module BABYLON {
  93201. /** @hidden */
  93202. export class WebGL2ShaderProcessor implements IShaderProcessor {
  93203. attributeProcessor(attribute: string): string;
  93204. varyingProcessor(varying: string, isFragment: boolean): string;
  93205. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  93206. }
  93207. }
  93208. declare module BABYLON {
  93209. /**
  93210. * This class is used to track a performance counter which is number based.
  93211. * The user has access to many properties which give statistics of different nature.
  93212. *
  93213. * The implementer can track two kinds of Performance Counter: time and count.
  93214. * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.
  93215. * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.
  93216. */
  93217. export class PerfCounter {
  93218. /**
  93219. * Gets or sets a global boolean to turn on and off all the counters
  93220. */
  93221. static Enabled: boolean;
  93222. /**
  93223. * Returns the smallest value ever
  93224. */
  93225. readonly min: number;
  93226. /**
  93227. * Returns the biggest value ever
  93228. */
  93229. readonly max: number;
  93230. /**
  93231. * Returns the average value since the performance counter is running
  93232. */
  93233. readonly average: number;
  93234. /**
  93235. * Returns the average value of the last second the counter was monitored
  93236. */
  93237. readonly lastSecAverage: number;
  93238. /**
  93239. * Returns the current value
  93240. */
  93241. readonly current: number;
  93242. /**
  93243. * Gets the accumulated total
  93244. */
  93245. readonly total: number;
  93246. /**
  93247. * Gets the total value count
  93248. */
  93249. readonly count: number;
  93250. /**
  93251. * Creates a new counter
  93252. */
  93253. constructor();
  93254. /**
  93255. * Call this method to start monitoring a new frame.
  93256. * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
  93257. */
  93258. fetchNewFrame(): void;
  93259. /**
  93260. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  93261. * @param newCount the count value to add to the monitored count
  93262. * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.
  93263. */
  93264. addCount(newCount: number, fetchResult: boolean): void;
  93265. /**
  93266. * Start monitoring this performance counter
  93267. */
  93268. beginMonitoring(): void;
  93269. /**
  93270. * Compute the time lapsed since the previous beginMonitoring() call.
  93271. * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
  93272. */
  93273. endMonitoring(newFrame?: boolean): void;
  93274. private _fetchResult;
  93275. private _startMonitoringTime;
  93276. private _min;
  93277. private _max;
  93278. private _average;
  93279. private _current;
  93280. private _totalValueCount;
  93281. private _totalAccumulated;
  93282. private _lastSecAverage;
  93283. private _lastSecAccumulated;
  93284. private _lastSecTime;
  93285. private _lastSecValueCount;
  93286. }
  93287. }
  93288. declare module BABYLON {
  93289. /**
  93290. * Interface for any object that can request an animation frame
  93291. */
  93292. export interface ICustomAnimationFrameRequester {
  93293. /**
  93294. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  93295. */
  93296. renderFunction?: Function;
  93297. /**
  93298. * Called to request the next frame to render to
  93299. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  93300. */
  93301. requestAnimationFrame: Function;
  93302. /**
  93303. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  93304. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  93305. */
  93306. requestID?: number;
  93307. }
  93308. }
  93309. declare module BABYLON {
  93310. /**
  93311. * Settings for finer control over video usage
  93312. */
  93313. export interface VideoTextureSettings {
  93314. /**
  93315. * Applies `autoplay` to video, if specified
  93316. */
  93317. autoPlay?: boolean;
  93318. /**
  93319. * Applies `loop` to video, if specified
  93320. */
  93321. loop?: boolean;
  93322. /**
  93323. * Automatically updates internal texture from video at every frame in the render loop
  93324. */
  93325. autoUpdateTexture: boolean;
  93326. /**
  93327. * Image src displayed during the video loading or until the user interacts with the video.
  93328. */
  93329. poster?: string;
  93330. }
  93331. /**
  93332. * If you want to display a video in your scene, this is the special texture for that.
  93333. * This special texture works similar to other textures, with the exception of a few parameters.
  93334. * @see https://doc.babylonjs.com/how_to/video_texture
  93335. */
  93336. export class VideoTexture extends Texture {
  93337. /**
  93338. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  93339. */
  93340. readonly autoUpdateTexture: boolean;
  93341. /**
  93342. * The video instance used by the texture internally
  93343. */
  93344. readonly video: HTMLVideoElement;
  93345. private _onUserActionRequestedObservable;
  93346. /**
  93347. * Event triggerd when a dom action is required by the user to play the video.
  93348. * This happens due to recent changes in browser policies preventing video to auto start.
  93349. */
  93350. readonly onUserActionRequestedObservable: Observable<Texture>;
  93351. private _generateMipMaps;
  93352. private _engine;
  93353. private _stillImageCaptured;
  93354. private _displayingPosterTexture;
  93355. private _settings;
  93356. private _createInternalTextureOnEvent;
  93357. /**
  93358. * Creates a video texture.
  93359. * If you want to display a video in your scene, this is the special texture for that.
  93360. * This special texture works similar to other textures, with the exception of a few parameters.
  93361. * @see https://doc.babylonjs.com/how_to/video_texture
  93362. * @param name optional name, will detect from video source, if not defined
  93363. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  93364. * @param scene is obviously the current scene.
  93365. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  93366. * @param invertY is false by default but can be used to invert video on Y axis
  93367. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  93368. * @param settings allows finer control over video usage
  93369. */
  93370. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  93371. private _getName;
  93372. private _getVideo;
  93373. private _createInternalTexture;
  93374. private reset;
  93375. /**
  93376. * @hidden Internal method to initiate `update`.
  93377. */
  93378. _rebuild(): void;
  93379. /**
  93380. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  93381. */
  93382. update(): void;
  93383. /**
  93384. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  93385. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  93386. */
  93387. updateTexture(isVisible: boolean): void;
  93388. protected _updateInternalTexture: () => void;
  93389. /**
  93390. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  93391. * @param url New url.
  93392. */
  93393. updateURL(url: string): void;
  93394. /**
  93395. * Dispose the texture and release its associated resources.
  93396. */
  93397. dispose(): void;
  93398. /**
  93399. * Creates a video texture straight from a stream.
  93400. * @param scene Define the scene the texture should be created in
  93401. * @param stream Define the stream the texture should be created from
  93402. * @returns The created video texture as a promise
  93403. */
  93404. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  93405. /**
  93406. * Creates a video texture straight from your WebCam video feed.
  93407. * @param scene Define the scene the texture should be created in
  93408. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  93409. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  93410. * @returns The created video texture as a promise
  93411. */
  93412. static CreateFromWebCamAsync(scene: Scene, constraints: {
  93413. minWidth: number;
  93414. maxWidth: number;
  93415. minHeight: number;
  93416. maxHeight: number;
  93417. deviceId: string;
  93418. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  93419. /**
  93420. * Creates a video texture straight from your WebCam video feed.
  93421. * @param scene Define the scene the texture should be created in
  93422. * @param onReady Define a callback to triggered once the texture will be ready
  93423. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  93424. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  93425. */
  93426. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  93427. minWidth: number;
  93428. maxWidth: number;
  93429. minHeight: number;
  93430. maxHeight: number;
  93431. deviceId: string;
  93432. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  93433. }
  93434. }
  93435. declare module BABYLON {
  93436. /**
  93437. * Defines the interface used by objects containing a viewport (like a camera)
  93438. */
  93439. interface IViewportOwnerLike {
  93440. /**
  93441. * Gets or sets the viewport
  93442. */
  93443. viewport: IViewportLike;
  93444. }
  93445. /**
  93446. * Interface for attribute information associated with buffer instanciation
  93447. */
  93448. export class InstancingAttributeInfo {
  93449. /**
  93450. * Index/offset of the attribute in the vertex shader
  93451. */
  93452. index: number;
  93453. /**
  93454. * size of the attribute, 1, 2, 3 or 4
  93455. */
  93456. attributeSize: number;
  93457. /**
  93458. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  93459. * default is FLOAT
  93460. */
  93461. attribyteType: number;
  93462. /**
  93463. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  93464. */
  93465. normalized: boolean;
  93466. /**
  93467. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  93468. */
  93469. offset: number;
  93470. /**
  93471. * Name of the GLSL attribute, for debugging purpose only
  93472. */
  93473. attributeName: string;
  93474. }
  93475. /**
  93476. * Define options used to create a depth texture
  93477. */
  93478. export class DepthTextureCreationOptions {
  93479. /** Specifies whether or not a stencil should be allocated in the texture */
  93480. generateStencil?: boolean;
  93481. /** Specifies whether or not bilinear filtering is enable on the texture */
  93482. bilinearFiltering?: boolean;
  93483. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  93484. comparisonFunction?: number;
  93485. /** Specifies if the created texture is a cube texture */
  93486. isCube?: boolean;
  93487. }
  93488. /**
  93489. * Class used to describe the capabilities of the engine relatively to the current browser
  93490. */
  93491. export class EngineCapabilities {
  93492. /** Maximum textures units per fragment shader */
  93493. maxTexturesImageUnits: number;
  93494. /** Maximum texture units per vertex shader */
  93495. maxVertexTextureImageUnits: number;
  93496. /** Maximum textures units in the entire pipeline */
  93497. maxCombinedTexturesImageUnits: number;
  93498. /** Maximum texture size */
  93499. maxTextureSize: number;
  93500. /** Maximum cube texture size */
  93501. maxCubemapTextureSize: number;
  93502. /** Maximum render texture size */
  93503. maxRenderTextureSize: number;
  93504. /** Maximum number of vertex attributes */
  93505. maxVertexAttribs: number;
  93506. /** Maximum number of varyings */
  93507. maxVaryingVectors: number;
  93508. /** Maximum number of uniforms per vertex shader */
  93509. maxVertexUniformVectors: number;
  93510. /** Maximum number of uniforms per fragment shader */
  93511. maxFragmentUniformVectors: number;
  93512. /** Defines if standard derivates (dx/dy) are supported */
  93513. standardDerivatives: boolean;
  93514. /** Defines if s3tc texture compression is supported */
  93515. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  93516. /** Defines if pvrtc texture compression is supported */
  93517. pvrtc: any;
  93518. /** Defines if etc1 texture compression is supported */
  93519. etc1: any;
  93520. /** Defines if etc2 texture compression is supported */
  93521. etc2: any;
  93522. /** Defines if astc texture compression is supported */
  93523. astc: any;
  93524. /** Defines if float textures are supported */
  93525. textureFloat: boolean;
  93526. /** Defines if vertex array objects are supported */
  93527. vertexArrayObject: boolean;
  93528. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  93529. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  93530. /** Gets the maximum level of anisotropy supported */
  93531. maxAnisotropy: number;
  93532. /** Defines if instancing is supported */
  93533. instancedArrays: boolean;
  93534. /** Defines if 32 bits indices are supported */
  93535. uintIndices: boolean;
  93536. /** Defines if high precision shaders are supported */
  93537. highPrecisionShaderSupported: boolean;
  93538. /** Defines if depth reading in the fragment shader is supported */
  93539. fragmentDepthSupported: boolean;
  93540. /** Defines if float texture linear filtering is supported*/
  93541. textureFloatLinearFiltering: boolean;
  93542. /** Defines if rendering to float textures is supported */
  93543. textureFloatRender: boolean;
  93544. /** Defines if half float textures are supported*/
  93545. textureHalfFloat: boolean;
  93546. /** Defines if half float texture linear filtering is supported*/
  93547. textureHalfFloatLinearFiltering: boolean;
  93548. /** Defines if rendering to half float textures is supported */
  93549. textureHalfFloatRender: boolean;
  93550. /** Defines if textureLOD shader command is supported */
  93551. textureLOD: boolean;
  93552. /** Defines if draw buffers extension is supported */
  93553. drawBuffersExtension: boolean;
  93554. /** Defines if depth textures are supported */
  93555. depthTextureExtension: boolean;
  93556. /** Defines if float color buffer are supported */
  93557. colorBufferFloat: boolean;
  93558. /** Gets disjoint timer query extension (null if not supported) */
  93559. timerQuery: EXT_disjoint_timer_query;
  93560. /** Defines if timestamp can be used with timer query */
  93561. canUseTimestampForTimerQuery: boolean;
  93562. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  93563. multiview: any;
  93564. /** Function used to let the system compiles shaders in background */
  93565. parallelShaderCompile: {
  93566. COMPLETION_STATUS_KHR: number;
  93567. };
  93568. }
  93569. /** Interface defining initialization parameters for Engine class */
  93570. export interface EngineOptions extends WebGLContextAttributes {
  93571. /**
  93572. * Defines if the engine should no exceed a specified device ratio
  93573. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  93574. */
  93575. limitDeviceRatio?: number;
  93576. /**
  93577. * Defines if webvr should be enabled automatically
  93578. * @see http://doc.babylonjs.com/how_to/webvr_camera
  93579. */
  93580. autoEnableWebVR?: boolean;
  93581. /**
  93582. * Defines if webgl2 should be turned off even if supported
  93583. * @see http://doc.babylonjs.com/features/webgl2
  93584. */
  93585. disableWebGL2Support?: boolean;
  93586. /**
  93587. * Defines if webaudio should be initialized as well
  93588. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93589. */
  93590. audioEngine?: boolean;
  93591. /**
  93592. * Defines if animations should run using a deterministic lock step
  93593. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  93594. */
  93595. deterministicLockstep?: boolean;
  93596. /** Defines the maximum steps to use with deterministic lock step mode */
  93597. lockstepMaxSteps?: number;
  93598. /**
  93599. * Defines that engine should ignore context lost events
  93600. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  93601. */
  93602. doNotHandleContextLost?: boolean;
  93603. /**
  93604. * Defines that engine should ignore modifying touch action attribute and style
  93605. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  93606. */
  93607. doNotHandleTouchAction?: boolean;
  93608. /**
  93609. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  93610. */
  93611. useHighPrecisionFloats?: boolean;
  93612. }
  93613. /**
  93614. * Defines the interface used by display changed events
  93615. */
  93616. export interface IDisplayChangedEventArgs {
  93617. /** Gets the vrDisplay object (if any) */
  93618. vrDisplay: Nullable<any>;
  93619. /** Gets a boolean indicating if webVR is supported */
  93620. vrSupported: boolean;
  93621. }
  93622. /**
  93623. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  93624. */
  93625. export class Engine {
  93626. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  93627. static ExceptionList: ({
  93628. key: string;
  93629. capture: string;
  93630. captureConstraint: number;
  93631. targets: string[];
  93632. } | {
  93633. key: string;
  93634. capture: null;
  93635. captureConstraint: null;
  93636. targets: string[];
  93637. })[];
  93638. /** Gets the list of created engines */
  93639. static readonly Instances: Engine[];
  93640. /**
  93641. * Gets the latest created engine
  93642. */
  93643. static readonly LastCreatedEngine: Nullable<Engine>;
  93644. /**
  93645. * Gets the latest created scene
  93646. */
  93647. static readonly LastCreatedScene: Nullable<Scene>;
  93648. /**
  93649. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  93650. * @param flag defines which part of the materials must be marked as dirty
  93651. * @param predicate defines a predicate used to filter which materials should be affected
  93652. */
  93653. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  93654. /** @hidden */
  93655. static _TextureLoaders: IInternalTextureLoader[];
  93656. /** Defines that alpha blending is disabled */
  93657. static readonly ALPHA_DISABLE: number;
  93658. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  93659. static readonly ALPHA_ADD: number;
  93660. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  93661. static readonly ALPHA_COMBINE: number;
  93662. /** Defines that alpha blending to DEST - SRC * DEST */
  93663. static readonly ALPHA_SUBTRACT: number;
  93664. /** Defines that alpha blending to SRC * DEST */
  93665. static readonly ALPHA_MULTIPLY: number;
  93666. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  93667. static readonly ALPHA_MAXIMIZED: number;
  93668. /** Defines that alpha blending to SRC + DEST */
  93669. static readonly ALPHA_ONEONE: number;
  93670. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  93671. static readonly ALPHA_PREMULTIPLIED: number;
  93672. /**
  93673. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  93674. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  93675. */
  93676. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  93677. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  93678. static readonly ALPHA_INTERPOLATE: number;
  93679. /**
  93680. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  93681. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  93682. */
  93683. static readonly ALPHA_SCREENMODE: number;
  93684. /** Defines that the ressource is not delayed*/
  93685. static readonly DELAYLOADSTATE_NONE: number;
  93686. /** Defines that the ressource was successfully delay loaded */
  93687. static readonly DELAYLOADSTATE_LOADED: number;
  93688. /** Defines that the ressource is currently delay loading */
  93689. static readonly DELAYLOADSTATE_LOADING: number;
  93690. /** Defines that the ressource is delayed and has not started loading */
  93691. static readonly DELAYLOADSTATE_NOTLOADED: number;
  93692. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  93693. static readonly NEVER: number;
  93694. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  93695. static readonly ALWAYS: number;
  93696. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  93697. static readonly LESS: number;
  93698. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  93699. static readonly EQUAL: number;
  93700. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  93701. static readonly LEQUAL: number;
  93702. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  93703. static readonly GREATER: number;
  93704. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  93705. static readonly GEQUAL: number;
  93706. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  93707. static readonly NOTEQUAL: number;
  93708. /** Passed to stencilOperation to specify that stencil value must be kept */
  93709. static readonly KEEP: number;
  93710. /** Passed to stencilOperation to specify that stencil value must be replaced */
  93711. static readonly REPLACE: number;
  93712. /** Passed to stencilOperation to specify that stencil value must be incremented */
  93713. static readonly INCR: number;
  93714. /** Passed to stencilOperation to specify that stencil value must be decremented */
  93715. static readonly DECR: number;
  93716. /** Passed to stencilOperation to specify that stencil value must be inverted */
  93717. static readonly INVERT: number;
  93718. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  93719. static readonly INCR_WRAP: number;
  93720. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  93721. static readonly DECR_WRAP: number;
  93722. /** Texture is not repeating outside of 0..1 UVs */
  93723. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  93724. /** Texture is repeating outside of 0..1 UVs */
  93725. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  93726. /** Texture is repeating and mirrored */
  93727. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  93728. /** ALPHA */
  93729. static readonly TEXTUREFORMAT_ALPHA: number;
  93730. /** LUMINANCE */
  93731. static readonly TEXTUREFORMAT_LUMINANCE: number;
  93732. /** LUMINANCE_ALPHA */
  93733. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  93734. /** RGB */
  93735. static readonly TEXTUREFORMAT_RGB: number;
  93736. /** RGBA */
  93737. static readonly TEXTUREFORMAT_RGBA: number;
  93738. /** RED */
  93739. static readonly TEXTUREFORMAT_RED: number;
  93740. /** RED (2nd reference) */
  93741. static readonly TEXTUREFORMAT_R: number;
  93742. /** RG */
  93743. static readonly TEXTUREFORMAT_RG: number;
  93744. /** RED_INTEGER */
  93745. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  93746. /** RED_INTEGER (2nd reference) */
  93747. static readonly TEXTUREFORMAT_R_INTEGER: number;
  93748. /** RG_INTEGER */
  93749. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  93750. /** RGB_INTEGER */
  93751. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  93752. /** RGBA_INTEGER */
  93753. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  93754. /** UNSIGNED_BYTE */
  93755. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  93756. /** UNSIGNED_BYTE (2nd reference) */
  93757. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  93758. /** FLOAT */
  93759. static readonly TEXTURETYPE_FLOAT: number;
  93760. /** HALF_FLOAT */
  93761. static readonly TEXTURETYPE_HALF_FLOAT: number;
  93762. /** BYTE */
  93763. static readonly TEXTURETYPE_BYTE: number;
  93764. /** SHORT */
  93765. static readonly TEXTURETYPE_SHORT: number;
  93766. /** UNSIGNED_SHORT */
  93767. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  93768. /** INT */
  93769. static readonly TEXTURETYPE_INT: number;
  93770. /** UNSIGNED_INT */
  93771. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  93772. /** UNSIGNED_SHORT_4_4_4_4 */
  93773. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  93774. /** UNSIGNED_SHORT_5_5_5_1 */
  93775. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  93776. /** UNSIGNED_SHORT_5_6_5 */
  93777. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  93778. /** UNSIGNED_INT_2_10_10_10_REV */
  93779. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  93780. /** UNSIGNED_INT_24_8 */
  93781. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  93782. /** UNSIGNED_INT_10F_11F_11F_REV */
  93783. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  93784. /** UNSIGNED_INT_5_9_9_9_REV */
  93785. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  93786. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  93787. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  93788. /** nearest is mag = nearest and min = nearest and mip = linear */
  93789. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  93790. /** Bilinear is mag = linear and min = linear and mip = nearest */
  93791. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  93792. /** Trilinear is mag = linear and min = linear and mip = linear */
  93793. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  93794. /** nearest is mag = nearest and min = nearest and mip = linear */
  93795. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  93796. /** Bilinear is mag = linear and min = linear and mip = nearest */
  93797. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  93798. /** Trilinear is mag = linear and min = linear and mip = linear */
  93799. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  93800. /** mag = nearest and min = nearest and mip = nearest */
  93801. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  93802. /** mag = nearest and min = linear and mip = nearest */
  93803. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  93804. /** mag = nearest and min = linear and mip = linear */
  93805. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  93806. /** mag = nearest and min = linear and mip = none */
  93807. static readonly TEXTURE_NEAREST_LINEAR: number;
  93808. /** mag = nearest and min = nearest and mip = none */
  93809. static readonly TEXTURE_NEAREST_NEAREST: number;
  93810. /** mag = linear and min = nearest and mip = nearest */
  93811. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  93812. /** mag = linear and min = nearest and mip = linear */
  93813. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  93814. /** mag = linear and min = linear and mip = none */
  93815. static readonly TEXTURE_LINEAR_LINEAR: number;
  93816. /** mag = linear and min = nearest and mip = none */
  93817. static readonly TEXTURE_LINEAR_NEAREST: number;
  93818. /** Explicit coordinates mode */
  93819. static readonly TEXTURE_EXPLICIT_MODE: number;
  93820. /** Spherical coordinates mode */
  93821. static readonly TEXTURE_SPHERICAL_MODE: number;
  93822. /** Planar coordinates mode */
  93823. static readonly TEXTURE_PLANAR_MODE: number;
  93824. /** Cubic coordinates mode */
  93825. static readonly TEXTURE_CUBIC_MODE: number;
  93826. /** Projection coordinates mode */
  93827. static readonly TEXTURE_PROJECTION_MODE: number;
  93828. /** Skybox coordinates mode */
  93829. static readonly TEXTURE_SKYBOX_MODE: number;
  93830. /** Inverse Cubic coordinates mode */
  93831. static readonly TEXTURE_INVCUBIC_MODE: number;
  93832. /** Equirectangular coordinates mode */
  93833. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  93834. /** Equirectangular Fixed coordinates mode */
  93835. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  93836. /** Equirectangular Fixed Mirrored coordinates mode */
  93837. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  93838. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  93839. static readonly SCALEMODE_FLOOR: number;
  93840. /** Defines that texture rescaling will look for the nearest power of 2 size */
  93841. static readonly SCALEMODE_NEAREST: number;
  93842. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  93843. static readonly SCALEMODE_CEILING: number;
  93844. /**
  93845. * Returns the current npm package of the sdk
  93846. */
  93847. static readonly NpmPackage: string;
  93848. /**
  93849. * Returns the current version of the framework
  93850. */
  93851. static readonly Version: string;
  93852. /**
  93853. * Returns a string describing the current engine
  93854. */
  93855. readonly description: string;
  93856. /**
  93857. * Gets or sets the epsilon value used by collision engine
  93858. */
  93859. static CollisionsEpsilon: number;
  93860. /**
  93861. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  93862. */
  93863. static ShadersRepository: string;
  93864. /**
  93865. * Method called to create the default loading screen.
  93866. * This can be overriden in your own app.
  93867. * @param canvas The rendering canvas element
  93868. * @returns The loading screen
  93869. */
  93870. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  93871. /**
  93872. * Method called to create the default rescale post process on each engine.
  93873. */
  93874. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  93875. /** @hidden */
  93876. _shaderProcessor: IShaderProcessor;
  93877. /**
  93878. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  93879. */
  93880. forcePOTTextures: boolean;
  93881. /**
  93882. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  93883. */
  93884. isFullscreen: boolean;
  93885. /**
  93886. * Gets a boolean indicating if the pointer is currently locked
  93887. */
  93888. isPointerLock: boolean;
  93889. /**
  93890. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  93891. */
  93892. cullBackFaces: boolean;
  93893. /**
  93894. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  93895. */
  93896. renderEvenInBackground: boolean;
  93897. /**
  93898. * Gets or sets a boolean indicating that cache can be kept between frames
  93899. */
  93900. preventCacheWipeBetweenFrames: boolean;
  93901. /**
  93902. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  93903. **/
  93904. enableOfflineSupport: boolean;
  93905. /**
  93906. * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)
  93907. **/
  93908. disableManifestCheck: boolean;
  93909. /**
  93910. * Gets the list of created scenes
  93911. */
  93912. scenes: Scene[];
  93913. /**
  93914. * Event raised when a new scene is created
  93915. */
  93916. onNewSceneAddedObservable: Observable<Scene>;
  93917. /**
  93918. * Gets the list of created postprocesses
  93919. */
  93920. postProcesses: PostProcess[];
  93921. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  93922. validateShaderPrograms: boolean;
  93923. /**
  93924. * Observable event triggered each time the rendering canvas is resized
  93925. */
  93926. onResizeObservable: Observable<Engine>;
  93927. /**
  93928. * Observable event triggered each time the canvas loses focus
  93929. */
  93930. onCanvasBlurObservable: Observable<Engine>;
  93931. /**
  93932. * Observable event triggered each time the canvas gains focus
  93933. */
  93934. onCanvasFocusObservable: Observable<Engine>;
  93935. /**
  93936. * Observable event triggered each time the canvas receives pointerout event
  93937. */
  93938. onCanvasPointerOutObservable: Observable<PointerEvent>;
  93939. /**
  93940. * Observable event triggered before each texture is initialized
  93941. */
  93942. onBeforeTextureInitObservable: Observable<Texture>;
  93943. /**
  93944. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  93945. */
  93946. disableUniformBuffers: boolean;
  93947. /** @hidden */
  93948. _uniformBuffers: UniformBuffer[];
  93949. /**
  93950. * Gets a boolean indicating that the engine supports uniform buffers
  93951. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  93952. */
  93953. readonly supportsUniformBuffers: boolean;
  93954. /**
  93955. * Observable raised when the engine begins a new frame
  93956. */
  93957. onBeginFrameObservable: Observable<Engine>;
  93958. /**
  93959. * If set, will be used to request the next animation frame for the render loop
  93960. */
  93961. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  93962. /**
  93963. * Observable raised when the engine ends the current frame
  93964. */
  93965. onEndFrameObservable: Observable<Engine>;
  93966. /**
  93967. * Observable raised when the engine is about to compile a shader
  93968. */
  93969. onBeforeShaderCompilationObservable: Observable<Engine>;
  93970. /**
  93971. * Observable raised when the engine has jsut compiled a shader
  93972. */
  93973. onAfterShaderCompilationObservable: Observable<Engine>;
  93974. /** @hidden */
  93975. _gl: WebGLRenderingContext;
  93976. private _renderingCanvas;
  93977. private _windowIsBackground;
  93978. private _webGLVersion;
  93979. protected _highPrecisionShadersAllowed: boolean;
  93980. /** @hidden */
  93981. readonly _shouldUseHighPrecisionShader: boolean;
  93982. /**
  93983. * Gets a boolean indicating that only power of 2 textures are supported
  93984. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  93985. */
  93986. readonly needPOTTextures: boolean;
  93987. /** @hidden */
  93988. _badOS: boolean;
  93989. /** @hidden */
  93990. _badDesktopOS: boolean;
  93991. /**
  93992. * Gets the audio engine
  93993. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93994. * @ignorenaming
  93995. */
  93996. static audioEngine: IAudioEngine;
  93997. /**
  93998. * Default AudioEngine factory responsible of creating the Audio Engine.
  93999. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  94000. */
  94001. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  94002. /**
  94003. * Default offline support factory responsible of creating a tool used to store data locally.
  94004. * By default, this will create a Database object if the workload has been embedded.
  94005. */
  94006. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  94007. private _onFocus;
  94008. private _onBlur;
  94009. private _onCanvasPointerOut;
  94010. private _onCanvasBlur;
  94011. private _onCanvasFocus;
  94012. private _onFullscreenChange;
  94013. private _onPointerLockChange;
  94014. private _hardwareScalingLevel;
  94015. /** @hidden */
  94016. _caps: EngineCapabilities;
  94017. private _pointerLockRequested;
  94018. private _isStencilEnable;
  94019. private _colorWrite;
  94020. private _loadingScreen;
  94021. /** @hidden */
  94022. _drawCalls: PerfCounter;
  94023. private _glVersion;
  94024. private _glRenderer;
  94025. private _glVendor;
  94026. private _videoTextureSupported;
  94027. private _renderingQueueLaunched;
  94028. private _activeRenderLoops;
  94029. private _deterministicLockstep;
  94030. private _lockstepMaxSteps;
  94031. /**
  94032. * Observable signaled when a context lost event is raised
  94033. */
  94034. onContextLostObservable: Observable<Engine>;
  94035. /**
  94036. * Observable signaled when a context restored event is raised
  94037. */
  94038. onContextRestoredObservable: Observable<Engine>;
  94039. private _onContextLost;
  94040. private _onContextRestored;
  94041. private _contextWasLost;
  94042. /** @hidden */
  94043. _doNotHandleContextLost: boolean;
  94044. /**
  94045. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  94046. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  94047. */
  94048. doNotHandleContextLost: boolean;
  94049. private _performanceMonitor;
  94050. private _fps;
  94051. private _deltaTime;
  94052. /**
  94053. * Turn this value on if you want to pause FPS computation when in background
  94054. */
  94055. disablePerformanceMonitorInBackground: boolean;
  94056. /**
  94057. * Gets the performance monitor attached to this engine
  94058. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  94059. */
  94060. readonly performanceMonitor: PerformanceMonitor;
  94061. /**
  94062. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  94063. */
  94064. disableVertexArrayObjects: boolean;
  94065. /** @hidden */
  94066. protected _depthCullingState: _DepthCullingState;
  94067. /** @hidden */
  94068. protected _stencilState: _StencilState;
  94069. /** @hidden */
  94070. protected _alphaState: _AlphaState;
  94071. /** @hidden */
  94072. protected _alphaMode: number;
  94073. /** @hidden */
  94074. _internalTexturesCache: InternalTexture[];
  94075. /** @hidden */
  94076. protected _activeChannel: number;
  94077. private _currentTextureChannel;
  94078. /** @hidden */
  94079. protected _boundTexturesCache: {
  94080. [key: string]: Nullable<InternalTexture>;
  94081. };
  94082. /** @hidden */
  94083. protected _currentEffect: Nullable<Effect>;
  94084. /** @hidden */
  94085. protected _currentProgram: Nullable<WebGLProgram>;
  94086. private _compiledEffects;
  94087. private _vertexAttribArraysEnabled;
  94088. /** @hidden */
  94089. protected _cachedViewport: Nullable<IViewportLike>;
  94090. private _cachedVertexArrayObject;
  94091. /** @hidden */
  94092. protected _cachedVertexBuffers: any;
  94093. /** @hidden */
  94094. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  94095. /** @hidden */
  94096. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  94097. /** @hidden */
  94098. _currentRenderTarget: Nullable<InternalTexture>;
  94099. private _uintIndicesCurrentlySet;
  94100. private _currentBoundBuffer;
  94101. /** @hidden */
  94102. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  94103. private _currentBufferPointers;
  94104. private _currentInstanceLocations;
  94105. private _currentInstanceBuffers;
  94106. private _textureUnits;
  94107. /** @hidden */
  94108. _workingCanvas: Nullable<HTMLCanvasElement>;
  94109. /** @hidden */
  94110. _workingContext: Nullable<CanvasRenderingContext2D>;
  94111. private _rescalePostProcess;
  94112. private _dummyFramebuffer;
  94113. private _externalData;
  94114. /** @hidden */
  94115. _bindedRenderFunction: any;
  94116. private _vaoRecordInProgress;
  94117. private _mustWipeVertexAttributes;
  94118. private _emptyTexture;
  94119. private _emptyCubeTexture;
  94120. private _emptyTexture3D;
  94121. /** @hidden */
  94122. _frameHandler: number;
  94123. private _nextFreeTextureSlots;
  94124. private _maxSimultaneousTextures;
  94125. private _activeRequests;
  94126. private _texturesSupported;
  94127. /** @hidden */
  94128. _textureFormatInUse: Nullable<string>;
  94129. /**
  94130. * Gets the list of texture formats supported
  94131. */
  94132. readonly texturesSupported: Array<string>;
  94133. /**
  94134. * Gets the list of texture formats in use
  94135. */
  94136. readonly textureFormatInUse: Nullable<string>;
  94137. /**
  94138. * Gets the current viewport
  94139. */
  94140. readonly currentViewport: Nullable<IViewportLike>;
  94141. /**
  94142. * Gets the default empty texture
  94143. */
  94144. readonly emptyTexture: InternalTexture;
  94145. /**
  94146. * Gets the default empty 3D texture
  94147. */
  94148. readonly emptyTexture3D: InternalTexture;
  94149. /**
  94150. * Gets the default empty cube texture
  94151. */
  94152. readonly emptyCubeTexture: InternalTexture;
  94153. /**
  94154. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  94155. */
  94156. readonly premultipliedAlpha: boolean;
  94157. /**
  94158. * Creates a new engine
  94159. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  94160. * @param antialias defines enable antialiasing (default: false)
  94161. * @param options defines further options to be sent to the getContext() function
  94162. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  94163. */
  94164. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  94165. /**
  94166. * Initializes a webVR display and starts listening to display change events
  94167. * The onVRDisplayChangedObservable will be notified upon these changes
  94168. * @returns The onVRDisplayChangedObservable
  94169. */
  94170. initWebVR(): Observable<IDisplayChangedEventArgs>;
  94171. /** @hidden */
  94172. _prepareVRComponent(): void;
  94173. /** @hidden */
  94174. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  94175. /** @hidden */
  94176. _submitVRFrame(): void;
  94177. /**
  94178. * Call this function to leave webVR mode
  94179. * Will do nothing if webVR is not supported or if there is no webVR device
  94180. * @see http://doc.babylonjs.com/how_to/webvr_camera
  94181. */
  94182. disableVR(): void;
  94183. /**
  94184. * Gets a boolean indicating that the system is in VR mode and is presenting
  94185. * @returns true if VR mode is engaged
  94186. */
  94187. isVRPresenting(): boolean;
  94188. /** @hidden */
  94189. _requestVRFrame(): void;
  94190. private _disableTouchAction;
  94191. private _rebuildInternalTextures;
  94192. private _rebuildEffects;
  94193. /**
  94194. * Gets a boolean indicating if all created effects are ready
  94195. * @returns true if all effects are ready
  94196. */
  94197. areAllEffectsReady(): boolean;
  94198. private _rebuildBuffers;
  94199. private _initGLContext;
  94200. /**
  94201. * Gets version of the current webGL context
  94202. */
  94203. readonly webGLVersion: number;
  94204. /**
  94205. * Gets a string idenfifying the name of the class
  94206. * @returns "Engine" string
  94207. */
  94208. getClassName(): string;
  94209. /**
  94210. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  94211. */
  94212. readonly isStencilEnable: boolean;
  94213. /** @hidden */
  94214. _prepareWorkingCanvas(): void;
  94215. /**
  94216. * Reset the texture cache to empty state
  94217. */
  94218. resetTextureCache(): void;
  94219. /**
  94220. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  94221. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  94222. * @returns true if engine is in deterministic lock step mode
  94223. */
  94224. isDeterministicLockStep(): boolean;
  94225. /**
  94226. * Gets the max steps when engine is running in deterministic lock step
  94227. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  94228. * @returns the max steps
  94229. */
  94230. getLockstepMaxSteps(): number;
  94231. /**
  94232. * Gets an object containing information about the current webGL context
  94233. * @returns an object containing the vender, the renderer and the version of the current webGL context
  94234. */
  94235. getGlInfo(): {
  94236. vendor: string;
  94237. renderer: string;
  94238. version: string;
  94239. };
  94240. /**
  94241. * Gets current aspect ratio
  94242. * @param viewportOwner defines the camera to use to get the aspect ratio
  94243. * @param useScreen defines if screen size must be used (or the current render target if any)
  94244. * @returns a number defining the aspect ratio
  94245. */
  94246. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  94247. /**
  94248. * Gets current screen aspect ratio
  94249. * @returns a number defining the aspect ratio
  94250. */
  94251. getScreenAspectRatio(): number;
  94252. /**
  94253. * Gets the current render width
  94254. * @param useScreen defines if screen size must be used (or the current render target if any)
  94255. * @returns a number defining the current render width
  94256. */
  94257. getRenderWidth(useScreen?: boolean): number;
  94258. /**
  94259. * Gets the current render height
  94260. * @param useScreen defines if screen size must be used (or the current render target if any)
  94261. * @returns a number defining the current render height
  94262. */
  94263. getRenderHeight(useScreen?: boolean): number;
  94264. /**
  94265. * Gets the HTML canvas attached with the current webGL context
  94266. * @returns a HTML canvas
  94267. */
  94268. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  94269. /**
  94270. * Gets host window
  94271. * @returns the host window object
  94272. */
  94273. getHostWindow(): Window;
  94274. /**
  94275. * Gets host document
  94276. * @returns the host document object
  94277. */
  94278. getHostDocument(): Document;
  94279. /**
  94280. * Gets the client rect of the HTML canvas attached with the current webGL context
  94281. * @returns a client rectanglee
  94282. */
  94283. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  94284. /**
  94285. * Defines the hardware scaling level.
  94286. * By default the hardware scaling level is computed from the window device ratio.
  94287. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  94288. * @param level defines the level to use
  94289. */
  94290. setHardwareScalingLevel(level: number): void;
  94291. /**
  94292. * Gets the current hardware scaling level.
  94293. * By default the hardware scaling level is computed from the window device ratio.
  94294. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  94295. * @returns a number indicating the current hardware scaling level
  94296. */
  94297. getHardwareScalingLevel(): number;
  94298. /**
  94299. * Gets the list of loaded textures
  94300. * @returns an array containing all loaded textures
  94301. */
  94302. getLoadedTexturesCache(): InternalTexture[];
  94303. /**
  94304. * Gets the object containing all engine capabilities
  94305. * @returns the EngineCapabilities object
  94306. */
  94307. getCaps(): EngineCapabilities;
  94308. /**
  94309. * Gets the current depth function
  94310. * @returns a number defining the depth function
  94311. */
  94312. getDepthFunction(): Nullable<number>;
  94313. /**
  94314. * Sets the current depth function
  94315. * @param depthFunc defines the function to use
  94316. */
  94317. setDepthFunction(depthFunc: number): void;
  94318. /**
  94319. * Sets the current depth function to GREATER
  94320. */
  94321. setDepthFunctionToGreater(): void;
  94322. /**
  94323. * Sets the current depth function to GEQUAL
  94324. */
  94325. setDepthFunctionToGreaterOrEqual(): void;
  94326. /**
  94327. * Sets the current depth function to LESS
  94328. */
  94329. setDepthFunctionToLess(): void;
  94330. private _cachedStencilBuffer;
  94331. private _cachedStencilFunction;
  94332. private _cachedStencilMask;
  94333. private _cachedStencilOperationPass;
  94334. private _cachedStencilOperationFail;
  94335. private _cachedStencilOperationDepthFail;
  94336. private _cachedStencilReference;
  94337. /**
  94338. * Caches the the state of the stencil buffer
  94339. */
  94340. cacheStencilState(): void;
  94341. /**
  94342. * Restores the state of the stencil buffer
  94343. */
  94344. restoreStencilState(): void;
  94345. /**
  94346. * Sets the current depth function to LEQUAL
  94347. */
  94348. setDepthFunctionToLessOrEqual(): void;
  94349. /**
  94350. * Gets a boolean indicating if stencil buffer is enabled
  94351. * @returns the current stencil buffer state
  94352. */
  94353. getStencilBuffer(): boolean;
  94354. /**
  94355. * Enable or disable the stencil buffer
  94356. * @param enable defines if the stencil buffer must be enabled or disabled
  94357. */
  94358. setStencilBuffer(enable: boolean): void;
  94359. /**
  94360. * Gets the current stencil mask
  94361. * @returns a number defining the new stencil mask to use
  94362. */
  94363. getStencilMask(): number;
  94364. /**
  94365. * Sets the current stencil mask
  94366. * @param mask defines the new stencil mask to use
  94367. */
  94368. setStencilMask(mask: number): void;
  94369. /**
  94370. * Gets the current stencil function
  94371. * @returns a number defining the stencil function to use
  94372. */
  94373. getStencilFunction(): number;
  94374. /**
  94375. * Gets the current stencil reference value
  94376. * @returns a number defining the stencil reference value to use
  94377. */
  94378. getStencilFunctionReference(): number;
  94379. /**
  94380. * Gets the current stencil mask
  94381. * @returns a number defining the stencil mask to use
  94382. */
  94383. getStencilFunctionMask(): number;
  94384. /**
  94385. * Sets the current stencil function
  94386. * @param stencilFunc defines the new stencil function to use
  94387. */
  94388. setStencilFunction(stencilFunc: number): void;
  94389. /**
  94390. * Sets the current stencil reference
  94391. * @param reference defines the new stencil reference to use
  94392. */
  94393. setStencilFunctionReference(reference: number): void;
  94394. /**
  94395. * Sets the current stencil mask
  94396. * @param mask defines the new stencil mask to use
  94397. */
  94398. setStencilFunctionMask(mask: number): void;
  94399. /**
  94400. * Gets the current stencil operation when stencil fails
  94401. * @returns a number defining stencil operation to use when stencil fails
  94402. */
  94403. getStencilOperationFail(): number;
  94404. /**
  94405. * Gets the current stencil operation when depth fails
  94406. * @returns a number defining stencil operation to use when depth fails
  94407. */
  94408. getStencilOperationDepthFail(): number;
  94409. /**
  94410. * Gets the current stencil operation when stencil passes
  94411. * @returns a number defining stencil operation to use when stencil passes
  94412. */
  94413. getStencilOperationPass(): number;
  94414. /**
  94415. * Sets the stencil operation to use when stencil fails
  94416. * @param operation defines the stencil operation to use when stencil fails
  94417. */
  94418. setStencilOperationFail(operation: number): void;
  94419. /**
  94420. * Sets the stencil operation to use when depth fails
  94421. * @param operation defines the stencil operation to use when depth fails
  94422. */
  94423. setStencilOperationDepthFail(operation: number): void;
  94424. /**
  94425. * Sets the stencil operation to use when stencil passes
  94426. * @param operation defines the stencil operation to use when stencil passes
  94427. */
  94428. setStencilOperationPass(operation: number): void;
  94429. /**
  94430. * Sets a boolean indicating if the dithering state is enabled or disabled
  94431. * @param value defines the dithering state
  94432. */
  94433. setDitheringState(value: boolean): void;
  94434. /**
  94435. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  94436. * @param value defines the rasterizer state
  94437. */
  94438. setRasterizerState(value: boolean): void;
  94439. /**
  94440. * stop executing a render loop function and remove it from the execution array
  94441. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  94442. */
  94443. stopRenderLoop(renderFunction?: () => void): void;
  94444. /** @hidden */
  94445. _renderLoop(): void;
  94446. /**
  94447. * Register and execute a render loop. The engine can have more than one render function
  94448. * @param renderFunction defines the function to continuously execute
  94449. */
  94450. runRenderLoop(renderFunction: () => void): void;
  94451. /**
  94452. * Toggle full screen mode
  94453. * @param requestPointerLock defines if a pointer lock should be requested from the user
  94454. */
  94455. switchFullscreen(requestPointerLock: boolean): void;
  94456. /**
  94457. * Enters full screen mode
  94458. * @param requestPointerLock defines if a pointer lock should be requested from the user
  94459. */
  94460. enterFullscreen(requestPointerLock: boolean): void;
  94461. /**
  94462. * Exits full screen mode
  94463. */
  94464. exitFullscreen(): void;
  94465. /**
  94466. * Enters Pointerlock mode
  94467. */
  94468. enterPointerlock(): void;
  94469. /**
  94470. * Exits Pointerlock mode
  94471. */
  94472. exitPointerlock(): void;
  94473. /**
  94474. * Clear the current render buffer or the current render target (if any is set up)
  94475. * @param color defines the color to use
  94476. * @param backBuffer defines if the back buffer must be cleared
  94477. * @param depth defines if the depth buffer must be cleared
  94478. * @param stencil defines if the stencil buffer must be cleared
  94479. */
  94480. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  94481. /**
  94482. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  94483. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  94484. * @param y defines the y-coordinate of the corner of the clear rectangle
  94485. * @param width defines the width of the clear rectangle
  94486. * @param height defines the height of the clear rectangle
  94487. * @param clearColor defines the clear color
  94488. */
  94489. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  94490. /**
  94491. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  94492. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  94493. * @param y defines the y-coordinate of the corner of the clear rectangle
  94494. * @param width defines the width of the clear rectangle
  94495. * @param height defines the height of the clear rectangle
  94496. */
  94497. enableScissor(x: number, y: number, width: number, height: number): void;
  94498. /**
  94499. * Disable previously set scissor test rectangle
  94500. */
  94501. disableScissor(): void;
  94502. private _viewportCached;
  94503. /** @hidden */
  94504. _viewport(x: number, y: number, width: number, height: number): void;
  94505. /**
  94506. * Set the WebGL's viewport
  94507. * @param viewport defines the viewport element to be used
  94508. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  94509. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  94510. */
  94511. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  94512. /**
  94513. * Directly set the WebGL Viewport
  94514. * @param x defines the x coordinate of the viewport (in screen space)
  94515. * @param y defines the y coordinate of the viewport (in screen space)
  94516. * @param width defines the width of the viewport (in screen space)
  94517. * @param height defines the height of the viewport (in screen space)
  94518. * @return the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state
  94519. */
  94520. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  94521. /**
  94522. * Begin a new frame
  94523. */
  94524. beginFrame(): void;
  94525. /**
  94526. * Enf the current frame
  94527. */
  94528. endFrame(): void;
  94529. /**
  94530. * Resize the view according to the canvas' size
  94531. */
  94532. resize(): void;
  94533. /**
  94534. * Force a specific size of the canvas
  94535. * @param width defines the new canvas' width
  94536. * @param height defines the new canvas' height
  94537. */
  94538. setSize(width: number, height: number): void;
  94539. /**
  94540. * Binds the frame buffer to the specified texture.
  94541. * @param texture The texture to render to or null for the default canvas
  94542. * @param faceIndex The face of the texture to render to in case of cube texture
  94543. * @param requiredWidth The width of the target to render to
  94544. * @param requiredHeight The height of the target to render to
  94545. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  94546. * @param depthStencilTexture The depth stencil texture to use to render
  94547. * @param lodLevel defines le lod level to bind to the frame buffer
  94548. */
  94549. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  94550. /** @hidden */
  94551. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  94552. /**
  94553. * Unbind the current render target texture from the webGL context
  94554. * @param texture defines the render target texture to unbind
  94555. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  94556. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  94557. */
  94558. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  94559. /**
  94560. * Force the mipmap generation for the given render target texture
  94561. * @param texture defines the render target texture to use
  94562. */
  94563. generateMipMapsForCubemap(texture: InternalTexture): void;
  94564. /**
  94565. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  94566. */
  94567. flushFramebuffer(): void;
  94568. /**
  94569. * Unbind the current render target and bind the default framebuffer
  94570. */
  94571. restoreDefaultFramebuffer(): void;
  94572. /**
  94573. * Create an uniform buffer
  94574. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94575. * @param elements defines the content of the uniform buffer
  94576. * @returns the webGL uniform buffer
  94577. */
  94578. createUniformBuffer(elements: FloatArray): DataBuffer;
  94579. /**
  94580. * Create a dynamic uniform buffer
  94581. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94582. * @param elements defines the content of the uniform buffer
  94583. * @returns the webGL uniform buffer
  94584. */
  94585. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  94586. /**
  94587. * Update an existing uniform buffer
  94588. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94589. * @param uniformBuffer defines the target uniform buffer
  94590. * @param elements defines the content to update
  94591. * @param offset defines the offset in the uniform buffer where update should start
  94592. * @param count defines the size of the data to update
  94593. */
  94594. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  94595. private _resetVertexBufferBinding;
  94596. /**
  94597. * Creates a vertex buffer
  94598. * @param data the data for the vertex buffer
  94599. * @returns the new WebGL static buffer
  94600. */
  94601. createVertexBuffer(data: DataArray): DataBuffer;
  94602. /**
  94603. * Creates a dynamic vertex buffer
  94604. * @param data the data for the dynamic vertex buffer
  94605. * @returns the new WebGL dynamic buffer
  94606. */
  94607. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  94608. /**
  94609. * Update a dynamic index buffer
  94610. * @param indexBuffer defines the target index buffer
  94611. * @param indices defines the data to update
  94612. * @param offset defines the offset in the target index buffer where update should start
  94613. */
  94614. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  94615. /**
  94616. * Updates a dynamic vertex buffer.
  94617. * @param vertexBuffer the vertex buffer to update
  94618. * @param data the data used to update the vertex buffer
  94619. * @param byteOffset the byte offset of the data
  94620. * @param byteLength the byte length of the data
  94621. */
  94622. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  94623. private _resetIndexBufferBinding;
  94624. /**
  94625. * Creates a new index buffer
  94626. * @param indices defines the content of the index buffer
  94627. * @param updatable defines if the index buffer must be updatable
  94628. * @returns a new webGL buffer
  94629. */
  94630. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  94631. /**
  94632. * Bind a webGL buffer to the webGL context
  94633. * @param buffer defines the buffer to bind
  94634. */
  94635. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  94636. /**
  94637. * Bind an uniform buffer to the current webGL context
  94638. * @param buffer defines the buffer to bind
  94639. */
  94640. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  94641. /**
  94642. * Bind a buffer to the current webGL context at a given location
  94643. * @param buffer defines the buffer to bind
  94644. * @param location defines the index where to bind the buffer
  94645. */
  94646. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  94647. /**
  94648. * Bind a specific block at a given index in a specific shader program
  94649. * @param pipelineContext defines the pipeline context to use
  94650. * @param blockName defines the block name
  94651. * @param index defines the index where to bind the block
  94652. */
  94653. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  94654. private bindIndexBuffer;
  94655. private bindBuffer;
  94656. /**
  94657. * update the bound buffer with the given data
  94658. * @param data defines the data to update
  94659. */
  94660. updateArrayBuffer(data: Float32Array): void;
  94661. private _vertexAttribPointer;
  94662. private _bindIndexBufferWithCache;
  94663. private _bindVertexBuffersAttributes;
  94664. /**
  94665. * Records a vertex array object
  94666. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  94667. * @param vertexBuffers defines the list of vertex buffers to store
  94668. * @param indexBuffer defines the index buffer to store
  94669. * @param effect defines the effect to store
  94670. * @returns the new vertex array object
  94671. */
  94672. recordVertexArrayObject(vertexBuffers: {
  94673. [key: string]: VertexBuffer;
  94674. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  94675. /**
  94676. * Bind a specific vertex array object
  94677. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  94678. * @param vertexArrayObject defines the vertex array object to bind
  94679. * @param indexBuffer defines the index buffer to bind
  94680. */
  94681. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  94682. /**
  94683. * Bind webGl buffers directly to the webGL context
  94684. * @param vertexBuffer defines the vertex buffer to bind
  94685. * @param indexBuffer defines the index buffer to bind
  94686. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  94687. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  94688. * @param effect defines the effect associated with the vertex buffer
  94689. */
  94690. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  94691. private _unbindVertexArrayObject;
  94692. /**
  94693. * Bind a list of vertex buffers to the webGL context
  94694. * @param vertexBuffers defines the list of vertex buffers to bind
  94695. * @param indexBuffer defines the index buffer to bind
  94696. * @param effect defines the effect associated with the vertex buffers
  94697. */
  94698. bindBuffers(vertexBuffers: {
  94699. [key: string]: Nullable<VertexBuffer>;
  94700. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  94701. /**
  94702. * Unbind all instance attributes
  94703. */
  94704. unbindInstanceAttributes(): void;
  94705. /**
  94706. * Release and free the memory of a vertex array object
  94707. * @param vao defines the vertex array object to delete
  94708. */
  94709. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  94710. /** @hidden */
  94711. _releaseBuffer(buffer: DataBuffer): boolean;
  94712. /**
  94713. * Creates a webGL buffer to use with instanciation
  94714. * @param capacity defines the size of the buffer
  94715. * @returns the webGL buffer
  94716. */
  94717. createInstancesBuffer(capacity: number): DataBuffer;
  94718. /**
  94719. * Delete a webGL buffer used with instanciation
  94720. * @param buffer defines the webGL buffer to delete
  94721. */
  94722. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  94723. /**
  94724. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  94725. * @param instancesBuffer defines the webGL buffer to update and bind
  94726. * @param data defines the data to store in the buffer
  94727. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  94728. */
  94729. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  94730. /**
  94731. * Apply all cached states (depth, culling, stencil and alpha)
  94732. */
  94733. applyStates(): void;
  94734. /**
  94735. * Send a draw order
  94736. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  94737. * @param indexStart defines the starting index
  94738. * @param indexCount defines the number of index to draw
  94739. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94740. */
  94741. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  94742. /**
  94743. * Draw a list of points
  94744. * @param verticesStart defines the index of first vertex to draw
  94745. * @param verticesCount defines the count of vertices to draw
  94746. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94747. */
  94748. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  94749. /**
  94750. * Draw a list of unindexed primitives
  94751. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  94752. * @param verticesStart defines the index of first vertex to draw
  94753. * @param verticesCount defines the count of vertices to draw
  94754. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94755. */
  94756. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  94757. /**
  94758. * Draw a list of indexed primitives
  94759. * @param fillMode defines the primitive to use
  94760. * @param indexStart defines the starting index
  94761. * @param indexCount defines the number of index to draw
  94762. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94763. */
  94764. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  94765. /**
  94766. * Draw a list of unindexed primitives
  94767. * @param fillMode defines the primitive to use
  94768. * @param verticesStart defines the index of first vertex to draw
  94769. * @param verticesCount defines the count of vertices to draw
  94770. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94771. */
  94772. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  94773. private _drawMode;
  94774. /** @hidden */
  94775. _releaseEffect(effect: Effect): void;
  94776. /** @hidden */
  94777. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  94778. /**
  94779. * Create a new effect (used to store vertex/fragment shaders)
  94780. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  94781. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  94782. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  94783. * @param samplers defines an array of string used to represent textures
  94784. * @param defines defines the string containing the defines to use to compile the shaders
  94785. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  94786. * @param onCompiled defines a function to call when the effect creation is successful
  94787. * @param onError defines a function to call when the effect creation has failed
  94788. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  94789. * @returns the new Effect
  94790. */
  94791. createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  94792. private _compileShader;
  94793. private _compileRawShader;
  94794. /**
  94795. * Directly creates a webGL program
  94796. * @param pipelineContext defines the pipeline context to attach to
  94797. * @param vertexCode defines the vertex shader code to use
  94798. * @param fragmentCode defines the fragment shader code to use
  94799. * @param context defines the webGL context to use (if not set, the current one will be used)
  94800. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  94801. * @returns the new webGL program
  94802. */
  94803. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  94804. /**
  94805. * Creates a webGL program
  94806. * @param pipelineContext defines the pipeline context to attach to
  94807. * @param vertexCode defines the vertex shader code to use
  94808. * @param fragmentCode defines the fragment shader code to use
  94809. * @param defines defines the string containing the defines to use to compile the shaders
  94810. * @param context defines the webGL context to use (if not set, the current one will be used)
  94811. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  94812. * @returns the new webGL program
  94813. */
  94814. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  94815. /**
  94816. * Creates a new pipeline context
  94817. * @returns the new pipeline
  94818. */
  94819. createPipelineContext(): WebGLPipelineContext;
  94820. private _createShaderProgram;
  94821. private _finalizePipelineContext;
  94822. /** @hidden */
  94823. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  94824. /** @hidden */
  94825. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  94826. /** @hidden */
  94827. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  94828. /**
  94829. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  94830. * @param pipelineContext defines the pipeline context to use
  94831. * @param uniformsNames defines the list of uniform names
  94832. * @returns an array of webGL uniform locations
  94833. */
  94834. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  94835. /**
  94836. * Gets the lsit of active attributes for a given webGL program
  94837. * @param pipelineContext defines the pipeline context to use
  94838. * @param attributesNames defines the list of attribute names to get
  94839. * @returns an array of indices indicating the offset of each attribute
  94840. */
  94841. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  94842. /**
  94843. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  94844. * @param effect defines the effect to activate
  94845. */
  94846. enableEffect(effect: Nullable<Effect>): void;
  94847. /**
  94848. * Set the value of an uniform to an array of int32
  94849. * @param uniform defines the webGL uniform location where to store the value
  94850. * @param array defines the array of int32 to store
  94851. */
  94852. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94853. /**
  94854. * Set the value of an uniform to an array of int32 (stored as vec2)
  94855. * @param uniform defines the webGL uniform location where to store the value
  94856. * @param array defines the array of int32 to store
  94857. */
  94858. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94859. /**
  94860. * Set the value of an uniform to an array of int32 (stored as vec3)
  94861. * @param uniform defines the webGL uniform location where to store the value
  94862. * @param array defines the array of int32 to store
  94863. */
  94864. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94865. /**
  94866. * Set the value of an uniform to an array of int32 (stored as vec4)
  94867. * @param uniform defines the webGL uniform location where to store the value
  94868. * @param array defines the array of int32 to store
  94869. */
  94870. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94871. /**
  94872. * Set the value of an uniform to an array of float32
  94873. * @param uniform defines the webGL uniform location where to store the value
  94874. * @param array defines the array of float32 to store
  94875. */
  94876. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94877. /**
  94878. * Set the value of an uniform to an array of float32 (stored as vec2)
  94879. * @param uniform defines the webGL uniform location where to store the value
  94880. * @param array defines the array of float32 to store
  94881. */
  94882. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94883. /**
  94884. * Set the value of an uniform to an array of float32 (stored as vec3)
  94885. * @param uniform defines the webGL uniform location where to store the value
  94886. * @param array defines the array of float32 to store
  94887. */
  94888. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94889. /**
  94890. * Set the value of an uniform to an array of float32 (stored as vec4)
  94891. * @param uniform defines the webGL uniform location where to store the value
  94892. * @param array defines the array of float32 to store
  94893. */
  94894. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94895. /**
  94896. * Set the value of an uniform to an array of number
  94897. * @param uniform defines the webGL uniform location where to store the value
  94898. * @param array defines the array of number to store
  94899. */
  94900. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94901. /**
  94902. * Set the value of an uniform to an array of number (stored as vec2)
  94903. * @param uniform defines the webGL uniform location where to store the value
  94904. * @param array defines the array of number to store
  94905. */
  94906. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94907. /**
  94908. * Set the value of an uniform to an array of number (stored as vec3)
  94909. * @param uniform defines the webGL uniform location where to store the value
  94910. * @param array defines the array of number to store
  94911. */
  94912. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94913. /**
  94914. * Set the value of an uniform to an array of number (stored as vec4)
  94915. * @param uniform defines the webGL uniform location where to store the value
  94916. * @param array defines the array of number to store
  94917. */
  94918. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94919. /**
  94920. * Set the value of an uniform to an array of float32 (stored as matrices)
  94921. * @param uniform defines the webGL uniform location where to store the value
  94922. * @param matrices defines the array of float32 to store
  94923. */
  94924. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  94925. /**
  94926. * Set the value of an uniform to a matrix (3x3)
  94927. * @param uniform defines the webGL uniform location where to store the value
  94928. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  94929. */
  94930. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  94931. /**
  94932. * Set the value of an uniform to a matrix (2x2)
  94933. * @param uniform defines the webGL uniform location where to store the value
  94934. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  94935. */
  94936. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  94937. /**
  94938. * Set the value of an uniform to a number (int)
  94939. * @param uniform defines the webGL uniform location where to store the value
  94940. * @param value defines the int number to store
  94941. */
  94942. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  94943. /**
  94944. * Set the value of an uniform to a number (float)
  94945. * @param uniform defines the webGL uniform location where to store the value
  94946. * @param value defines the float number to store
  94947. */
  94948. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  94949. /**
  94950. * Set the value of an uniform to a vec2
  94951. * @param uniform defines the webGL uniform location where to store the value
  94952. * @param x defines the 1st component of the value
  94953. * @param y defines the 2nd component of the value
  94954. */
  94955. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  94956. /**
  94957. * Set the value of an uniform to a vec3
  94958. * @param uniform defines the webGL uniform location where to store the value
  94959. * @param x defines the 1st component of the value
  94960. * @param y defines the 2nd component of the value
  94961. * @param z defines the 3rd component of the value
  94962. */
  94963. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  94964. /**
  94965. * Set the value of an uniform to a boolean
  94966. * @param uniform defines the webGL uniform location where to store the value
  94967. * @param bool defines the boolean to store
  94968. */
  94969. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  94970. /**
  94971. * Set the value of an uniform to a vec4
  94972. * @param uniform defines the webGL uniform location where to store the value
  94973. * @param x defines the 1st component of the value
  94974. * @param y defines the 2nd component of the value
  94975. * @param z defines the 3rd component of the value
  94976. * @param w defines the 4th component of the value
  94977. */
  94978. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  94979. /**
  94980. * Sets a Color4 on a uniform variable
  94981. * @param uniform defines the uniform location
  94982. * @param color4 defines the value to be set
  94983. */
  94984. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  94985. /**
  94986. * Set various states to the webGL context
  94987. * @param culling defines backface culling state
  94988. * @param zOffset defines the value to apply to zOffset (0 by default)
  94989. * @param force defines if states must be applied even if cache is up to date
  94990. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  94991. */
  94992. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  94993. /**
  94994. * Set the z offset to apply to current rendering
  94995. * @param value defines the offset to apply
  94996. */
  94997. setZOffset(value: number): void;
  94998. /**
  94999. * Gets the current value of the zOffset
  95000. * @returns the current zOffset state
  95001. */
  95002. getZOffset(): number;
  95003. /**
  95004. * Enable or disable depth buffering
  95005. * @param enable defines the state to set
  95006. */
  95007. setDepthBuffer(enable: boolean): void;
  95008. /**
  95009. * Gets a boolean indicating if depth writing is enabled
  95010. * @returns the current depth writing state
  95011. */
  95012. getDepthWrite(): boolean;
  95013. /**
  95014. * Enable or disable depth writing
  95015. * @param enable defines the state to set
  95016. */
  95017. setDepthWrite(enable: boolean): void;
  95018. /**
  95019. * Enable or disable color writing
  95020. * @param enable defines the state to set
  95021. */
  95022. setColorWrite(enable: boolean): void;
  95023. /**
  95024. * Gets a boolean indicating if color writing is enabled
  95025. * @returns the current color writing state
  95026. */
  95027. getColorWrite(): boolean;
  95028. /**
  95029. * Sets alpha constants used by some alpha blending modes
  95030. * @param r defines the red component
  95031. * @param g defines the green component
  95032. * @param b defines the blue component
  95033. * @param a defines the alpha component
  95034. */
  95035. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  95036. /**
  95037. * Sets the current alpha mode
  95038. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  95039. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  95040. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  95041. */
  95042. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  95043. /**
  95044. * Gets the current alpha mode
  95045. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  95046. * @returns the current alpha mode
  95047. */
  95048. getAlphaMode(): number;
  95049. /**
  95050. * Clears the list of texture accessible through engine.
  95051. * This can help preventing texture load conflict due to name collision.
  95052. */
  95053. clearInternalTexturesCache(): void;
  95054. /**
  95055. * Force the entire cache to be cleared
  95056. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  95057. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  95058. */
  95059. wipeCaches(bruteForce?: boolean): void;
  95060. /**
  95061. * Set the compressed texture format to use, based on the formats you have, and the formats
  95062. * supported by the hardware / browser.
  95063. *
  95064. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  95065. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  95066. * to API arguments needed to compressed textures. This puts the burden on the container
  95067. * generator to house the arcane code for determining these for current & future formats.
  95068. *
  95069. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  95070. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  95071. *
  95072. * Note: The result of this call is not taken into account when a texture is base64.
  95073. *
  95074. * @param formatsAvailable defines the list of those format families you have created
  95075. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  95076. *
  95077. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  95078. * @returns The extension selected.
  95079. */
  95080. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  95081. /** @hidden */
  95082. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  95083. min: number;
  95084. mag: number;
  95085. };
  95086. /** @hidden */
  95087. _createTexture(): WebGLTexture;
  95088. /**
  95089. * Usually called from Texture.ts.
  95090. * Passed information to create a WebGLTexture
  95091. * @param urlArg defines a value which contains one of the following:
  95092. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  95093. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  95094. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  95095. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  95096. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  95097. * @param scene needed for loading to the correct scene
  95098. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  95099. * @param onLoad optional callback to be called upon successful completion
  95100. * @param onError optional callback to be called upon failure
  95101. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  95102. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  95103. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  95104. * @param forcedExtension defines the extension to use to pick the right loader
  95105. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  95106. * @returns a InternalTexture for assignment back into BABYLON.Texture
  95107. */
  95108. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  95109. /**
  95110. * @hidden
  95111. * Rescales a texture
  95112. * @param source input texutre
  95113. * @param destination destination texture
  95114. * @param scene scene to use to render the resize
  95115. * @param internalFormat format to use when resizing
  95116. * @param onComplete callback to be called when resize has completed
  95117. */
  95118. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  95119. private _unpackFlipYCached;
  95120. /**
  95121. * In case you are sharing the context with other applications, it might
  95122. * be interested to not cache the unpack flip y state to ensure a consistent
  95123. * value would be set.
  95124. */
  95125. enableUnpackFlipYCached: boolean;
  95126. /** @hidden */
  95127. _unpackFlipY(value: boolean): void;
  95128. /** @hidden */
  95129. _getUnpackAlignement(): number;
  95130. /**
  95131. * Creates a dynamic texture
  95132. * @param width defines the width of the texture
  95133. * @param height defines the height of the texture
  95134. * @param generateMipMaps defines if the engine should generate the mip levels
  95135. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  95136. * @returns the dynamic texture inside an InternalTexture
  95137. */
  95138. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  95139. /**
  95140. * Update the sampling mode of a given texture
  95141. * @param samplingMode defines the required sampling mode
  95142. * @param texture defines the texture to update
  95143. */
  95144. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  95145. /**
  95146. * Update the content of a dynamic texture
  95147. * @param texture defines the texture to update
  95148. * @param canvas defines the canvas containing the source
  95149. * @param invertY defines if data must be stored with Y axis inverted
  95150. * @param premulAlpha defines if alpha is stored as premultiplied
  95151. * @param format defines the format of the data
  95152. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  95153. */
  95154. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  95155. /**
  95156. * Update a video texture
  95157. * @param texture defines the texture to update
  95158. * @param video defines the video element to use
  95159. * @param invertY defines if data must be stored with Y axis inverted
  95160. */
  95161. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  95162. /**
  95163. * Updates a depth texture Comparison Mode and Function.
  95164. * If the comparison Function is equal to 0, the mode will be set to none.
  95165. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  95166. * @param texture The texture to set the comparison function for
  95167. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  95168. */
  95169. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  95170. /** @hidden */
  95171. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  95172. width: number;
  95173. height: number;
  95174. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  95175. /**
  95176. * Creates a depth stencil texture.
  95177. * This is only available in WebGL 2 or with the depth texture extension available.
  95178. * @param size The size of face edge in the texture.
  95179. * @param options The options defining the texture.
  95180. * @returns The texture
  95181. */
  95182. createDepthStencilTexture(size: number | {
  95183. width: number;
  95184. height: number;
  95185. }, options: DepthTextureCreationOptions): InternalTexture;
  95186. /**
  95187. * Creates a depth stencil texture.
  95188. * This is only available in WebGL 2 or with the depth texture extension available.
  95189. * @param size The size of face edge in the texture.
  95190. * @param options The options defining the texture.
  95191. * @returns The texture
  95192. */
  95193. private _createDepthStencilTexture;
  95194. /**
  95195. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  95196. * @param renderTarget The render target to set the frame buffer for
  95197. */
  95198. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  95199. /**
  95200. * Creates a new render target texture
  95201. * @param size defines the size of the texture
  95202. * @param options defines the options used to create the texture
  95203. * @returns a new render target texture stored in an InternalTexture
  95204. */
  95205. createRenderTargetTexture(size: number | {
  95206. width: number;
  95207. height: number;
  95208. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  95209. /** @hidden */
  95210. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  95211. /**
  95212. * Updates the sample count of a render target texture
  95213. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  95214. * @param texture defines the texture to update
  95215. * @param samples defines the sample count to set
  95216. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  95217. */
  95218. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  95219. /** @hidden */
  95220. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  95221. /** @hidden */
  95222. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  95223. /** @hidden */
  95224. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  95225. /** @hidden */
  95226. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  95227. /**
  95228. * @hidden
  95229. */
  95230. _setCubeMapTextureParams(loadMipmap: boolean): void;
  95231. private _prepareWebGLTextureContinuation;
  95232. private _prepareWebGLTexture;
  95233. /** @hidden */
  95234. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  95235. /** @hidden */
  95236. _releaseFramebufferObjects(texture: InternalTexture): void;
  95237. /** @hidden */
  95238. _releaseTexture(texture: InternalTexture): void;
  95239. private setProgram;
  95240. private _boundUniforms;
  95241. /**
  95242. * Binds an effect to the webGL context
  95243. * @param effect defines the effect to bind
  95244. */
  95245. bindSamplers(effect: Effect): void;
  95246. private _activateCurrentTexture;
  95247. /** @hidden */
  95248. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  95249. /** @hidden */
  95250. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  95251. /**
  95252. * Sets a texture to the webGL context from a postprocess
  95253. * @param channel defines the channel to use
  95254. * @param postProcess defines the source postprocess
  95255. */
  95256. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  95257. /**
  95258. * Binds the output of the passed in post process to the texture channel specified
  95259. * @param channel The channel the texture should be bound to
  95260. * @param postProcess The post process which's output should be bound
  95261. */
  95262. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  95263. /**
  95264. * Unbind all textures from the webGL context
  95265. */
  95266. unbindAllTextures(): void;
  95267. /**
  95268. * Sets a texture to the according uniform.
  95269. * @param channel The texture channel
  95270. * @param uniform The uniform to set
  95271. * @param texture The texture to apply
  95272. */
  95273. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  95274. /**
  95275. * Sets a depth stencil texture from a render target to the according uniform.
  95276. * @param channel The texture channel
  95277. * @param uniform The uniform to set
  95278. * @param texture The render target texture containing the depth stencil texture to apply
  95279. */
  95280. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  95281. private _bindSamplerUniformToChannel;
  95282. private _getTextureWrapMode;
  95283. private _setTexture;
  95284. /**
  95285. * Sets an array of texture to the webGL context
  95286. * @param channel defines the channel where the texture array must be set
  95287. * @param uniform defines the associated uniform location
  95288. * @param textures defines the array of textures to bind
  95289. */
  95290. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  95291. /** @hidden */
  95292. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  95293. private _setTextureParameterFloat;
  95294. private _setTextureParameterInteger;
  95295. /**
  95296. * Reads pixels from the current frame buffer. Please note that this function can be slow
  95297. * @param x defines the x coordinate of the rectangle where pixels must be read
  95298. * @param y defines the y coordinate of the rectangle where pixels must be read
  95299. * @param width defines the width of the rectangle where pixels must be read
  95300. * @param height defines the height of the rectangle where pixels must be read
  95301. * @returns a Uint8Array containing RGBA colors
  95302. */
  95303. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  95304. /**
  95305. * Add an externaly attached data from its key.
  95306. * This method call will fail and return false, if such key already exists.
  95307. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  95308. * @param key the unique key that identifies the data
  95309. * @param data the data object to associate to the key for this Engine instance
  95310. * @return true if no such key were already present and the data was added successfully, false otherwise
  95311. */
  95312. addExternalData<T>(key: string, data: T): boolean;
  95313. /**
  95314. * Get an externaly attached data from its key
  95315. * @param key the unique key that identifies the data
  95316. * @return the associated data, if present (can be null), or undefined if not present
  95317. */
  95318. getExternalData<T>(key: string): T;
  95319. /**
  95320. * Get an externaly attached data from its key, create it using a factory if it's not already present
  95321. * @param key the unique key that identifies the data
  95322. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  95323. * @return the associated data, can be null if the factory returned null.
  95324. */
  95325. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  95326. /**
  95327. * Remove an externaly attached data from the Engine instance
  95328. * @param key the unique key that identifies the data
  95329. * @return true if the data was successfully removed, false if it doesn't exist
  95330. */
  95331. removeExternalData(key: string): boolean;
  95332. /**
  95333. * Unbind all vertex attributes from the webGL context
  95334. */
  95335. unbindAllAttributes(): void;
  95336. /**
  95337. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  95338. */
  95339. releaseEffects(): void;
  95340. /**
  95341. * Dispose and release all associated resources
  95342. */
  95343. dispose(): void;
  95344. /**
  95345. * Display the loading screen
  95346. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95347. */
  95348. displayLoadingUI(): void;
  95349. /**
  95350. * Hide the loading screen
  95351. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95352. */
  95353. hideLoadingUI(): void;
  95354. /**
  95355. * Gets the current loading screen object
  95356. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95357. */
  95358. /**
  95359. * Sets the current loading screen object
  95360. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95361. */
  95362. loadingScreen: ILoadingScreen;
  95363. /**
  95364. * Sets the current loading screen text
  95365. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95366. */
  95367. loadingUIText: string;
  95368. /**
  95369. * Sets the current loading screen background color
  95370. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95371. */
  95372. loadingUIBackgroundColor: string;
  95373. /**
  95374. * Attach a new callback raised when context lost event is fired
  95375. * @param callback defines the callback to call
  95376. */
  95377. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  95378. /**
  95379. * Attach a new callback raised when context restored event is fired
  95380. * @param callback defines the callback to call
  95381. */
  95382. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  95383. /**
  95384. * Gets the source code of the vertex shader associated with a specific webGL program
  95385. * @param program defines the program to use
  95386. * @returns a string containing the source code of the vertex shader associated with the program
  95387. */
  95388. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  95389. /**
  95390. * Gets the source code of the fragment shader associated with a specific webGL program
  95391. * @param program defines the program to use
  95392. * @returns a string containing the source code of the fragment shader associated with the program
  95393. */
  95394. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  95395. /**
  95396. * Get the current error code of the webGL context
  95397. * @returns the error code
  95398. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  95399. */
  95400. getError(): number;
  95401. /**
  95402. * Gets the current framerate
  95403. * @returns a number representing the framerate
  95404. */
  95405. getFps(): number;
  95406. /**
  95407. * Gets the time spent between current and previous frame
  95408. * @returns a number representing the delta time in ms
  95409. */
  95410. getDeltaTime(): number;
  95411. private _measureFps;
  95412. /** @hidden */
  95413. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  95414. private _canRenderToFloatFramebuffer;
  95415. private _canRenderToHalfFloatFramebuffer;
  95416. private _canRenderToFramebuffer;
  95417. /** @hidden */
  95418. _getWebGLTextureType(type: number): number;
  95419. /** @hidden */
  95420. _getInternalFormat(format: number): number;
  95421. /** @hidden */
  95422. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  95423. /** @hidden */
  95424. _getRGBAMultiSampleBufferFormat(type: number): number;
  95425. /** @hidden */
  95426. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  95427. /** @hidden */
  95428. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  95429. /**
  95430. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  95431. * @returns true if the engine can be created
  95432. * @ignorenaming
  95433. */
  95434. static isSupported(): boolean;
  95435. /**
  95436. * Find the next highest power of two.
  95437. * @param x Number to start search from.
  95438. * @return Next highest power of two.
  95439. */
  95440. static CeilingPOT(x: number): number;
  95441. /**
  95442. * Find the next lowest power of two.
  95443. * @param x Number to start search from.
  95444. * @return Next lowest power of two.
  95445. */
  95446. static FloorPOT(x: number): number;
  95447. /**
  95448. * Find the nearest power of two.
  95449. * @param x Number to start search from.
  95450. * @return Next nearest power of two.
  95451. */
  95452. static NearestPOT(x: number): number;
  95453. /**
  95454. * Get the closest exponent of two
  95455. * @param value defines the value to approximate
  95456. * @param max defines the maximum value to return
  95457. * @param mode defines how to define the closest value
  95458. * @returns closest exponent of two of the given value
  95459. */
  95460. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  95461. /**
  95462. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  95463. * @param func - the function to be called
  95464. * @param requester - the object that will request the next frame. Falls back to window.
  95465. * @returns frame number
  95466. */
  95467. static QueueNewFrame(func: () => void, requester?: any): number;
  95468. /**
  95469. * Ask the browser to promote the current element to pointerlock mode
  95470. * @param element defines the DOM element to promote
  95471. */
  95472. static _RequestPointerlock(element: HTMLElement): void;
  95473. /**
  95474. * Asks the browser to exit pointerlock mode
  95475. */
  95476. static _ExitPointerlock(): void;
  95477. /**
  95478. * Ask the browser to promote the current element to fullscreen rendering mode
  95479. * @param element defines the DOM element to promote
  95480. */
  95481. static _RequestFullscreen(element: HTMLElement): void;
  95482. /**
  95483. * Asks the browser to exit fullscreen mode
  95484. */
  95485. static _ExitFullscreen(): void;
  95486. }
  95487. }
  95488. declare module BABYLON {
  95489. /**
  95490. * The engine store class is responsible to hold all the instances of Engine and Scene created
  95491. * during the life time of the application.
  95492. */
  95493. export class EngineStore {
  95494. /** Gets the list of created engines */
  95495. static Instances: Engine[];
  95496. /** @hidden */
  95497. static _LastCreatedScene: Nullable<Scene>;
  95498. /**
  95499. * Gets the latest created engine
  95500. */
  95501. static readonly LastCreatedEngine: Nullable<Engine>;
  95502. /**
  95503. * Gets the latest created scene
  95504. */
  95505. static readonly LastCreatedScene: Nullable<Scene>;
  95506. /**
  95507. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  95508. * @ignorenaming
  95509. */
  95510. static UseFallbackTexture: boolean;
  95511. /**
  95512. * Texture content used if a texture cannot loaded
  95513. * @ignorenaming
  95514. */
  95515. static FallbackTexture: string;
  95516. }
  95517. }
  95518. declare module BABYLON {
  95519. /**
  95520. * Helper class that provides a small promise polyfill
  95521. */
  95522. export class PromisePolyfill {
  95523. /**
  95524. * Static function used to check if the polyfill is required
  95525. * If this is the case then the function will inject the polyfill to window.Promise
  95526. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  95527. */
  95528. static Apply(force?: boolean): void;
  95529. }
  95530. }
  95531. declare module BABYLON {
  95532. /**
  95533. * Interface for screenshot methods with describe argument called `size` as object with options
  95534. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  95535. */
  95536. export interface IScreenshotSize {
  95537. /**
  95538. * number in pixels for canvas height
  95539. */
  95540. height?: number;
  95541. /**
  95542. * multiplier allowing render at a higher or lower resolution
  95543. * If value is defined then height and width will be ignored and taken from camera
  95544. */
  95545. precision?: number;
  95546. /**
  95547. * number in pixels for canvas width
  95548. */
  95549. width?: number;
  95550. }
  95551. }
  95552. declare module BABYLON {
  95553. interface IColor4Like {
  95554. r: float;
  95555. g: float;
  95556. b: float;
  95557. a: float;
  95558. }
  95559. /**
  95560. * Class containing a set of static utilities functions
  95561. */
  95562. export class Tools {
  95563. /**
  95564. * Gets or sets the base URL to use to load assets
  95565. */
  95566. static BaseUrl: string;
  95567. /**
  95568. * Enable/Disable Custom HTTP Request Headers globally.
  95569. * default = false
  95570. * @see CustomRequestHeaders
  95571. */
  95572. static UseCustomRequestHeaders: boolean;
  95573. /**
  95574. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  95575. * i.e. when loading files, where the server/service expects an Authorization header
  95576. */
  95577. static CustomRequestHeaders: {
  95578. [key: string]: string;
  95579. };
  95580. /**
  95581. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  95582. */
  95583. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  95584. /**
  95585. * Default behaviour for cors in the application.
  95586. * It can be a string if the expected behavior is identical in the entire app.
  95587. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  95588. */
  95589. static CorsBehavior: string | ((url: string | string[]) => string);
  95590. /**
  95591. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  95592. * @ignorenaming
  95593. */
  95594. static UseFallbackTexture: boolean;
  95595. /**
  95596. * Use this object to register external classes like custom textures or material
  95597. * to allow the laoders to instantiate them
  95598. */
  95599. static RegisteredExternalClasses: {
  95600. [key: string]: Object;
  95601. };
  95602. /**
  95603. * Texture content used if a texture cannot loaded
  95604. * @ignorenaming
  95605. */
  95606. static fallbackTexture: string;
  95607. /**
  95608. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  95609. * @param u defines the coordinate on X axis
  95610. * @param v defines the coordinate on Y axis
  95611. * @param width defines the width of the source data
  95612. * @param height defines the height of the source data
  95613. * @param pixels defines the source byte array
  95614. * @param color defines the output color
  95615. */
  95616. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  95617. /**
  95618. * Interpolates between a and b via alpha
  95619. * @param a The lower value (returned when alpha = 0)
  95620. * @param b The upper value (returned when alpha = 1)
  95621. * @param alpha The interpolation-factor
  95622. * @return The mixed value
  95623. */
  95624. static Mix(a: number, b: number, alpha: number): number;
  95625. /**
  95626. * Tries to instantiate a new object from a given class name
  95627. * @param className defines the class name to instantiate
  95628. * @returns the new object or null if the system was not able to do the instantiation
  95629. */
  95630. static Instantiate(className: string): any;
  95631. /**
  95632. * Provides a slice function that will work even on IE
  95633. * @param data defines the array to slice
  95634. * @param start defines the start of the data (optional)
  95635. * @param end defines the end of the data (optional)
  95636. * @returns the new sliced array
  95637. */
  95638. static Slice<T>(data: T, start?: number, end?: number): T;
  95639. /**
  95640. * Polyfill for setImmediate
  95641. * @param action defines the action to execute after the current execution block
  95642. */
  95643. static SetImmediate(action: () => void): void;
  95644. /**
  95645. * Function indicating if a number is an exponent of 2
  95646. * @param value defines the value to test
  95647. * @returns true if the value is an exponent of 2
  95648. */
  95649. static IsExponentOfTwo(value: number): boolean;
  95650. private static _tmpFloatArray;
  95651. /**
  95652. * Returns the nearest 32-bit single precision float representation of a Number
  95653. * @param value A Number. If the parameter is of a different type, it will get converted
  95654. * to a number or to NaN if it cannot be converted
  95655. * @returns number
  95656. */
  95657. static FloatRound(value: number): number;
  95658. /**
  95659. * Extracts the filename from a path
  95660. * @param path defines the path to use
  95661. * @returns the filename
  95662. */
  95663. static GetFilename(path: string): string;
  95664. /**
  95665. * Extracts the "folder" part of a path (everything before the filename).
  95666. * @param uri The URI to extract the info from
  95667. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  95668. * @returns The "folder" part of the path
  95669. */
  95670. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  95671. /**
  95672. * Extracts text content from a DOM element hierarchy
  95673. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  95674. */
  95675. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  95676. /**
  95677. * Convert an angle in radians to degrees
  95678. * @param angle defines the angle to convert
  95679. * @returns the angle in degrees
  95680. */
  95681. static ToDegrees(angle: number): number;
  95682. /**
  95683. * Convert an angle in degrees to radians
  95684. * @param angle defines the angle to convert
  95685. * @returns the angle in radians
  95686. */
  95687. static ToRadians(angle: number): number;
  95688. /**
  95689. * Encode a buffer to a base64 string
  95690. * @param buffer defines the buffer to encode
  95691. * @returns the encoded string
  95692. */
  95693. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  95694. /**
  95695. * Returns an array if obj is not an array
  95696. * @param obj defines the object to evaluate as an array
  95697. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  95698. * @returns either obj directly if obj is an array or a new array containing obj
  95699. */
  95700. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  95701. /**
  95702. * Gets the pointer prefix to use
  95703. * @returns "pointer" if touch is enabled. Else returns "mouse"
  95704. */
  95705. static GetPointerPrefix(): string;
  95706. /**
  95707. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  95708. * @param url define the url we are trying
  95709. * @param element define the dom element where to configure the cors policy
  95710. */
  95711. static SetCorsBehavior(url: string | string[], element: {
  95712. crossOrigin: string | null;
  95713. }): void;
  95714. /**
  95715. * Removes unwanted characters from an url
  95716. * @param url defines the url to clean
  95717. * @returns the cleaned url
  95718. */
  95719. static CleanUrl(url: string): string;
  95720. /**
  95721. * Gets or sets a function used to pre-process url before using them to load assets
  95722. */
  95723. static PreprocessUrl: (url: string) => string;
  95724. /**
  95725. * Loads an image as an HTMLImageElement.
  95726. * @param input url string, ArrayBuffer, or Blob to load
  95727. * @param onLoad callback called when the image successfully loads
  95728. * @param onError callback called when the image fails to load
  95729. * @param offlineProvider offline provider for caching
  95730. * @returns the HTMLImageElement of the loaded image
  95731. */
  95732. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  95733. /**
  95734. * Loads a file
  95735. * @param url url string, ArrayBuffer, or Blob to load
  95736. * @param onSuccess callback called when the file successfully loads
  95737. * @param onProgress callback called while file is loading (if the server supports this mode)
  95738. * @param offlineProvider defines the offline provider for caching
  95739. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  95740. * @param onError callback called when the file fails to load
  95741. * @returns a file request object
  95742. */
  95743. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  95744. /**
  95745. * Loads a file from a url
  95746. * @param url the file url to load
  95747. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  95748. */
  95749. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  95750. /**
  95751. * Load a script (identified by an url). When the url returns, the
  95752. * content of this file is added into a new script element, attached to the DOM (body element)
  95753. * @param scriptUrl defines the url of the script to laod
  95754. * @param onSuccess defines the callback called when the script is loaded
  95755. * @param onError defines the callback to call if an error occurs
  95756. * @param scriptId defines the id of the script element
  95757. */
  95758. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  95759. /**
  95760. * Load an asynchronous script (identified by an url). When the url returns, the
  95761. * content of this file is added into a new script element, attached to the DOM (body element)
  95762. * @param scriptUrl defines the url of the script to laod
  95763. * @param scriptId defines the id of the script element
  95764. * @returns a promise request object
  95765. */
  95766. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  95767. /**
  95768. * Loads a file from a blob
  95769. * @param fileToLoad defines the blob to use
  95770. * @param callback defines the callback to call when data is loaded
  95771. * @param progressCallback defines the callback to call during loading process
  95772. * @returns a file request object
  95773. */
  95774. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  95775. /**
  95776. * Loads a file
  95777. * @param fileToLoad defines the file to load
  95778. * @param callback defines the callback to call when data is loaded
  95779. * @param progressCallBack defines the callback to call during loading process
  95780. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  95781. * @returns a file request object
  95782. */
  95783. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  95784. /**
  95785. * Creates a data url from a given string content
  95786. * @param content defines the content to convert
  95787. * @returns the new data url link
  95788. */
  95789. static FileAsURL(content: string): string;
  95790. /**
  95791. * Format the given number to a specific decimal format
  95792. * @param value defines the number to format
  95793. * @param decimals defines the number of decimals to use
  95794. * @returns the formatted string
  95795. */
  95796. static Format(value: number, decimals?: number): string;
  95797. /**
  95798. * Tries to copy an object by duplicating every property
  95799. * @param source defines the source object
  95800. * @param destination defines the target object
  95801. * @param doNotCopyList defines a list of properties to avoid
  95802. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  95803. */
  95804. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  95805. /**
  95806. * Gets a boolean indicating if the given object has no own property
  95807. * @param obj defines the object to test
  95808. * @returns true if object has no own property
  95809. */
  95810. static IsEmpty(obj: any): boolean;
  95811. /**
  95812. * Function used to register events at window level
  95813. * @param windowElement defines the Window object to use
  95814. * @param events defines the events to register
  95815. */
  95816. static RegisterTopRootEvents(windowElement: Window, events: {
  95817. name: string;
  95818. handler: Nullable<(e: FocusEvent) => any>;
  95819. }[]): void;
  95820. /**
  95821. * Function used to unregister events from window level
  95822. * @param windowElement defines the Window object to use
  95823. * @param events defines the events to unregister
  95824. */
  95825. static UnregisterTopRootEvents(windowElement: Window, events: {
  95826. name: string;
  95827. handler: Nullable<(e: FocusEvent) => any>;
  95828. }[]): void;
  95829. /**
  95830. * @ignore
  95831. */
  95832. static _ScreenshotCanvas: HTMLCanvasElement;
  95833. /**
  95834. * Dumps the current bound framebuffer
  95835. * @param width defines the rendering width
  95836. * @param height defines the rendering height
  95837. * @param engine defines the hosting engine
  95838. * @param successCallback defines the callback triggered once the data are available
  95839. * @param mimeType defines the mime type of the result
  95840. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  95841. */
  95842. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  95843. /**
  95844. * Converts the canvas data to blob.
  95845. * This acts as a polyfill for browsers not supporting the to blob function.
  95846. * @param canvas Defines the canvas to extract the data from
  95847. * @param successCallback Defines the callback triggered once the data are available
  95848. * @param mimeType Defines the mime type of the result
  95849. */
  95850. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  95851. /**
  95852. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  95853. * @param successCallback defines the callback triggered once the data are available
  95854. * @param mimeType defines the mime type of the result
  95855. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  95856. */
  95857. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  95858. /**
  95859. * Downloads a blob in the browser
  95860. * @param blob defines the blob to download
  95861. * @param fileName defines the name of the downloaded file
  95862. */
  95863. static Download(blob: Blob, fileName: string): void;
  95864. /**
  95865. * Captures a screenshot of the current rendering
  95866. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  95867. * @param engine defines the rendering engine
  95868. * @param camera defines the source camera
  95869. * @param size This parameter can be set to a single number or to an object with the
  95870. * following (optional) properties: precision, width, height. If a single number is passed,
  95871. * it will be used for both width and height. If an object is passed, the screenshot size
  95872. * will be derived from the parameters. The precision property is a multiplier allowing
  95873. * rendering at a higher or lower resolution
  95874. * @param successCallback defines the callback receives a single parameter which contains the
  95875. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  95876. * src parameter of an <img> to display it
  95877. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  95878. * Check your browser for supported MIME types
  95879. */
  95880. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  95881. /**
  95882. * Captures a screenshot of the current rendering
  95883. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  95884. * @param engine defines the rendering engine
  95885. * @param camera defines the source camera
  95886. * @param size This parameter can be set to a single number or to an object with the
  95887. * following (optional) properties: precision, width, height. If a single number is passed,
  95888. * it will be used for both width and height. If an object is passed, the screenshot size
  95889. * will be derived from the parameters. The precision property is a multiplier allowing
  95890. * rendering at a higher or lower resolution
  95891. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  95892. * Check your browser for supported MIME types
  95893. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  95894. * to the src parameter of an <img> to display it
  95895. */
  95896. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  95897. /**
  95898. * Generates an image screenshot from the specified camera.
  95899. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  95900. * @param engine The engine to use for rendering
  95901. * @param camera The camera to use for rendering
  95902. * @param size This parameter can be set to a single number or to an object with the
  95903. * following (optional) properties: precision, width, height. If a single number is passed,
  95904. * it will be used for both width and height. If an object is passed, the screenshot size
  95905. * will be derived from the parameters. The precision property is a multiplier allowing
  95906. * rendering at a higher or lower resolution
  95907. * @param successCallback The callback receives a single parameter which contains the
  95908. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  95909. * src parameter of an <img> to display it
  95910. * @param mimeType The MIME type of the screenshot image (default: image/png).
  95911. * Check your browser for supported MIME types
  95912. * @param samples Texture samples (default: 1)
  95913. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  95914. * @param fileName A name for for the downloaded file.
  95915. */
  95916. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  95917. /**
  95918. * Generates an image screenshot from the specified camera.
  95919. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  95920. * @param engine The engine to use for rendering
  95921. * @param camera The camera to use for rendering
  95922. * @param size This parameter can be set to a single number or to an object with the
  95923. * following (optional) properties: precision, width, height. If a single number is passed,
  95924. * it will be used for both width and height. If an object is passed, the screenshot size
  95925. * will be derived from the parameters. The precision property is a multiplier allowing
  95926. * rendering at a higher or lower resolution
  95927. * @param mimeType The MIME type of the screenshot image (default: image/png).
  95928. * Check your browser for supported MIME types
  95929. * @param samples Texture samples (default: 1)
  95930. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  95931. * @param fileName A name for for the downloaded file.
  95932. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  95933. * to the src parameter of an <img> to display it
  95934. */
  95935. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  95936. /**
  95937. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  95938. * Be aware Math.random() could cause collisions, but:
  95939. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  95940. * @returns a pseudo random id
  95941. */
  95942. static RandomId(): string;
  95943. /**
  95944. * Test if the given uri is a base64 string
  95945. * @param uri The uri to test
  95946. * @return True if the uri is a base64 string or false otherwise
  95947. */
  95948. static IsBase64(uri: string): boolean;
  95949. /**
  95950. * Decode the given base64 uri.
  95951. * @param uri The uri to decode
  95952. * @return The decoded base64 data.
  95953. */
  95954. static DecodeBase64(uri: string): ArrayBuffer;
  95955. /**
  95956. * Gets the absolute url.
  95957. * @param url the input url
  95958. * @return the absolute url
  95959. */
  95960. static GetAbsoluteUrl(url: string): string;
  95961. /**
  95962. * No log
  95963. */
  95964. static readonly NoneLogLevel: number;
  95965. /**
  95966. * Only message logs
  95967. */
  95968. static readonly MessageLogLevel: number;
  95969. /**
  95970. * Only warning logs
  95971. */
  95972. static readonly WarningLogLevel: number;
  95973. /**
  95974. * Only error logs
  95975. */
  95976. static readonly ErrorLogLevel: number;
  95977. /**
  95978. * All logs
  95979. */
  95980. static readonly AllLogLevel: number;
  95981. /**
  95982. * Gets a value indicating the number of loading errors
  95983. * @ignorenaming
  95984. */
  95985. static readonly errorsCount: number;
  95986. /**
  95987. * Callback called when a new log is added
  95988. */
  95989. static OnNewCacheEntry: (entry: string) => void;
  95990. /**
  95991. * Log a message to the console
  95992. * @param message defines the message to log
  95993. */
  95994. static Log(message: string): void;
  95995. /**
  95996. * Write a warning message to the console
  95997. * @param message defines the message to log
  95998. */
  95999. static Warn(message: string): void;
  96000. /**
  96001. * Write an error message to the console
  96002. * @param message defines the message to log
  96003. */
  96004. static Error(message: string): void;
  96005. /**
  96006. * Gets current log cache (list of logs)
  96007. */
  96008. static readonly LogCache: string;
  96009. /**
  96010. * Clears the log cache
  96011. */
  96012. static ClearLogCache(): void;
  96013. /**
  96014. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  96015. */
  96016. static LogLevels: number;
  96017. /**
  96018. * Checks if the window object exists
  96019. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  96020. */
  96021. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  96022. /**
  96023. * No performance log
  96024. */
  96025. static readonly PerformanceNoneLogLevel: number;
  96026. /**
  96027. * Use user marks to log performance
  96028. */
  96029. static readonly PerformanceUserMarkLogLevel: number;
  96030. /**
  96031. * Log performance to the console
  96032. */
  96033. static readonly PerformanceConsoleLogLevel: number;
  96034. private static _performance;
  96035. /**
  96036. * Sets the current performance log level
  96037. */
  96038. static PerformanceLogLevel: number;
  96039. private static _StartPerformanceCounterDisabled;
  96040. private static _EndPerformanceCounterDisabled;
  96041. private static _StartUserMark;
  96042. private static _EndUserMark;
  96043. private static _StartPerformanceConsole;
  96044. private static _EndPerformanceConsole;
  96045. /**
  96046. * Starts a performance counter
  96047. */
  96048. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  96049. /**
  96050. * Ends a specific performance coutner
  96051. */
  96052. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  96053. /**
  96054. * Gets either window.performance.now() if supported or Date.now() else
  96055. */
  96056. static readonly Now: number;
  96057. /**
  96058. * This method will return the name of the class used to create the instance of the given object.
  96059. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  96060. * @param object the object to get the class name from
  96061. * @param isType defines if the object is actually a type
  96062. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  96063. */
  96064. static GetClassName(object: any, isType?: boolean): string;
  96065. /**
  96066. * Gets the first element of an array satisfying a given predicate
  96067. * @param array defines the array to browse
  96068. * @param predicate defines the predicate to use
  96069. * @returns null if not found or the element
  96070. */
  96071. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  96072. /**
  96073. * This method will return the name of the full name of the class, including its owning module (if any).
  96074. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).
  96075. * @param object the object to get the class name from
  96076. * @param isType defines if the object is actually a type
  96077. * @return a string that can have two forms: "moduleName.className" if module was specified when the class' Name was registered or "className" if there was not module specified.
  96078. * @ignorenaming
  96079. */
  96080. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  96081. /**
  96082. * Returns a promise that resolves after the given amount of time.
  96083. * @param delay Number of milliseconds to delay
  96084. * @returns Promise that resolves after the given amount of time
  96085. */
  96086. static DelayAsync(delay: number): Promise<void>;
  96087. }
  96088. /**
  96089. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  96090. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  96091. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  96092. * @param name The name of the class, case should be preserved
  96093. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  96094. */
  96095. export function className(name: string, module?: string): (target: Object) => void;
  96096. /**
  96097. * An implementation of a loop for asynchronous functions.
  96098. */
  96099. export class AsyncLoop {
  96100. /**
  96101. * Defines the number of iterations for the loop
  96102. */
  96103. iterations: number;
  96104. /**
  96105. * Defines the current index of the loop.
  96106. */
  96107. index: number;
  96108. private _done;
  96109. private _fn;
  96110. private _successCallback;
  96111. /**
  96112. * Constructor.
  96113. * @param iterations the number of iterations.
  96114. * @param func the function to run each iteration
  96115. * @param successCallback the callback that will be called upon succesful execution
  96116. * @param offset starting offset.
  96117. */
  96118. constructor(
  96119. /**
  96120. * Defines the number of iterations for the loop
  96121. */
  96122. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  96123. /**
  96124. * Execute the next iteration. Must be called after the last iteration was finished.
  96125. */
  96126. executeNext(): void;
  96127. /**
  96128. * Break the loop and run the success callback.
  96129. */
  96130. breakLoop(): void;
  96131. /**
  96132. * Create and run an async loop.
  96133. * @param iterations the number of iterations.
  96134. * @param fn the function to run each iteration
  96135. * @param successCallback the callback that will be called upon succesful execution
  96136. * @param offset starting offset.
  96137. * @returns the created async loop object
  96138. */
  96139. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  96140. /**
  96141. * A for-loop that will run a given number of iterations synchronous and the rest async.
  96142. * @param iterations total number of iterations
  96143. * @param syncedIterations number of synchronous iterations in each async iteration.
  96144. * @param fn the function to call each iteration.
  96145. * @param callback a success call back that will be called when iterating stops.
  96146. * @param breakFunction a break condition (optional)
  96147. * @param timeout timeout settings for the setTimeout function. default - 0.
  96148. * @returns the created async loop object
  96149. */
  96150. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  96151. }
  96152. }
  96153. declare module BABYLON {
  96154. /** @hidden */
  96155. export interface ICollisionCoordinator {
  96156. createCollider(): Collider;
  96157. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  96158. init(scene: Scene): void;
  96159. }
  96160. /** @hidden */
  96161. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  96162. private _scene;
  96163. private _scaledPosition;
  96164. private _scaledVelocity;
  96165. private _finalPosition;
  96166. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  96167. createCollider(): Collider;
  96168. init(scene: Scene): void;
  96169. private _collideWithWorld;
  96170. }
  96171. }
  96172. declare module BABYLON {
  96173. /**
  96174. * Class used to manage all inputs for the scene.
  96175. */
  96176. export class InputManager {
  96177. /** The distance in pixel that you have to move to prevent some events */
  96178. static DragMovementThreshold: number;
  96179. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  96180. static LongPressDelay: number;
  96181. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  96182. static DoubleClickDelay: number;
  96183. /** If you need to check double click without raising a single click at first click, enable this flag */
  96184. static ExclusiveDoubleClickMode: boolean;
  96185. private _wheelEventName;
  96186. private _onPointerMove;
  96187. private _onPointerDown;
  96188. private _onPointerUp;
  96189. private _initClickEvent;
  96190. private _initActionManager;
  96191. private _delayedSimpleClick;
  96192. private _delayedSimpleClickTimeout;
  96193. private _previousDelayedSimpleClickTimeout;
  96194. private _meshPickProceed;
  96195. private _previousButtonPressed;
  96196. private _currentPickResult;
  96197. private _previousPickResult;
  96198. private _totalPointersPressed;
  96199. private _doubleClickOccured;
  96200. private _pointerOverMesh;
  96201. private _pickedDownMesh;
  96202. private _pickedUpMesh;
  96203. private _pointerX;
  96204. private _pointerY;
  96205. private _unTranslatedPointerX;
  96206. private _unTranslatedPointerY;
  96207. private _startingPointerPosition;
  96208. private _previousStartingPointerPosition;
  96209. private _startingPointerTime;
  96210. private _previousStartingPointerTime;
  96211. private _pointerCaptures;
  96212. private _onKeyDown;
  96213. private _onKeyUp;
  96214. private _onCanvasFocusObserver;
  96215. private _onCanvasBlurObserver;
  96216. private _scene;
  96217. /**
  96218. * Creates a new InputManager
  96219. * @param scene defines the hosting scene
  96220. */
  96221. constructor(scene: Scene);
  96222. /**
  96223. * Gets the mesh that is currently under the pointer
  96224. */
  96225. readonly meshUnderPointer: Nullable<AbstractMesh>;
  96226. /**
  96227. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  96228. */
  96229. readonly unTranslatedPointer: Vector2;
  96230. /**
  96231. * Gets or sets the current on-screen X position of the pointer
  96232. */
  96233. pointerX: number;
  96234. /**
  96235. * Gets or sets the current on-screen Y position of the pointer
  96236. */
  96237. pointerY: number;
  96238. private _updatePointerPosition;
  96239. private _processPointerMove;
  96240. private _setRayOnPointerInfo;
  96241. private _checkPrePointerObservable;
  96242. /**
  96243. * Use this method to simulate a pointer move on a mesh
  96244. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  96245. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  96246. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  96247. */
  96248. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  96249. /**
  96250. * Use this method to simulate a pointer down on a mesh
  96251. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  96252. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  96253. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  96254. */
  96255. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  96256. private _processPointerDown;
  96257. /** @hidden */
  96258. _isPointerSwiping(): boolean;
  96259. /**
  96260. * Use this method to simulate a pointer up on a mesh
  96261. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  96262. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  96263. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  96264. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  96265. */
  96266. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  96267. private _processPointerUp;
  96268. /**
  96269. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  96270. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  96271. * @returns true if the pointer was captured
  96272. */
  96273. isPointerCaptured(pointerId?: number): boolean;
  96274. /**
  96275. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  96276. * @param attachUp defines if you want to attach events to pointerup
  96277. * @param attachDown defines if you want to attach events to pointerdown
  96278. * @param attachMove defines if you want to attach events to pointermove
  96279. */
  96280. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  96281. /**
  96282. * Detaches all event handlers
  96283. */
  96284. detachControl(): void;
  96285. /**
  96286. * Force the value of meshUnderPointer
  96287. * @param mesh defines the mesh to use
  96288. */
  96289. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  96290. /**
  96291. * Gets the mesh under the pointer
  96292. * @returns a Mesh or null if no mesh is under the pointer
  96293. */
  96294. getPointerOverMesh(): Nullable<AbstractMesh>;
  96295. }
  96296. }
  96297. declare module BABYLON {
  96298. /**
  96299. * Helper class used to generate session unique ID
  96300. */
  96301. export class UniqueIdGenerator {
  96302. private static _UniqueIdCounter;
  96303. /**
  96304. * Gets an unique (relatively to the current scene) Id
  96305. */
  96306. static readonly UniqueId: number;
  96307. }
  96308. }
  96309. declare module BABYLON {
  96310. /**
  96311. * This class defines the direct association between an animation and a target
  96312. */
  96313. export class TargetedAnimation {
  96314. /**
  96315. * Animation to perform
  96316. */
  96317. animation: Animation;
  96318. /**
  96319. * Target to animate
  96320. */
  96321. target: any;
  96322. /**
  96323. * Serialize the object
  96324. * @returns the JSON object representing the current entity
  96325. */
  96326. serialize(): any;
  96327. }
  96328. /**
  96329. * Use this class to create coordinated animations on multiple targets
  96330. */
  96331. export class AnimationGroup implements IDisposable {
  96332. /** The name of the animation group */
  96333. name: string;
  96334. private _scene;
  96335. private _targetedAnimations;
  96336. private _animatables;
  96337. private _from;
  96338. private _to;
  96339. private _isStarted;
  96340. private _isPaused;
  96341. private _speedRatio;
  96342. private _loopAnimation;
  96343. /**
  96344. * Gets or sets the unique id of the node
  96345. */
  96346. uniqueId: number;
  96347. /**
  96348. * This observable will notify when one animation have ended
  96349. */
  96350. onAnimationEndObservable: Observable<TargetedAnimation>;
  96351. /**
  96352. * Observer raised when one animation loops
  96353. */
  96354. onAnimationLoopObservable: Observable<TargetedAnimation>;
  96355. /**
  96356. * This observable will notify when all animations have ended.
  96357. */
  96358. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  96359. /**
  96360. * This observable will notify when all animations have paused.
  96361. */
  96362. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  96363. /**
  96364. * This observable will notify when all animations are playing.
  96365. */
  96366. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  96367. /**
  96368. * Gets the first frame
  96369. */
  96370. readonly from: number;
  96371. /**
  96372. * Gets the last frame
  96373. */
  96374. readonly to: number;
  96375. /**
  96376. * Define if the animations are started
  96377. */
  96378. readonly isStarted: boolean;
  96379. /**
  96380. * Gets a value indicating that the current group is playing
  96381. */
  96382. readonly isPlaying: boolean;
  96383. /**
  96384. * Gets or sets the speed ratio to use for all animations
  96385. */
  96386. /**
  96387. * Gets or sets the speed ratio to use for all animations
  96388. */
  96389. speedRatio: number;
  96390. /**
  96391. * Gets or sets if all animations should loop or not
  96392. */
  96393. loopAnimation: boolean;
  96394. /**
  96395. * Gets the targeted animations for this animation group
  96396. */
  96397. readonly targetedAnimations: Array<TargetedAnimation>;
  96398. /**
  96399. * returning the list of animatables controlled by this animation group.
  96400. */
  96401. readonly animatables: Array<Animatable>;
  96402. /**
  96403. * Instantiates a new Animation Group.
  96404. * This helps managing several animations at once.
  96405. * @see http://doc.babylonjs.com/how_to/group
  96406. * @param name Defines the name of the group
  96407. * @param scene Defines the scene the group belongs to
  96408. */
  96409. constructor(
  96410. /** The name of the animation group */
  96411. name: string, scene?: Nullable<Scene>);
  96412. /**
  96413. * Add an animation (with its target) in the group
  96414. * @param animation defines the animation we want to add
  96415. * @param target defines the target of the animation
  96416. * @returns the TargetedAnimation object
  96417. */
  96418. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  96419. /**
  96420. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  96421. * It can add constant keys at begin or end
  96422. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  96423. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  96424. * @returns the animation group
  96425. */
  96426. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  96427. /**
  96428. * Start all animations on given targets
  96429. * @param loop defines if animations must loop
  96430. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  96431. * @param from defines the from key (optional)
  96432. * @param to defines the to key (optional)
  96433. * @returns the current animation group
  96434. */
  96435. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  96436. /**
  96437. * Pause all animations
  96438. * @returns the animation group
  96439. */
  96440. pause(): AnimationGroup;
  96441. /**
  96442. * Play all animations to initial state
  96443. * This function will start() the animations if they were not started or will restart() them if they were paused
  96444. * @param loop defines if animations must loop
  96445. * @returns the animation group
  96446. */
  96447. play(loop?: boolean): AnimationGroup;
  96448. /**
  96449. * Reset all animations to initial state
  96450. * @returns the animation group
  96451. */
  96452. reset(): AnimationGroup;
  96453. /**
  96454. * Restart animations from key 0
  96455. * @returns the animation group
  96456. */
  96457. restart(): AnimationGroup;
  96458. /**
  96459. * Stop all animations
  96460. * @returns the animation group
  96461. */
  96462. stop(): AnimationGroup;
  96463. /**
  96464. * Set animation weight for all animatables
  96465. * @param weight defines the weight to use
  96466. * @return the animationGroup
  96467. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  96468. */
  96469. setWeightForAllAnimatables(weight: number): AnimationGroup;
  96470. /**
  96471. * Synchronize and normalize all animatables with a source animatable
  96472. * @param root defines the root animatable to synchronize with
  96473. * @return the animationGroup
  96474. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  96475. */
  96476. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  96477. /**
  96478. * Goes to a specific frame in this animation group
  96479. * @param frame the frame number to go to
  96480. * @return the animationGroup
  96481. */
  96482. goToFrame(frame: number): AnimationGroup;
  96483. /**
  96484. * Dispose all associated resources
  96485. */
  96486. dispose(): void;
  96487. private _checkAnimationGroupEnded;
  96488. /**
  96489. * Clone the current animation group and returns a copy
  96490. * @param newName defines the name of the new group
  96491. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  96492. * @returns the new aniamtion group
  96493. */
  96494. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  96495. /**
  96496. * Serializes the animationGroup to an object
  96497. * @returns Serialized object
  96498. */
  96499. serialize(): any;
  96500. /**
  96501. * Returns a new AnimationGroup object parsed from the source provided.
  96502. * @param parsedAnimationGroup defines the source
  96503. * @param scene defines the scene that will receive the animationGroup
  96504. * @returns a new AnimationGroup
  96505. */
  96506. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  96507. /**
  96508. * Returns the string "AnimationGroup"
  96509. * @returns "AnimationGroup"
  96510. */
  96511. getClassName(): string;
  96512. /**
  96513. * Creates a detailled string about the object
  96514. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  96515. * @returns a string representing the object
  96516. */
  96517. toString(fullDetails?: boolean): string;
  96518. }
  96519. }
  96520. declare module BABYLON {
  96521. /**
  96522. * Define an interface for all classes that will hold resources
  96523. */
  96524. export interface IDisposable {
  96525. /**
  96526. * Releases all held resources
  96527. */
  96528. dispose(): void;
  96529. }
  96530. /** Interface defining initialization parameters for Scene class */
  96531. export interface SceneOptions {
  96532. /**
  96533. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  96534. * It will improve performance when the number of geometries becomes important.
  96535. */
  96536. useGeometryUniqueIdsMap?: boolean;
  96537. /**
  96538. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  96539. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  96540. */
  96541. useMaterialMeshMap?: boolean;
  96542. /**
  96543. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  96544. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  96545. */
  96546. useClonedMeshhMap?: boolean;
  96547. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  96548. virtual?: boolean;
  96549. }
  96550. /**
  96551. * Represents a scene to be rendered by the engine.
  96552. * @see http://doc.babylonjs.com/features/scene
  96553. */
  96554. export class Scene extends AbstractScene implements IAnimatable {
  96555. /** The fog is deactivated */
  96556. static readonly FOGMODE_NONE: number;
  96557. /** The fog density is following an exponential function */
  96558. static readonly FOGMODE_EXP: number;
  96559. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  96560. static readonly FOGMODE_EXP2: number;
  96561. /** The fog density is following a linear function. */
  96562. static readonly FOGMODE_LINEAR: number;
  96563. /**
  96564. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  96565. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96566. */
  96567. static MinDeltaTime: number;
  96568. /**
  96569. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  96570. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96571. */
  96572. static MaxDeltaTime: number;
  96573. /**
  96574. * Factory used to create the default material.
  96575. * @param name The name of the material to create
  96576. * @param scene The scene to create the material for
  96577. * @returns The default material
  96578. */
  96579. static DefaultMaterialFactory(scene: Scene): Material;
  96580. /**
  96581. * Factory used to create the a collision coordinator.
  96582. * @returns The collision coordinator
  96583. */
  96584. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  96585. /** @hidden */
  96586. _inputManager: InputManager;
  96587. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  96588. cameraToUseForPointers: Nullable<Camera>;
  96589. /** @hidden */
  96590. readonly _isScene: boolean;
  96591. /**
  96592. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  96593. */
  96594. autoClear: boolean;
  96595. /**
  96596. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  96597. */
  96598. autoClearDepthAndStencil: boolean;
  96599. /**
  96600. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  96601. */
  96602. clearColor: Color4;
  96603. /**
  96604. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  96605. */
  96606. ambientColor: Color3;
  96607. /**
  96608. * This is use to store the default BRDF lookup for PBR materials in your scene.
  96609. * It should only be one of the following (if not the default embedded one):
  96610. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  96611. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  96612. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  96613. * The material properties need to be setup according to the type of texture in use.
  96614. */
  96615. environmentBRDFTexture: BaseTexture;
  96616. /** @hidden */
  96617. protected _environmentTexture: Nullable<BaseTexture>;
  96618. /**
  96619. * Texture used in all pbr material as the reflection texture.
  96620. * As in the majority of the scene they are the same (exception for multi room and so on),
  96621. * this is easier to reference from here than from all the materials.
  96622. */
  96623. /**
  96624. * Texture used in all pbr material as the reflection texture.
  96625. * As in the majority of the scene they are the same (exception for multi room and so on),
  96626. * this is easier to set here than in all the materials.
  96627. */
  96628. environmentTexture: Nullable<BaseTexture>;
  96629. /** @hidden */
  96630. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  96631. /**
  96632. * Default image processing configuration used either in the rendering
  96633. * Forward main pass or through the imageProcessingPostProcess if present.
  96634. * As in the majority of the scene they are the same (exception for multi camera),
  96635. * this is easier to reference from here than from all the materials and post process.
  96636. *
  96637. * No setter as we it is a shared configuration, you can set the values instead.
  96638. */
  96639. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  96640. private _forceWireframe;
  96641. /**
  96642. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  96643. */
  96644. forceWireframe: boolean;
  96645. private _forcePointsCloud;
  96646. /**
  96647. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  96648. */
  96649. forcePointsCloud: boolean;
  96650. /**
  96651. * Gets or sets the active clipplane 1
  96652. */
  96653. clipPlane: Nullable<Plane>;
  96654. /**
  96655. * Gets or sets the active clipplane 2
  96656. */
  96657. clipPlane2: Nullable<Plane>;
  96658. /**
  96659. * Gets or sets the active clipplane 3
  96660. */
  96661. clipPlane3: Nullable<Plane>;
  96662. /**
  96663. * Gets or sets the active clipplane 4
  96664. */
  96665. clipPlane4: Nullable<Plane>;
  96666. /**
  96667. * Gets or sets a boolean indicating if animations are enabled
  96668. */
  96669. animationsEnabled: boolean;
  96670. private _animationPropertiesOverride;
  96671. /**
  96672. * Gets or sets the animation properties override
  96673. */
  96674. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  96675. /**
  96676. * Gets or sets a boolean indicating if a constant deltatime has to be used
  96677. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  96678. */
  96679. useConstantAnimationDeltaTime: boolean;
  96680. /**
  96681. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  96682. * Please note that it requires to run a ray cast through the scene on every frame
  96683. */
  96684. constantlyUpdateMeshUnderPointer: boolean;
  96685. /**
  96686. * Defines the HTML cursor to use when hovering over interactive elements
  96687. */
  96688. hoverCursor: string;
  96689. /**
  96690. * Defines the HTML default cursor to use (empty by default)
  96691. */
  96692. defaultCursor: string;
  96693. /**
  96694. * This is used to call preventDefault() on pointer down
  96695. * in order to block unwanted artifacts like system double clicks
  96696. */
  96697. preventDefaultOnPointerDown: boolean;
  96698. /**
  96699. * This is used to call preventDefault() on pointer up
  96700. * in order to block unwanted artifacts like system double clicks
  96701. */
  96702. preventDefaultOnPointerUp: boolean;
  96703. /**
  96704. * Gets or sets user defined metadata
  96705. */
  96706. metadata: any;
  96707. /**
  96708. * For internal use only. Please do not use.
  96709. */
  96710. reservedDataStore: any;
  96711. /**
  96712. * Gets the name of the plugin used to load this scene (null by default)
  96713. */
  96714. loadingPluginName: string;
  96715. /**
  96716. * Use this array to add regular expressions used to disable offline support for specific urls
  96717. */
  96718. disableOfflineSupportExceptionRules: RegExp[];
  96719. /**
  96720. * An event triggered when the scene is disposed.
  96721. */
  96722. onDisposeObservable: Observable<Scene>;
  96723. private _onDisposeObserver;
  96724. /** Sets a function to be executed when this scene is disposed. */
  96725. onDispose: () => void;
  96726. /**
  96727. * An event triggered before rendering the scene (right after animations and physics)
  96728. */
  96729. onBeforeRenderObservable: Observable<Scene>;
  96730. private _onBeforeRenderObserver;
  96731. /** Sets a function to be executed before rendering this scene */
  96732. beforeRender: Nullable<() => void>;
  96733. /**
  96734. * An event triggered after rendering the scene
  96735. */
  96736. onAfterRenderObservable: Observable<Scene>;
  96737. /**
  96738. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  96739. */
  96740. onAfterRenderCameraObservable: Observable<Camera>;
  96741. private _onAfterRenderObserver;
  96742. /** Sets a function to be executed after rendering this scene */
  96743. afterRender: Nullable<() => void>;
  96744. /**
  96745. * An event triggered before animating the scene
  96746. */
  96747. onBeforeAnimationsObservable: Observable<Scene>;
  96748. /**
  96749. * An event triggered after animations processing
  96750. */
  96751. onAfterAnimationsObservable: Observable<Scene>;
  96752. /**
  96753. * An event triggered before draw calls are ready to be sent
  96754. */
  96755. onBeforeDrawPhaseObservable: Observable<Scene>;
  96756. /**
  96757. * An event triggered after draw calls have been sent
  96758. */
  96759. onAfterDrawPhaseObservable: Observable<Scene>;
  96760. /**
  96761. * An event triggered when the scene is ready
  96762. */
  96763. onReadyObservable: Observable<Scene>;
  96764. /**
  96765. * An event triggered before rendering a camera
  96766. */
  96767. onBeforeCameraRenderObservable: Observable<Camera>;
  96768. private _onBeforeCameraRenderObserver;
  96769. /** Sets a function to be executed before rendering a camera*/
  96770. beforeCameraRender: () => void;
  96771. /**
  96772. * An event triggered after rendering a camera
  96773. */
  96774. onAfterCameraRenderObservable: Observable<Camera>;
  96775. private _onAfterCameraRenderObserver;
  96776. /** Sets a function to be executed after rendering a camera*/
  96777. afterCameraRender: () => void;
  96778. /**
  96779. * An event triggered when active meshes evaluation is about to start
  96780. */
  96781. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  96782. /**
  96783. * An event triggered when active meshes evaluation is done
  96784. */
  96785. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  96786. /**
  96787. * An event triggered when particles rendering is about to start
  96788. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  96789. */
  96790. onBeforeParticlesRenderingObservable: Observable<Scene>;
  96791. /**
  96792. * An event triggered when particles rendering is done
  96793. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  96794. */
  96795. onAfterParticlesRenderingObservable: Observable<Scene>;
  96796. /**
  96797. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  96798. */
  96799. onDataLoadedObservable: Observable<Scene>;
  96800. /**
  96801. * An event triggered when a camera is created
  96802. */
  96803. onNewCameraAddedObservable: Observable<Camera>;
  96804. /**
  96805. * An event triggered when a camera is removed
  96806. */
  96807. onCameraRemovedObservable: Observable<Camera>;
  96808. /**
  96809. * An event triggered when a light is created
  96810. */
  96811. onNewLightAddedObservable: Observable<Light>;
  96812. /**
  96813. * An event triggered when a light is removed
  96814. */
  96815. onLightRemovedObservable: Observable<Light>;
  96816. /**
  96817. * An event triggered when a geometry is created
  96818. */
  96819. onNewGeometryAddedObservable: Observable<Geometry>;
  96820. /**
  96821. * An event triggered when a geometry is removed
  96822. */
  96823. onGeometryRemovedObservable: Observable<Geometry>;
  96824. /**
  96825. * An event triggered when a transform node is created
  96826. */
  96827. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  96828. /**
  96829. * An event triggered when a transform node is removed
  96830. */
  96831. onTransformNodeRemovedObservable: Observable<TransformNode>;
  96832. /**
  96833. * An event triggered when a mesh is created
  96834. */
  96835. onNewMeshAddedObservable: Observable<AbstractMesh>;
  96836. /**
  96837. * An event triggered when a mesh is removed
  96838. */
  96839. onMeshRemovedObservable: Observable<AbstractMesh>;
  96840. /**
  96841. * An event triggered when a skeleton is created
  96842. */
  96843. onNewSkeletonAddedObservable: Observable<Skeleton>;
  96844. /**
  96845. * An event triggered when a skeleton is removed
  96846. */
  96847. onSkeletonRemovedObservable: Observable<Skeleton>;
  96848. /**
  96849. * An event triggered when a material is created
  96850. */
  96851. onNewMaterialAddedObservable: Observable<Material>;
  96852. /**
  96853. * An event triggered when a material is removed
  96854. */
  96855. onMaterialRemovedObservable: Observable<Material>;
  96856. /**
  96857. * An event triggered when a texture is created
  96858. */
  96859. onNewTextureAddedObservable: Observable<BaseTexture>;
  96860. /**
  96861. * An event triggered when a texture is removed
  96862. */
  96863. onTextureRemovedObservable: Observable<BaseTexture>;
  96864. /**
  96865. * An event triggered when render targets are about to be rendered
  96866. * Can happen multiple times per frame.
  96867. */
  96868. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  96869. /**
  96870. * An event triggered when render targets were rendered.
  96871. * Can happen multiple times per frame.
  96872. */
  96873. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  96874. /**
  96875. * An event triggered before calculating deterministic simulation step
  96876. */
  96877. onBeforeStepObservable: Observable<Scene>;
  96878. /**
  96879. * An event triggered after calculating deterministic simulation step
  96880. */
  96881. onAfterStepObservable: Observable<Scene>;
  96882. /**
  96883. * An event triggered when the activeCamera property is updated
  96884. */
  96885. onActiveCameraChanged: Observable<Scene>;
  96886. /**
  96887. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  96888. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  96889. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  96890. */
  96891. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  96892. /**
  96893. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  96894. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  96895. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  96896. */
  96897. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  96898. /**
  96899. * This Observable will when a mesh has been imported into the scene.
  96900. */
  96901. onMeshImportedObservable: Observable<AbstractMesh>;
  96902. /**
  96903. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  96904. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  96905. */
  96906. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  96907. /** @hidden */
  96908. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  96909. /**
  96910. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  96911. */
  96912. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  96913. /**
  96914. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  96915. */
  96916. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  96917. /**
  96918. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  96919. */
  96920. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  96921. /** Callback called when a pointer move is detected */
  96922. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  96923. /** Callback called when a pointer down is detected */
  96924. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  96925. /** Callback called when a pointer up is detected */
  96926. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  96927. /** Callback called when a pointer pick is detected */
  96928. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  96929. /**
  96930. * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).
  96931. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  96932. */
  96933. onPrePointerObservable: Observable<PointerInfoPre>;
  96934. /**
  96935. * Observable event triggered each time an input event is received from the rendering canvas
  96936. */
  96937. onPointerObservable: Observable<PointerInfo>;
  96938. /**
  96939. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  96940. */
  96941. readonly unTranslatedPointer: Vector2;
  96942. /**
  96943. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  96944. */
  96945. static DragMovementThreshold: number;
  96946. /**
  96947. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  96948. */
  96949. static LongPressDelay: number;
  96950. /**
  96951. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  96952. */
  96953. static DoubleClickDelay: number;
  96954. /** If you need to check double click without raising a single click at first click, enable this flag */
  96955. static ExclusiveDoubleClickMode: boolean;
  96956. /** @hidden */
  96957. _mirroredCameraPosition: Nullable<Vector3>;
  96958. /**
  96959. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  96960. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  96961. */
  96962. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  96963. /**
  96964. * Observable event triggered each time an keyboard event is received from the hosting window
  96965. */
  96966. onKeyboardObservable: Observable<KeyboardInfo>;
  96967. private _useRightHandedSystem;
  96968. /**
  96969. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  96970. */
  96971. useRightHandedSystem: boolean;
  96972. private _timeAccumulator;
  96973. private _currentStepId;
  96974. private _currentInternalStep;
  96975. /**
  96976. * Sets the step Id used by deterministic lock step
  96977. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96978. * @param newStepId defines the step Id
  96979. */
  96980. setStepId(newStepId: number): void;
  96981. /**
  96982. * Gets the step Id used by deterministic lock step
  96983. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96984. * @returns the step Id
  96985. */
  96986. getStepId(): number;
  96987. /**
  96988. * Gets the internal step used by deterministic lock step
  96989. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96990. * @returns the internal step
  96991. */
  96992. getInternalStep(): number;
  96993. private _fogEnabled;
  96994. /**
  96995. * Gets or sets a boolean indicating if fog is enabled on this scene
  96996. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96997. * (Default is true)
  96998. */
  96999. fogEnabled: boolean;
  97000. private _fogMode;
  97001. /**
  97002. * Gets or sets the fog mode to use
  97003. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97004. * | mode | value |
  97005. * | --- | --- |
  97006. * | FOGMODE_NONE | 0 |
  97007. * | FOGMODE_EXP | 1 |
  97008. * | FOGMODE_EXP2 | 2 |
  97009. * | FOGMODE_LINEAR | 3 |
  97010. */
  97011. fogMode: number;
  97012. /**
  97013. * Gets or sets the fog color to use
  97014. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97015. * (Default is Color3(0.2, 0.2, 0.3))
  97016. */
  97017. fogColor: Color3;
  97018. /**
  97019. * Gets or sets the fog density to use
  97020. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97021. * (Default is 0.1)
  97022. */
  97023. fogDensity: number;
  97024. /**
  97025. * Gets or sets the fog start distance to use
  97026. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97027. * (Default is 0)
  97028. */
  97029. fogStart: number;
  97030. /**
  97031. * Gets or sets the fog end distance to use
  97032. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97033. * (Default is 1000)
  97034. */
  97035. fogEnd: number;
  97036. private _shadowsEnabled;
  97037. /**
  97038. * Gets or sets a boolean indicating if shadows are enabled on this scene
  97039. */
  97040. shadowsEnabled: boolean;
  97041. private _lightsEnabled;
  97042. /**
  97043. * Gets or sets a boolean indicating if lights are enabled on this scene
  97044. */
  97045. lightsEnabled: boolean;
  97046. /** All of the active cameras added to this scene. */
  97047. activeCameras: Camera[];
  97048. /** @hidden */
  97049. _activeCamera: Nullable<Camera>;
  97050. /** Gets or sets the current active camera */
  97051. activeCamera: Nullable<Camera>;
  97052. private _defaultMaterial;
  97053. /** The default material used on meshes when no material is affected */
  97054. /** The default material used on meshes when no material is affected */
  97055. defaultMaterial: Material;
  97056. private _texturesEnabled;
  97057. /**
  97058. * Gets or sets a boolean indicating if textures are enabled on this scene
  97059. */
  97060. texturesEnabled: boolean;
  97061. /**
  97062. * Gets or sets a boolean indicating if particles are enabled on this scene
  97063. */
  97064. particlesEnabled: boolean;
  97065. /**
  97066. * Gets or sets a boolean indicating if sprites are enabled on this scene
  97067. */
  97068. spritesEnabled: boolean;
  97069. private _skeletonsEnabled;
  97070. /**
  97071. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  97072. */
  97073. skeletonsEnabled: boolean;
  97074. /**
  97075. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  97076. */
  97077. lensFlaresEnabled: boolean;
  97078. /**
  97079. * Gets or sets a boolean indicating if collisions are enabled on this scene
  97080. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  97081. */
  97082. collisionsEnabled: boolean;
  97083. private _collisionCoordinator;
  97084. /** @hidden */
  97085. readonly collisionCoordinator: ICollisionCoordinator;
  97086. /**
  97087. * Defines the gravity applied to this scene (used only for collisions)
  97088. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  97089. */
  97090. gravity: Vector3;
  97091. /**
  97092. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  97093. */
  97094. postProcessesEnabled: boolean;
  97095. /**
  97096. * The list of postprocesses added to the scene
  97097. */
  97098. postProcesses: PostProcess[];
  97099. /**
  97100. * Gets the current postprocess manager
  97101. */
  97102. postProcessManager: PostProcessManager;
  97103. /**
  97104. * Gets or sets a boolean indicating if render targets are enabled on this scene
  97105. */
  97106. renderTargetsEnabled: boolean;
  97107. /**
  97108. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  97109. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  97110. */
  97111. dumpNextRenderTargets: boolean;
  97112. /**
  97113. * The list of user defined render targets added to the scene
  97114. */
  97115. customRenderTargets: RenderTargetTexture[];
  97116. /**
  97117. * Defines if texture loading must be delayed
  97118. * If true, textures will only be loaded when they need to be rendered
  97119. */
  97120. useDelayedTextureLoading: boolean;
  97121. /**
  97122. * Gets the list of meshes imported to the scene through SceneLoader
  97123. */
  97124. importedMeshesFiles: String[];
  97125. /**
  97126. * Gets or sets a boolean indicating if probes are enabled on this scene
  97127. */
  97128. probesEnabled: boolean;
  97129. /**
  97130. * Gets or sets the current offline provider to use to store scene data
  97131. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  97132. */
  97133. offlineProvider: IOfflineProvider;
  97134. /**
  97135. * Gets or sets the action manager associated with the scene
  97136. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  97137. */
  97138. actionManager: AbstractActionManager;
  97139. private _meshesForIntersections;
  97140. /**
  97141. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  97142. */
  97143. proceduralTexturesEnabled: boolean;
  97144. private _engine;
  97145. private _totalVertices;
  97146. /** @hidden */
  97147. _activeIndices: PerfCounter;
  97148. /** @hidden */
  97149. _activeParticles: PerfCounter;
  97150. /** @hidden */
  97151. _activeBones: PerfCounter;
  97152. private _animationRatio;
  97153. /** @hidden */
  97154. _animationTimeLast: number;
  97155. /** @hidden */
  97156. _animationTime: number;
  97157. /**
  97158. * Gets or sets a general scale for animation speed
  97159. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  97160. */
  97161. animationTimeScale: number;
  97162. /** @hidden */
  97163. _cachedMaterial: Nullable<Material>;
  97164. /** @hidden */
  97165. _cachedEffect: Nullable<Effect>;
  97166. /** @hidden */
  97167. _cachedVisibility: Nullable<number>;
  97168. private _renderId;
  97169. private _frameId;
  97170. private _executeWhenReadyTimeoutId;
  97171. private _intermediateRendering;
  97172. private _viewUpdateFlag;
  97173. private _projectionUpdateFlag;
  97174. /** @hidden */
  97175. _toBeDisposed: Nullable<IDisposable>[];
  97176. private _activeRequests;
  97177. /** @hidden */
  97178. _pendingData: any[];
  97179. private _isDisposed;
  97180. /**
  97181. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  97182. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  97183. */
  97184. dispatchAllSubMeshesOfActiveMeshes: boolean;
  97185. private _activeMeshes;
  97186. private _processedMaterials;
  97187. private _renderTargets;
  97188. /** @hidden */
  97189. _activeParticleSystems: SmartArray<IParticleSystem>;
  97190. private _activeSkeletons;
  97191. private _softwareSkinnedMeshes;
  97192. private _renderingManager;
  97193. /** @hidden */
  97194. _activeAnimatables: Animatable[];
  97195. private _transformMatrix;
  97196. private _sceneUbo;
  97197. /** @hidden */
  97198. _viewMatrix: Matrix;
  97199. private _projectionMatrix;
  97200. /** @hidden */
  97201. _forcedViewPosition: Nullable<Vector3>;
  97202. /** @hidden */
  97203. _frustumPlanes: Plane[];
  97204. /**
  97205. * Gets the list of frustum planes (built from the active camera)
  97206. */
  97207. readonly frustumPlanes: Plane[];
  97208. /**
  97209. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  97210. * This is useful if there are more lights that the maximum simulteanous authorized
  97211. */
  97212. requireLightSorting: boolean;
  97213. /** @hidden */
  97214. readonly useMaterialMeshMap: boolean;
  97215. /** @hidden */
  97216. readonly useClonedMeshhMap: boolean;
  97217. private _externalData;
  97218. private _uid;
  97219. /**
  97220. * @hidden
  97221. * Backing store of defined scene components.
  97222. */
  97223. _components: ISceneComponent[];
  97224. /**
  97225. * @hidden
  97226. * Backing store of defined scene components.
  97227. */
  97228. _serializableComponents: ISceneSerializableComponent[];
  97229. /**
  97230. * List of components to register on the next registration step.
  97231. */
  97232. private _transientComponents;
  97233. /**
  97234. * Registers the transient components if needed.
  97235. */
  97236. private _registerTransientComponents;
  97237. /**
  97238. * @hidden
  97239. * Add a component to the scene.
  97240. * Note that the ccomponent could be registered on th next frame if this is called after
  97241. * the register component stage.
  97242. * @param component Defines the component to add to the scene
  97243. */
  97244. _addComponent(component: ISceneComponent): void;
  97245. /**
  97246. * @hidden
  97247. * Gets a component from the scene.
  97248. * @param name defines the name of the component to retrieve
  97249. * @returns the component or null if not present
  97250. */
  97251. _getComponent(name: string): Nullable<ISceneComponent>;
  97252. /**
  97253. * @hidden
  97254. * Defines the actions happening before camera updates.
  97255. */
  97256. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  97257. /**
  97258. * @hidden
  97259. * Defines the actions happening before clear the canvas.
  97260. */
  97261. _beforeClearStage: Stage<SimpleStageAction>;
  97262. /**
  97263. * @hidden
  97264. * Defines the actions when collecting render targets for the frame.
  97265. */
  97266. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  97267. /**
  97268. * @hidden
  97269. * Defines the actions happening for one camera in the frame.
  97270. */
  97271. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  97272. /**
  97273. * @hidden
  97274. * Defines the actions happening during the per mesh ready checks.
  97275. */
  97276. _isReadyForMeshStage: Stage<MeshStageAction>;
  97277. /**
  97278. * @hidden
  97279. * Defines the actions happening before evaluate active mesh checks.
  97280. */
  97281. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  97282. /**
  97283. * @hidden
  97284. * Defines the actions happening during the evaluate sub mesh checks.
  97285. */
  97286. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  97287. /**
  97288. * @hidden
  97289. * Defines the actions happening during the active mesh stage.
  97290. */
  97291. _activeMeshStage: Stage<ActiveMeshStageAction>;
  97292. /**
  97293. * @hidden
  97294. * Defines the actions happening during the per camera render target step.
  97295. */
  97296. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  97297. /**
  97298. * @hidden
  97299. * Defines the actions happening just before the active camera is drawing.
  97300. */
  97301. _beforeCameraDrawStage: Stage<CameraStageAction>;
  97302. /**
  97303. * @hidden
  97304. * Defines the actions happening just before a render target is drawing.
  97305. */
  97306. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  97307. /**
  97308. * @hidden
  97309. * Defines the actions happening just before a rendering group is drawing.
  97310. */
  97311. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  97312. /**
  97313. * @hidden
  97314. * Defines the actions happening just before a mesh is drawing.
  97315. */
  97316. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  97317. /**
  97318. * @hidden
  97319. * Defines the actions happening just after a mesh has been drawn.
  97320. */
  97321. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  97322. /**
  97323. * @hidden
  97324. * Defines the actions happening just after a rendering group has been drawn.
  97325. */
  97326. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  97327. /**
  97328. * @hidden
  97329. * Defines the actions happening just after the active camera has been drawn.
  97330. */
  97331. _afterCameraDrawStage: Stage<CameraStageAction>;
  97332. /**
  97333. * @hidden
  97334. * Defines the actions happening just after a render target has been drawn.
  97335. */
  97336. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  97337. /**
  97338. * @hidden
  97339. * Defines the actions happening just after rendering all cameras and computing intersections.
  97340. */
  97341. _afterRenderStage: Stage<SimpleStageAction>;
  97342. /**
  97343. * @hidden
  97344. * Defines the actions happening when a pointer move event happens.
  97345. */
  97346. _pointerMoveStage: Stage<PointerMoveStageAction>;
  97347. /**
  97348. * @hidden
  97349. * Defines the actions happening when a pointer down event happens.
  97350. */
  97351. _pointerDownStage: Stage<PointerUpDownStageAction>;
  97352. /**
  97353. * @hidden
  97354. * Defines the actions happening when a pointer up event happens.
  97355. */
  97356. _pointerUpStage: Stage<PointerUpDownStageAction>;
  97357. /**
  97358. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  97359. */
  97360. private geometriesByUniqueId;
  97361. /**
  97362. * Creates a new Scene
  97363. * @param engine defines the engine to use to render this scene
  97364. * @param options defines the scene options
  97365. */
  97366. constructor(engine: Engine, options?: SceneOptions);
  97367. /**
  97368. * Gets a string idenfifying the name of the class
  97369. * @returns "Scene" string
  97370. */
  97371. getClassName(): string;
  97372. private _defaultMeshCandidates;
  97373. /**
  97374. * @hidden
  97375. */
  97376. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  97377. private _defaultSubMeshCandidates;
  97378. /**
  97379. * @hidden
  97380. */
  97381. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  97382. /**
  97383. * Sets the default candidate providers for the scene.
  97384. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  97385. * and getCollidingSubMeshCandidates to their default function
  97386. */
  97387. setDefaultCandidateProviders(): void;
  97388. /**
  97389. * Gets the mesh that is currently under the pointer
  97390. */
  97391. readonly meshUnderPointer: Nullable<AbstractMesh>;
  97392. /**
  97393. * Gets or sets the current on-screen X position of the pointer
  97394. */
  97395. pointerX: number;
  97396. /**
  97397. * Gets or sets the current on-screen Y position of the pointer
  97398. */
  97399. pointerY: number;
  97400. /**
  97401. * Gets the cached material (ie. the latest rendered one)
  97402. * @returns the cached material
  97403. */
  97404. getCachedMaterial(): Nullable<Material>;
  97405. /**
  97406. * Gets the cached effect (ie. the latest rendered one)
  97407. * @returns the cached effect
  97408. */
  97409. getCachedEffect(): Nullable<Effect>;
  97410. /**
  97411. * Gets the cached visibility state (ie. the latest rendered one)
  97412. * @returns the cached visibility state
  97413. */
  97414. getCachedVisibility(): Nullable<number>;
  97415. /**
  97416. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  97417. * @param material defines the current material
  97418. * @param effect defines the current effect
  97419. * @param visibility defines the current visibility state
  97420. * @returns true if one parameter is not cached
  97421. */
  97422. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  97423. /**
  97424. * Gets the engine associated with the scene
  97425. * @returns an Engine
  97426. */
  97427. getEngine(): Engine;
  97428. /**
  97429. * Gets the total number of vertices rendered per frame
  97430. * @returns the total number of vertices rendered per frame
  97431. */
  97432. getTotalVertices(): number;
  97433. /**
  97434. * Gets the performance counter for total vertices
  97435. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97436. */
  97437. readonly totalVerticesPerfCounter: PerfCounter;
  97438. /**
  97439. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  97440. * @returns the total number of active indices rendered per frame
  97441. */
  97442. getActiveIndices(): number;
  97443. /**
  97444. * Gets the performance counter for active indices
  97445. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97446. */
  97447. readonly totalActiveIndicesPerfCounter: PerfCounter;
  97448. /**
  97449. * Gets the total number of active particles rendered per frame
  97450. * @returns the total number of active particles rendered per frame
  97451. */
  97452. getActiveParticles(): number;
  97453. /**
  97454. * Gets the performance counter for active particles
  97455. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97456. */
  97457. readonly activeParticlesPerfCounter: PerfCounter;
  97458. /**
  97459. * Gets the total number of active bones rendered per frame
  97460. * @returns the total number of active bones rendered per frame
  97461. */
  97462. getActiveBones(): number;
  97463. /**
  97464. * Gets the performance counter for active bones
  97465. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97466. */
  97467. readonly activeBonesPerfCounter: PerfCounter;
  97468. /**
  97469. * Gets the array of active meshes
  97470. * @returns an array of AbstractMesh
  97471. */
  97472. getActiveMeshes(): SmartArray<AbstractMesh>;
  97473. /**
  97474. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  97475. * @returns a number
  97476. */
  97477. getAnimationRatio(): number;
  97478. /**
  97479. * Gets an unique Id for the current render phase
  97480. * @returns a number
  97481. */
  97482. getRenderId(): number;
  97483. /**
  97484. * Gets an unique Id for the current frame
  97485. * @returns a number
  97486. */
  97487. getFrameId(): number;
  97488. /** Call this function if you want to manually increment the render Id*/
  97489. incrementRenderId(): void;
  97490. private _createUbo;
  97491. /**
  97492. * Use this method to simulate a pointer move on a mesh
  97493. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97494. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97495. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97496. * @returns the current scene
  97497. */
  97498. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  97499. /**
  97500. * Use this method to simulate a pointer down on a mesh
  97501. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97502. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97503. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97504. * @returns the current scene
  97505. */
  97506. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  97507. /**
  97508. * Use this method to simulate a pointer up on a mesh
  97509. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97510. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97511. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97512. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  97513. * @returns the current scene
  97514. */
  97515. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  97516. /**
  97517. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  97518. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  97519. * @returns true if the pointer was captured
  97520. */
  97521. isPointerCaptured(pointerId?: number): boolean;
  97522. /**
  97523. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  97524. * @param attachUp defines if you want to attach events to pointerup
  97525. * @param attachDown defines if you want to attach events to pointerdown
  97526. * @param attachMove defines if you want to attach events to pointermove
  97527. */
  97528. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  97529. /** Detaches all event handlers*/
  97530. detachControl(): void;
  97531. /**
  97532. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  97533. * Delay loaded resources are not taking in account
  97534. * @return true if all required resources are ready
  97535. */
  97536. isReady(): boolean;
  97537. /** Resets all cached information relative to material (including effect and visibility) */
  97538. resetCachedMaterial(): void;
  97539. /**
  97540. * Registers a function to be called before every frame render
  97541. * @param func defines the function to register
  97542. */
  97543. registerBeforeRender(func: () => void): void;
  97544. /**
  97545. * Unregisters a function called before every frame render
  97546. * @param func defines the function to unregister
  97547. */
  97548. unregisterBeforeRender(func: () => void): void;
  97549. /**
  97550. * Registers a function to be called after every frame render
  97551. * @param func defines the function to register
  97552. */
  97553. registerAfterRender(func: () => void): void;
  97554. /**
  97555. * Unregisters a function called after every frame render
  97556. * @param func defines the function to unregister
  97557. */
  97558. unregisterAfterRender(func: () => void): void;
  97559. private _executeOnceBeforeRender;
  97560. /**
  97561. * The provided function will run before render once and will be disposed afterwards.
  97562. * A timeout delay can be provided so that the function will be executed in N ms.
  97563. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  97564. * @param func The function to be executed.
  97565. * @param timeout optional delay in ms
  97566. */
  97567. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  97568. /** @hidden */
  97569. _addPendingData(data: any): void;
  97570. /** @hidden */
  97571. _removePendingData(data: any): void;
  97572. /**
  97573. * Returns the number of items waiting to be loaded
  97574. * @returns the number of items waiting to be loaded
  97575. */
  97576. getWaitingItemsCount(): number;
  97577. /**
  97578. * Returns a boolean indicating if the scene is still loading data
  97579. */
  97580. readonly isLoading: boolean;
  97581. /**
  97582. * Registers a function to be executed when the scene is ready
  97583. * @param {Function} func - the function to be executed
  97584. */
  97585. executeWhenReady(func: () => void): void;
  97586. /**
  97587. * Returns a promise that resolves when the scene is ready
  97588. * @returns A promise that resolves when the scene is ready
  97589. */
  97590. whenReadyAsync(): Promise<void>;
  97591. /** @hidden */
  97592. _checkIsReady(): void;
  97593. /**
  97594. * Gets all animatable attached to the scene
  97595. */
  97596. readonly animatables: Animatable[];
  97597. /**
  97598. * Resets the last animation time frame.
  97599. * Useful to override when animations start running when loading a scene for the first time.
  97600. */
  97601. resetLastAnimationTimeFrame(): void;
  97602. /**
  97603. * Gets the current view matrix
  97604. * @returns a Matrix
  97605. */
  97606. getViewMatrix(): Matrix;
  97607. /**
  97608. * Gets the current projection matrix
  97609. * @returns a Matrix
  97610. */
  97611. getProjectionMatrix(): Matrix;
  97612. /**
  97613. * Gets the current transform matrix
  97614. * @returns a Matrix made of View * Projection
  97615. */
  97616. getTransformMatrix(): Matrix;
  97617. /**
  97618. * Sets the current transform matrix
  97619. * @param viewL defines the View matrix to use
  97620. * @param projectionL defines the Projection matrix to use
  97621. * @param viewR defines the right View matrix to use (if provided)
  97622. * @param projectionR defines the right Projection matrix to use (if provided)
  97623. */
  97624. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  97625. /**
  97626. * Gets the uniform buffer used to store scene data
  97627. * @returns a UniformBuffer
  97628. */
  97629. getSceneUniformBuffer(): UniformBuffer;
  97630. /**
  97631. * Gets an unique (relatively to the current scene) Id
  97632. * @returns an unique number for the scene
  97633. */
  97634. getUniqueId(): number;
  97635. /**
  97636. * Add a mesh to the list of scene's meshes
  97637. * @param newMesh defines the mesh to add
  97638. * @param recursive if all child meshes should also be added to the scene
  97639. */
  97640. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  97641. /**
  97642. * Remove a mesh for the list of scene's meshes
  97643. * @param toRemove defines the mesh to remove
  97644. * @param recursive if all child meshes should also be removed from the scene
  97645. * @returns the index where the mesh was in the mesh list
  97646. */
  97647. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  97648. /**
  97649. * Add a transform node to the list of scene's transform nodes
  97650. * @param newTransformNode defines the transform node to add
  97651. */
  97652. addTransformNode(newTransformNode: TransformNode): void;
  97653. /**
  97654. * Remove a transform node for the list of scene's transform nodes
  97655. * @param toRemove defines the transform node to remove
  97656. * @returns the index where the transform node was in the transform node list
  97657. */
  97658. removeTransformNode(toRemove: TransformNode): number;
  97659. /**
  97660. * Remove a skeleton for the list of scene's skeletons
  97661. * @param toRemove defines the skeleton to remove
  97662. * @returns the index where the skeleton was in the skeleton list
  97663. */
  97664. removeSkeleton(toRemove: Skeleton): number;
  97665. /**
  97666. * Remove a morph target for the list of scene's morph targets
  97667. * @param toRemove defines the morph target to remove
  97668. * @returns the index where the morph target was in the morph target list
  97669. */
  97670. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  97671. /**
  97672. * Remove a light for the list of scene's lights
  97673. * @param toRemove defines the light to remove
  97674. * @returns the index where the light was in the light list
  97675. */
  97676. removeLight(toRemove: Light): number;
  97677. /**
  97678. * Remove a camera for the list of scene's cameras
  97679. * @param toRemove defines the camera to remove
  97680. * @returns the index where the camera was in the camera list
  97681. */
  97682. removeCamera(toRemove: Camera): number;
  97683. /**
  97684. * Remove a particle system for the list of scene's particle systems
  97685. * @param toRemove defines the particle system to remove
  97686. * @returns the index where the particle system was in the particle system list
  97687. */
  97688. removeParticleSystem(toRemove: IParticleSystem): number;
  97689. /**
  97690. * Remove a animation for the list of scene's animations
  97691. * @param toRemove defines the animation to remove
  97692. * @returns the index where the animation was in the animation list
  97693. */
  97694. removeAnimation(toRemove: Animation): number;
  97695. /**
  97696. * Will stop the animation of the given target
  97697. * @param target - the target
  97698. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  97699. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  97700. */
  97701. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  97702. /**
  97703. * Removes the given animation group from this scene.
  97704. * @param toRemove The animation group to remove
  97705. * @returns The index of the removed animation group
  97706. */
  97707. removeAnimationGroup(toRemove: AnimationGroup): number;
  97708. /**
  97709. * Removes the given multi-material from this scene.
  97710. * @param toRemove The multi-material to remove
  97711. * @returns The index of the removed multi-material
  97712. */
  97713. removeMultiMaterial(toRemove: MultiMaterial): number;
  97714. /**
  97715. * Removes the given material from this scene.
  97716. * @param toRemove The material to remove
  97717. * @returns The index of the removed material
  97718. */
  97719. removeMaterial(toRemove: Material): number;
  97720. /**
  97721. * Removes the given action manager from this scene.
  97722. * @param toRemove The action manager to remove
  97723. * @returns The index of the removed action manager
  97724. */
  97725. removeActionManager(toRemove: AbstractActionManager): number;
  97726. /**
  97727. * Removes the given texture from this scene.
  97728. * @param toRemove The texture to remove
  97729. * @returns The index of the removed texture
  97730. */
  97731. removeTexture(toRemove: BaseTexture): number;
  97732. /**
  97733. * Adds the given light to this scene
  97734. * @param newLight The light to add
  97735. */
  97736. addLight(newLight: Light): void;
  97737. /**
  97738. * Sorts the list list based on light priorities
  97739. */
  97740. sortLightsByPriority(): void;
  97741. /**
  97742. * Adds the given camera to this scene
  97743. * @param newCamera The camera to add
  97744. */
  97745. addCamera(newCamera: Camera): void;
  97746. /**
  97747. * Adds the given skeleton to this scene
  97748. * @param newSkeleton The skeleton to add
  97749. */
  97750. addSkeleton(newSkeleton: Skeleton): void;
  97751. /**
  97752. * Adds the given particle system to this scene
  97753. * @param newParticleSystem The particle system to add
  97754. */
  97755. addParticleSystem(newParticleSystem: IParticleSystem): void;
  97756. /**
  97757. * Adds the given animation to this scene
  97758. * @param newAnimation The animation to add
  97759. */
  97760. addAnimation(newAnimation: Animation): void;
  97761. /**
  97762. * Adds the given animation group to this scene.
  97763. * @param newAnimationGroup The animation group to add
  97764. */
  97765. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  97766. /**
  97767. * Adds the given multi-material to this scene
  97768. * @param newMultiMaterial The multi-material to add
  97769. */
  97770. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  97771. /**
  97772. * Adds the given material to this scene
  97773. * @param newMaterial The material to add
  97774. */
  97775. addMaterial(newMaterial: Material): void;
  97776. /**
  97777. * Adds the given morph target to this scene
  97778. * @param newMorphTargetManager The morph target to add
  97779. */
  97780. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  97781. /**
  97782. * Adds the given geometry to this scene
  97783. * @param newGeometry The geometry to add
  97784. */
  97785. addGeometry(newGeometry: Geometry): void;
  97786. /**
  97787. * Adds the given action manager to this scene
  97788. * @param newActionManager The action manager to add
  97789. */
  97790. addActionManager(newActionManager: AbstractActionManager): void;
  97791. /**
  97792. * Adds the given texture to this scene.
  97793. * @param newTexture The texture to add
  97794. */
  97795. addTexture(newTexture: BaseTexture): void;
  97796. /**
  97797. * Switch active camera
  97798. * @param newCamera defines the new active camera
  97799. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  97800. */
  97801. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  97802. /**
  97803. * sets the active camera of the scene using its ID
  97804. * @param id defines the camera's ID
  97805. * @return the new active camera or null if none found.
  97806. */
  97807. setActiveCameraByID(id: string): Nullable<Camera>;
  97808. /**
  97809. * sets the active camera of the scene using its name
  97810. * @param name defines the camera's name
  97811. * @returns the new active camera or null if none found.
  97812. */
  97813. setActiveCameraByName(name: string): Nullable<Camera>;
  97814. /**
  97815. * get an animation group using its name
  97816. * @param name defines the material's name
  97817. * @return the animation group or null if none found.
  97818. */
  97819. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  97820. /**
  97821. * Get a material using its unique id
  97822. * @param uniqueId defines the material's unique id
  97823. * @return the material or null if none found.
  97824. */
  97825. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  97826. /**
  97827. * get a material using its id
  97828. * @param id defines the material's ID
  97829. * @return the material or null if none found.
  97830. */
  97831. getMaterialByID(id: string): Nullable<Material>;
  97832. /**
  97833. * Gets a the last added material using a given id
  97834. * @param id defines the material's ID
  97835. * @return the last material with the given id or null if none found.
  97836. */
  97837. getLastMaterialByID(id: string): Nullable<Material>;
  97838. /**
  97839. * Gets a material using its name
  97840. * @param name defines the material's name
  97841. * @return the material or null if none found.
  97842. */
  97843. getMaterialByName(name: string): Nullable<Material>;
  97844. /**
  97845. * Get a texture using its unique id
  97846. * @param uniqueId defines the texture's unique id
  97847. * @return the texture or null if none found.
  97848. */
  97849. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  97850. /**
  97851. * Gets a camera using its id
  97852. * @param id defines the id to look for
  97853. * @returns the camera or null if not found
  97854. */
  97855. getCameraByID(id: string): Nullable<Camera>;
  97856. /**
  97857. * Gets a camera using its unique id
  97858. * @param uniqueId defines the unique id to look for
  97859. * @returns the camera or null if not found
  97860. */
  97861. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  97862. /**
  97863. * Gets a camera using its name
  97864. * @param name defines the camera's name
  97865. * @return the camera or null if none found.
  97866. */
  97867. getCameraByName(name: string): Nullable<Camera>;
  97868. /**
  97869. * Gets a bone using its id
  97870. * @param id defines the bone's id
  97871. * @return the bone or null if not found
  97872. */
  97873. getBoneByID(id: string): Nullable<Bone>;
  97874. /**
  97875. * Gets a bone using its id
  97876. * @param name defines the bone's name
  97877. * @return the bone or null if not found
  97878. */
  97879. getBoneByName(name: string): Nullable<Bone>;
  97880. /**
  97881. * Gets a light node using its name
  97882. * @param name defines the the light's name
  97883. * @return the light or null if none found.
  97884. */
  97885. getLightByName(name: string): Nullable<Light>;
  97886. /**
  97887. * Gets a light node using its id
  97888. * @param id defines the light's id
  97889. * @return the light or null if none found.
  97890. */
  97891. getLightByID(id: string): Nullable<Light>;
  97892. /**
  97893. * Gets a light node using its scene-generated unique ID
  97894. * @param uniqueId defines the light's unique id
  97895. * @return the light or null if none found.
  97896. */
  97897. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  97898. /**
  97899. * Gets a particle system by id
  97900. * @param id defines the particle system id
  97901. * @return the corresponding system or null if none found
  97902. */
  97903. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  97904. /**
  97905. * Gets a geometry using its ID
  97906. * @param id defines the geometry's id
  97907. * @return the geometry or null if none found.
  97908. */
  97909. getGeometryByID(id: string): Nullable<Geometry>;
  97910. private _getGeometryByUniqueID;
  97911. /**
  97912. * Add a new geometry to this scene
  97913. * @param geometry defines the geometry to be added to the scene.
  97914. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  97915. * @return a boolean defining if the geometry was added or not
  97916. */
  97917. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  97918. /**
  97919. * Removes an existing geometry
  97920. * @param geometry defines the geometry to be removed from the scene
  97921. * @return a boolean defining if the geometry was removed or not
  97922. */
  97923. removeGeometry(geometry: Geometry): boolean;
  97924. /**
  97925. * Gets the list of geometries attached to the scene
  97926. * @returns an array of Geometry
  97927. */
  97928. getGeometries(): Geometry[];
  97929. /**
  97930. * Gets the first added mesh found of a given ID
  97931. * @param id defines the id to search for
  97932. * @return the mesh found or null if not found at all
  97933. */
  97934. getMeshByID(id: string): Nullable<AbstractMesh>;
  97935. /**
  97936. * Gets a list of meshes using their id
  97937. * @param id defines the id to search for
  97938. * @returns a list of meshes
  97939. */
  97940. getMeshesByID(id: string): Array<AbstractMesh>;
  97941. /**
  97942. * Gets the first added transform node found of a given ID
  97943. * @param id defines the id to search for
  97944. * @return the found transform node or null if not found at all.
  97945. */
  97946. getTransformNodeByID(id: string): Nullable<TransformNode>;
  97947. /**
  97948. * Gets a transform node with its auto-generated unique id
  97949. * @param uniqueId efines the unique id to search for
  97950. * @return the found transform node or null if not found at all.
  97951. */
  97952. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  97953. /**
  97954. * Gets a list of transform nodes using their id
  97955. * @param id defines the id to search for
  97956. * @returns a list of transform nodes
  97957. */
  97958. getTransformNodesByID(id: string): Array<TransformNode>;
  97959. /**
  97960. * Gets a mesh with its auto-generated unique id
  97961. * @param uniqueId defines the unique id to search for
  97962. * @return the found mesh or null if not found at all.
  97963. */
  97964. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  97965. /**
  97966. * Gets a the last added mesh using a given id
  97967. * @param id defines the id to search for
  97968. * @return the found mesh or null if not found at all.
  97969. */
  97970. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  97971. /**
  97972. * Gets a the last added node (Mesh, Camera, Light) using a given id
  97973. * @param id defines the id to search for
  97974. * @return the found node or null if not found at all
  97975. */
  97976. getLastEntryByID(id: string): Nullable<Node>;
  97977. /**
  97978. * Gets a node (Mesh, Camera, Light) using a given id
  97979. * @param id defines the id to search for
  97980. * @return the found node or null if not found at all
  97981. */
  97982. getNodeByID(id: string): Nullable<Node>;
  97983. /**
  97984. * Gets a node (Mesh, Camera, Light) using a given name
  97985. * @param name defines the name to search for
  97986. * @return the found node or null if not found at all.
  97987. */
  97988. getNodeByName(name: string): Nullable<Node>;
  97989. /**
  97990. * Gets a mesh using a given name
  97991. * @param name defines the name to search for
  97992. * @return the found mesh or null if not found at all.
  97993. */
  97994. getMeshByName(name: string): Nullable<AbstractMesh>;
  97995. /**
  97996. * Gets a transform node using a given name
  97997. * @param name defines the name to search for
  97998. * @return the found transform node or null if not found at all.
  97999. */
  98000. getTransformNodeByName(name: string): Nullable<TransformNode>;
  98001. /**
  98002. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  98003. * @param id defines the id to search for
  98004. * @return the found skeleton or null if not found at all.
  98005. */
  98006. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  98007. /**
  98008. * Gets a skeleton using a given auto generated unique id
  98009. * @param uniqueId defines the unique id to search for
  98010. * @return the found skeleton or null if not found at all.
  98011. */
  98012. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  98013. /**
  98014. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  98015. * @param id defines the id to search for
  98016. * @return the found skeleton or null if not found at all.
  98017. */
  98018. getSkeletonById(id: string): Nullable<Skeleton>;
  98019. /**
  98020. * Gets a skeleton using a given name
  98021. * @param name defines the name to search for
  98022. * @return the found skeleton or null if not found at all.
  98023. */
  98024. getSkeletonByName(name: string): Nullable<Skeleton>;
  98025. /**
  98026. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  98027. * @param id defines the id to search for
  98028. * @return the found morph target manager or null if not found at all.
  98029. */
  98030. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  98031. /**
  98032. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  98033. * @param id defines the id to search for
  98034. * @return the found morph target or null if not found at all.
  98035. */
  98036. getMorphTargetById(id: string): Nullable<MorphTarget>;
  98037. /**
  98038. * Gets a boolean indicating if the given mesh is active
  98039. * @param mesh defines the mesh to look for
  98040. * @returns true if the mesh is in the active list
  98041. */
  98042. isActiveMesh(mesh: AbstractMesh): boolean;
  98043. /**
  98044. * Return a unique id as a string which can serve as an identifier for the scene
  98045. */
  98046. readonly uid: string;
  98047. /**
  98048. * Add an externaly attached data from its key.
  98049. * This method call will fail and return false, if such key already exists.
  98050. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  98051. * @param key the unique key that identifies the data
  98052. * @param data the data object to associate to the key for this Engine instance
  98053. * @return true if no such key were already present and the data was added successfully, false otherwise
  98054. */
  98055. addExternalData<T>(key: string, data: T): boolean;
  98056. /**
  98057. * Get an externaly attached data from its key
  98058. * @param key the unique key that identifies the data
  98059. * @return the associated data, if present (can be null), or undefined if not present
  98060. */
  98061. getExternalData<T>(key: string): Nullable<T>;
  98062. /**
  98063. * Get an externaly attached data from its key, create it using a factory if it's not already present
  98064. * @param key the unique key that identifies the data
  98065. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  98066. * @return the associated data, can be null if the factory returned null.
  98067. */
  98068. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  98069. /**
  98070. * Remove an externaly attached data from the Engine instance
  98071. * @param key the unique key that identifies the data
  98072. * @return true if the data was successfully removed, false if it doesn't exist
  98073. */
  98074. removeExternalData(key: string): boolean;
  98075. private _evaluateSubMesh;
  98076. /**
  98077. * Clear the processed materials smart array preventing retention point in material dispose.
  98078. */
  98079. freeProcessedMaterials(): void;
  98080. private _preventFreeActiveMeshesAndRenderingGroups;
  98081. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  98082. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  98083. * when disposing several meshes in a row or a hierarchy of meshes.
  98084. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  98085. */
  98086. blockfreeActiveMeshesAndRenderingGroups: boolean;
  98087. /**
  98088. * Clear the active meshes smart array preventing retention point in mesh dispose.
  98089. */
  98090. freeActiveMeshes(): void;
  98091. /**
  98092. * Clear the info related to rendering groups preventing retention points during dispose.
  98093. */
  98094. freeRenderingGroups(): void;
  98095. /** @hidden */
  98096. _isInIntermediateRendering(): boolean;
  98097. /**
  98098. * Lambda returning the list of potentially active meshes.
  98099. */
  98100. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  98101. /**
  98102. * Lambda returning the list of potentially active sub meshes.
  98103. */
  98104. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  98105. /**
  98106. * Lambda returning the list of potentially intersecting sub meshes.
  98107. */
  98108. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  98109. /**
  98110. * Lambda returning the list of potentially colliding sub meshes.
  98111. */
  98112. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  98113. private _activeMeshesFrozen;
  98114. /**
  98115. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  98116. * @returns the current scene
  98117. */
  98118. freezeActiveMeshes(): Scene;
  98119. /**
  98120. * Use this function to restart evaluating active meshes on every frame
  98121. * @returns the current scene
  98122. */
  98123. unfreezeActiveMeshes(): Scene;
  98124. private _evaluateActiveMeshes;
  98125. private _activeMesh;
  98126. /**
  98127. * Update the transform matrix to update from the current active camera
  98128. * @param force defines a boolean used to force the update even if cache is up to date
  98129. */
  98130. updateTransformMatrix(force?: boolean): void;
  98131. private _bindFrameBuffer;
  98132. /** @hidden */
  98133. _allowPostProcessClearColor: boolean;
  98134. /** @hidden */
  98135. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  98136. private _processSubCameras;
  98137. private _checkIntersections;
  98138. /** @hidden */
  98139. _advancePhysicsEngineStep(step: number): void;
  98140. /**
  98141. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  98142. */
  98143. getDeterministicFrameTime: () => number;
  98144. /** @hidden */
  98145. _animate(): void;
  98146. /** Execute all animations (for a frame) */
  98147. animate(): void;
  98148. /**
  98149. * Render the scene
  98150. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  98151. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  98152. */
  98153. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  98154. /**
  98155. * Freeze all materials
  98156. * A frozen material will not be updatable but should be faster to render
  98157. */
  98158. freezeMaterials(): void;
  98159. /**
  98160. * Unfreeze all materials
  98161. * A frozen material will not be updatable but should be faster to render
  98162. */
  98163. unfreezeMaterials(): void;
  98164. /**
  98165. * Releases all held ressources
  98166. */
  98167. dispose(): void;
  98168. /**
  98169. * Gets if the scene is already disposed
  98170. */
  98171. readonly isDisposed: boolean;
  98172. /**
  98173. * Call this function to reduce memory footprint of the scene.
  98174. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  98175. */
  98176. clearCachedVertexData(): void;
  98177. /**
  98178. * This function will remove the local cached buffer data from texture.
  98179. * It will save memory but will prevent the texture from being rebuilt
  98180. */
  98181. cleanCachedTextureBuffer(): void;
  98182. /**
  98183. * Get the world extend vectors with an optional filter
  98184. *
  98185. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  98186. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  98187. */
  98188. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  98189. min: Vector3;
  98190. max: Vector3;
  98191. };
  98192. /**
  98193. * Creates a ray that can be used to pick in the scene
  98194. * @param x defines the x coordinate of the origin (on-screen)
  98195. * @param y defines the y coordinate of the origin (on-screen)
  98196. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  98197. * @param camera defines the camera to use for the picking
  98198. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  98199. * @returns a Ray
  98200. */
  98201. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  98202. /**
  98203. * Creates a ray that can be used to pick in the scene
  98204. * @param x defines the x coordinate of the origin (on-screen)
  98205. * @param y defines the y coordinate of the origin (on-screen)
  98206. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  98207. * @param result defines the ray where to store the picking ray
  98208. * @param camera defines the camera to use for the picking
  98209. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  98210. * @returns the current scene
  98211. */
  98212. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  98213. /**
  98214. * Creates a ray that can be used to pick in the scene
  98215. * @param x defines the x coordinate of the origin (on-screen)
  98216. * @param y defines the y coordinate of the origin (on-screen)
  98217. * @param camera defines the camera to use for the picking
  98218. * @returns a Ray
  98219. */
  98220. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  98221. /**
  98222. * Creates a ray that can be used to pick in the scene
  98223. * @param x defines the x coordinate of the origin (on-screen)
  98224. * @param y defines the y coordinate of the origin (on-screen)
  98225. * @param result defines the ray where to store the picking ray
  98226. * @param camera defines the camera to use for the picking
  98227. * @returns the current scene
  98228. */
  98229. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  98230. /** Launch a ray to try to pick a mesh in the scene
  98231. * @param x position on screen
  98232. * @param y position on screen
  98233. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  98234. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  98235. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  98236. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98237. * @returns a PickingInfo
  98238. */
  98239. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  98240. /** Use the given ray to pick a mesh in the scene
  98241. * @param ray The ray to use to pick meshes
  98242. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true
  98243. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  98244. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98245. * @returns a PickingInfo
  98246. */
  98247. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  98248. /**
  98249. * Launch a ray to try to pick a mesh in the scene
  98250. * @param x X position on screen
  98251. * @param y Y position on screen
  98252. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  98253. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  98254. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98255. * @returns an array of PickingInfo
  98256. */
  98257. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  98258. /**
  98259. * Launch a ray to try to pick a mesh in the scene
  98260. * @param ray Ray to use
  98261. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  98262. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98263. * @returns an array of PickingInfo
  98264. */
  98265. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  98266. /**
  98267. * Force the value of meshUnderPointer
  98268. * @param mesh defines the mesh to use
  98269. */
  98270. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  98271. /**
  98272. * Gets the mesh under the pointer
  98273. * @returns a Mesh or null if no mesh is under the pointer
  98274. */
  98275. getPointerOverMesh(): Nullable<AbstractMesh>;
  98276. /** @hidden */
  98277. _rebuildGeometries(): void;
  98278. /** @hidden */
  98279. _rebuildTextures(): void;
  98280. private _getByTags;
  98281. /**
  98282. * Get a list of meshes by tags
  98283. * @param tagsQuery defines the tags query to use
  98284. * @param forEach defines a predicate used to filter results
  98285. * @returns an array of Mesh
  98286. */
  98287. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  98288. /**
  98289. * Get a list of cameras by tags
  98290. * @param tagsQuery defines the tags query to use
  98291. * @param forEach defines a predicate used to filter results
  98292. * @returns an array of Camera
  98293. */
  98294. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  98295. /**
  98296. * Get a list of lights by tags
  98297. * @param tagsQuery defines the tags query to use
  98298. * @param forEach defines a predicate used to filter results
  98299. * @returns an array of Light
  98300. */
  98301. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  98302. /**
  98303. * Get a list of materials by tags
  98304. * @param tagsQuery defines the tags query to use
  98305. * @param forEach defines a predicate used to filter results
  98306. * @returns an array of Material
  98307. */
  98308. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  98309. /**
  98310. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  98311. * This allowed control for front to back rendering or reversly depending of the special needs.
  98312. *
  98313. * @param renderingGroupId The rendering group id corresponding to its index
  98314. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  98315. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  98316. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  98317. */
  98318. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  98319. /**
  98320. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  98321. *
  98322. * @param renderingGroupId The rendering group id corresponding to its index
  98323. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  98324. * @param depth Automatically clears depth between groups if true and autoClear is true.
  98325. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  98326. */
  98327. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  98328. /**
  98329. * Gets the current auto clear configuration for one rendering group of the rendering
  98330. * manager.
  98331. * @param index the rendering group index to get the information for
  98332. * @returns The auto clear setup for the requested rendering group
  98333. */
  98334. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  98335. private _blockMaterialDirtyMechanism;
  98336. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  98337. blockMaterialDirtyMechanism: boolean;
  98338. /**
  98339. * Will flag all materials as dirty to trigger new shader compilation
  98340. * @param flag defines the flag used to specify which material part must be marked as dirty
  98341. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  98342. */
  98343. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  98344. /** @hidden */
  98345. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  98346. /** @hidden */
  98347. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  98348. }
  98349. }
  98350. declare module BABYLON {
  98351. /**
  98352. * Set of assets to keep when moving a scene into an asset container.
  98353. */
  98354. export class KeepAssets extends AbstractScene {
  98355. }
  98356. /**
  98357. * Container with a set of assets that can be added or removed from a scene.
  98358. */
  98359. export class AssetContainer extends AbstractScene {
  98360. /**
  98361. * The scene the AssetContainer belongs to.
  98362. */
  98363. scene: Scene;
  98364. /**
  98365. * Instantiates an AssetContainer.
  98366. * @param scene The scene the AssetContainer belongs to.
  98367. */
  98368. constructor(scene: Scene);
  98369. /**
  98370. * Adds all the assets from the container to the scene.
  98371. */
  98372. addAllToScene(): void;
  98373. /**
  98374. * Removes all the assets in the container from the scene
  98375. */
  98376. removeAllFromScene(): void;
  98377. /**
  98378. * Disposes all the assets in the container
  98379. */
  98380. dispose(): void;
  98381. private _moveAssets;
  98382. /**
  98383. * Removes all the assets contained in the scene and adds them to the container.
  98384. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  98385. */
  98386. moveAllFromScene(keepAssets?: KeepAssets): void;
  98387. /**
  98388. * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.
  98389. * @returns the root mesh
  98390. */
  98391. createRootMesh(): Mesh;
  98392. }
  98393. }
  98394. declare module BABYLON {
  98395. /**
  98396. * Defines how the parser contract is defined.
  98397. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  98398. */
  98399. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  98400. /**
  98401. * Defines how the individual parser contract is defined.
  98402. * These parser can parse an individual asset
  98403. */
  98404. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  98405. /**
  98406. * Base class of the scene acting as a container for the different elements composing a scene.
  98407. * This class is dynamically extended by the different components of the scene increasing
  98408. * flexibility and reducing coupling
  98409. */
  98410. export abstract class AbstractScene {
  98411. /**
  98412. * Stores the list of available parsers in the application.
  98413. */
  98414. private static _BabylonFileParsers;
  98415. /**
  98416. * Stores the list of available individual parsers in the application.
  98417. */
  98418. private static _IndividualBabylonFileParsers;
  98419. /**
  98420. * Adds a parser in the list of available ones
  98421. * @param name Defines the name of the parser
  98422. * @param parser Defines the parser to add
  98423. */
  98424. static AddParser(name: string, parser: BabylonFileParser): void;
  98425. /**
  98426. * Gets a general parser from the list of avaialble ones
  98427. * @param name Defines the name of the parser
  98428. * @returns the requested parser or null
  98429. */
  98430. static GetParser(name: string): Nullable<BabylonFileParser>;
  98431. /**
  98432. * Adds n individual parser in the list of available ones
  98433. * @param name Defines the name of the parser
  98434. * @param parser Defines the parser to add
  98435. */
  98436. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  98437. /**
  98438. * Gets an individual parser from the list of avaialble ones
  98439. * @param name Defines the name of the parser
  98440. * @returns the requested parser or null
  98441. */
  98442. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  98443. /**
  98444. * Parser json data and populate both a scene and its associated container object
  98445. * @param jsonData Defines the data to parse
  98446. * @param scene Defines the scene to parse the data for
  98447. * @param container Defines the container attached to the parsing sequence
  98448. * @param rootUrl Defines the root url of the data
  98449. */
  98450. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  98451. /**
  98452. * Gets the list of root nodes (ie. nodes with no parent)
  98453. */
  98454. rootNodes: Node[];
  98455. /** All of the cameras added to this scene
  98456. * @see http://doc.babylonjs.com/babylon101/cameras
  98457. */
  98458. cameras: Camera[];
  98459. /**
  98460. * All of the lights added to this scene
  98461. * @see http://doc.babylonjs.com/babylon101/lights
  98462. */
  98463. lights: Light[];
  98464. /**
  98465. * All of the (abstract) meshes added to this scene
  98466. */
  98467. meshes: AbstractMesh[];
  98468. /**
  98469. * The list of skeletons added to the scene
  98470. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  98471. */
  98472. skeletons: Skeleton[];
  98473. /**
  98474. * All of the particle systems added to this scene
  98475. * @see http://doc.babylonjs.com/babylon101/particles
  98476. */
  98477. particleSystems: IParticleSystem[];
  98478. /**
  98479. * Gets a list of Animations associated with the scene
  98480. */
  98481. animations: Animation[];
  98482. /**
  98483. * All of the animation groups added to this scene
  98484. * @see http://doc.babylonjs.com/how_to/group
  98485. */
  98486. animationGroups: AnimationGroup[];
  98487. /**
  98488. * All of the multi-materials added to this scene
  98489. * @see http://doc.babylonjs.com/how_to/multi_materials
  98490. */
  98491. multiMaterials: MultiMaterial[];
  98492. /**
  98493. * All of the materials added to this scene
  98494. * In the context of a Scene, it is not supposed to be modified manually.
  98495. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  98496. * Note also that the order of the Material wihin the array is not significant and might change.
  98497. * @see http://doc.babylonjs.com/babylon101/materials
  98498. */
  98499. materials: Material[];
  98500. /**
  98501. * The list of morph target managers added to the scene
  98502. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  98503. */
  98504. morphTargetManagers: MorphTargetManager[];
  98505. /**
  98506. * The list of geometries used in the scene.
  98507. */
  98508. geometries: Geometry[];
  98509. /**
  98510. * All of the tranform nodes added to this scene
  98511. * In the context of a Scene, it is not supposed to be modified manually.
  98512. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  98513. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  98514. * @see http://doc.babylonjs.com/how_to/transformnode
  98515. */
  98516. transformNodes: TransformNode[];
  98517. /**
  98518. * ActionManagers available on the scene.
  98519. */
  98520. actionManagers: AbstractActionManager[];
  98521. /**
  98522. * Textures to keep.
  98523. */
  98524. textures: BaseTexture[];
  98525. /**
  98526. * Environment texture for the scene
  98527. */
  98528. environmentTexture: Nullable<BaseTexture>;
  98529. }
  98530. }
  98531. declare module BABYLON {
  98532. /**
  98533. * Interface used to define options for Sound class
  98534. */
  98535. export interface ISoundOptions {
  98536. /**
  98537. * Does the sound autoplay once loaded.
  98538. */
  98539. autoplay?: boolean;
  98540. /**
  98541. * Does the sound loop after it finishes playing once.
  98542. */
  98543. loop?: boolean;
  98544. /**
  98545. * Sound's volume
  98546. */
  98547. volume?: number;
  98548. /**
  98549. * Is it a spatial sound?
  98550. */
  98551. spatialSound?: boolean;
  98552. /**
  98553. * Maximum distance to hear that sound
  98554. */
  98555. maxDistance?: number;
  98556. /**
  98557. * Uses user defined attenuation function
  98558. */
  98559. useCustomAttenuation?: boolean;
  98560. /**
  98561. * Define the roll off factor of spatial sounds.
  98562. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98563. */
  98564. rolloffFactor?: number;
  98565. /**
  98566. * Define the reference distance the sound should be heard perfectly.
  98567. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98568. */
  98569. refDistance?: number;
  98570. /**
  98571. * Define the distance attenuation model the sound will follow.
  98572. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98573. */
  98574. distanceModel?: string;
  98575. /**
  98576. * Defines the playback speed (1 by default)
  98577. */
  98578. playbackRate?: number;
  98579. /**
  98580. * Defines if the sound is from a streaming source
  98581. */
  98582. streaming?: boolean;
  98583. /**
  98584. * Defines an optional length (in seconds) inside the sound file
  98585. */
  98586. length?: number;
  98587. /**
  98588. * Defines an optional offset (in seconds) inside the sound file
  98589. */
  98590. offset?: number;
  98591. /**
  98592. * If true, URLs will not be required to state the audio file codec to use.
  98593. */
  98594. skipCodecCheck?: boolean;
  98595. }
  98596. /**
  98597. * Defines a sound that can be played in the application.
  98598. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  98599. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98600. */
  98601. export class Sound {
  98602. /**
  98603. * The name of the sound in the scene.
  98604. */
  98605. name: string;
  98606. /**
  98607. * Does the sound autoplay once loaded.
  98608. */
  98609. autoplay: boolean;
  98610. /**
  98611. * Does the sound loop after it finishes playing once.
  98612. */
  98613. loop: boolean;
  98614. /**
  98615. * Does the sound use a custom attenuation curve to simulate the falloff
  98616. * happening when the source gets further away from the camera.
  98617. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  98618. */
  98619. useCustomAttenuation: boolean;
  98620. /**
  98621. * The sound track id this sound belongs to.
  98622. */
  98623. soundTrackId: number;
  98624. /**
  98625. * Is this sound currently played.
  98626. */
  98627. isPlaying: boolean;
  98628. /**
  98629. * Is this sound currently paused.
  98630. */
  98631. isPaused: boolean;
  98632. /**
  98633. * Does this sound enables spatial sound.
  98634. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98635. */
  98636. spatialSound: boolean;
  98637. /**
  98638. * Define the reference distance the sound should be heard perfectly.
  98639. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98640. */
  98641. refDistance: number;
  98642. /**
  98643. * Define the roll off factor of spatial sounds.
  98644. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98645. */
  98646. rolloffFactor: number;
  98647. /**
  98648. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  98649. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98650. */
  98651. maxDistance: number;
  98652. /**
  98653. * Define the distance attenuation model the sound will follow.
  98654. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98655. */
  98656. distanceModel: string;
  98657. /**
  98658. * @hidden
  98659. * Back Compat
  98660. **/
  98661. onended: () => any;
  98662. /**
  98663. * Observable event when the current playing sound finishes.
  98664. */
  98665. onEndedObservable: Observable<Sound>;
  98666. private _panningModel;
  98667. private _playbackRate;
  98668. private _streaming;
  98669. private _startTime;
  98670. private _startOffset;
  98671. private _position;
  98672. /** @hidden */
  98673. _positionInEmitterSpace: boolean;
  98674. private _localDirection;
  98675. private _volume;
  98676. private _isReadyToPlay;
  98677. private _isDirectional;
  98678. private _readyToPlayCallback;
  98679. private _audioBuffer;
  98680. private _soundSource;
  98681. private _streamingSource;
  98682. private _soundPanner;
  98683. private _soundGain;
  98684. private _inputAudioNode;
  98685. private _outputAudioNode;
  98686. private _coneInnerAngle;
  98687. private _coneOuterAngle;
  98688. private _coneOuterGain;
  98689. private _scene;
  98690. private _connectedTransformNode;
  98691. private _customAttenuationFunction;
  98692. private _registerFunc;
  98693. private _isOutputConnected;
  98694. private _htmlAudioElement;
  98695. private _urlType;
  98696. private _length?;
  98697. private _offset?;
  98698. /** @hidden */
  98699. static _SceneComponentInitialization: (scene: Scene) => void;
  98700. /**
  98701. * Create a sound and attach it to a scene
  98702. * @param name Name of your sound
  98703. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  98704. * @param scene defines the scene the sound belongs to
  98705. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  98706. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  98707. */
  98708. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  98709. /**
  98710. * Release the sound and its associated resources
  98711. */
  98712. dispose(): void;
  98713. /**
  98714. * Gets if the sounds is ready to be played or not.
  98715. * @returns true if ready, otherwise false
  98716. */
  98717. isReady(): boolean;
  98718. private _soundLoaded;
  98719. /**
  98720. * Sets the data of the sound from an audiobuffer
  98721. * @param audioBuffer The audioBuffer containing the data
  98722. */
  98723. setAudioBuffer(audioBuffer: AudioBuffer): void;
  98724. /**
  98725. * Updates the current sounds options such as maxdistance, loop...
  98726. * @param options A JSON object containing values named as the object properties
  98727. */
  98728. updateOptions(options: ISoundOptions): void;
  98729. private _createSpatialParameters;
  98730. private _updateSpatialParameters;
  98731. /**
  98732. * Switch the panning model to HRTF:
  98733. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  98734. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98735. */
  98736. switchPanningModelToHRTF(): void;
  98737. /**
  98738. * Switch the panning model to Equal Power:
  98739. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  98740. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98741. */
  98742. switchPanningModelToEqualPower(): void;
  98743. private _switchPanningModel;
  98744. /**
  98745. * Connect this sound to a sound track audio node like gain...
  98746. * @param soundTrackAudioNode the sound track audio node to connect to
  98747. */
  98748. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  98749. /**
  98750. * Transform this sound into a directional source
  98751. * @param coneInnerAngle Size of the inner cone in degree
  98752. * @param coneOuterAngle Size of the outer cone in degree
  98753. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  98754. */
  98755. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  98756. /**
  98757. * Gets or sets the inner angle for the directional cone.
  98758. */
  98759. /**
  98760. * Gets or sets the inner angle for the directional cone.
  98761. */
  98762. directionalConeInnerAngle: number;
  98763. /**
  98764. * Gets or sets the outer angle for the directional cone.
  98765. */
  98766. /**
  98767. * Gets or sets the outer angle for the directional cone.
  98768. */
  98769. directionalConeOuterAngle: number;
  98770. /**
  98771. * Sets the position of the emitter if spatial sound is enabled
  98772. * @param newPosition Defines the new posisiton
  98773. */
  98774. setPosition(newPosition: Vector3): void;
  98775. /**
  98776. * Sets the local direction of the emitter if spatial sound is enabled
  98777. * @param newLocalDirection Defines the new local direction
  98778. */
  98779. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  98780. private _updateDirection;
  98781. /** @hidden */
  98782. updateDistanceFromListener(): void;
  98783. /**
  98784. * Sets a new custom attenuation function for the sound.
  98785. * @param callback Defines the function used for the attenuation
  98786. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  98787. */
  98788. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  98789. /**
  98790. * Play the sound
  98791. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  98792. * @param offset (optional) Start the sound at a specific time in seconds
  98793. * @param length (optional) Sound duration (in seconds)
  98794. */
  98795. play(time?: number, offset?: number, length?: number): void;
  98796. private _onended;
  98797. /**
  98798. * Stop the sound
  98799. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  98800. */
  98801. stop(time?: number): void;
  98802. /**
  98803. * Put the sound in pause
  98804. */
  98805. pause(): void;
  98806. /**
  98807. * Sets a dedicated volume for this sounds
  98808. * @param newVolume Define the new volume of the sound
  98809. * @param time Define time for gradual change to new volume
  98810. */
  98811. setVolume(newVolume: number, time?: number): void;
  98812. /**
  98813. * Set the sound play back rate
  98814. * @param newPlaybackRate Define the playback rate the sound should be played at
  98815. */
  98816. setPlaybackRate(newPlaybackRate: number): void;
  98817. /**
  98818. * Gets the volume of the sound.
  98819. * @returns the volume of the sound
  98820. */
  98821. getVolume(): number;
  98822. /**
  98823. * Attach the sound to a dedicated mesh
  98824. * @param transformNode The transform node to connect the sound with
  98825. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  98826. */
  98827. attachToMesh(transformNode: TransformNode): void;
  98828. /**
  98829. * Detach the sound from the previously attached mesh
  98830. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  98831. */
  98832. detachFromMesh(): void;
  98833. private _onRegisterAfterWorldMatrixUpdate;
  98834. /**
  98835. * Clone the current sound in the scene.
  98836. * @returns the new sound clone
  98837. */
  98838. clone(): Nullable<Sound>;
  98839. /**
  98840. * Gets the current underlying audio buffer containing the data
  98841. * @returns the audio buffer
  98842. */
  98843. getAudioBuffer(): Nullable<AudioBuffer>;
  98844. /**
  98845. * Serializes the Sound in a JSON representation
  98846. * @returns the JSON representation of the sound
  98847. */
  98848. serialize(): any;
  98849. /**
  98850. * Parse a JSON representation of a sound to innstantiate in a given scene
  98851. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  98852. * @param scene Define the scene the new parsed sound should be created in
  98853. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  98854. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  98855. * @returns the newly parsed sound
  98856. */
  98857. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  98858. }
  98859. }
  98860. declare module BABYLON {
  98861. /**
  98862. * This defines an action helpful to play a defined sound on a triggered action.
  98863. */
  98864. export class PlaySoundAction extends Action {
  98865. private _sound;
  98866. /**
  98867. * Instantiate the action
  98868. * @param triggerOptions defines the trigger options
  98869. * @param sound defines the sound to play
  98870. * @param condition defines the trigger related conditions
  98871. */
  98872. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  98873. /** @hidden */
  98874. _prepare(): void;
  98875. /**
  98876. * Execute the action and play the sound.
  98877. */
  98878. execute(): void;
  98879. /**
  98880. * Serializes the actions and its related information.
  98881. * @param parent defines the object to serialize in
  98882. * @returns the serialized object
  98883. */
  98884. serialize(parent: any): any;
  98885. }
  98886. /**
  98887. * This defines an action helpful to stop a defined sound on a triggered action.
  98888. */
  98889. export class StopSoundAction extends Action {
  98890. private _sound;
  98891. /**
  98892. * Instantiate the action
  98893. * @param triggerOptions defines the trigger options
  98894. * @param sound defines the sound to stop
  98895. * @param condition defines the trigger related conditions
  98896. */
  98897. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  98898. /** @hidden */
  98899. _prepare(): void;
  98900. /**
  98901. * Execute the action and stop the sound.
  98902. */
  98903. execute(): void;
  98904. /**
  98905. * Serializes the actions and its related information.
  98906. * @param parent defines the object to serialize in
  98907. * @returns the serialized object
  98908. */
  98909. serialize(parent: any): any;
  98910. }
  98911. }
  98912. declare module BABYLON {
  98913. /**
  98914. * This defines an action responsible to change the value of a property
  98915. * by interpolating between its current value and the newly set one once triggered.
  98916. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  98917. */
  98918. export class InterpolateValueAction extends Action {
  98919. /**
  98920. * Defines the path of the property where the value should be interpolated
  98921. */
  98922. propertyPath: string;
  98923. /**
  98924. * Defines the target value at the end of the interpolation.
  98925. */
  98926. value: any;
  98927. /**
  98928. * Defines the time it will take for the property to interpolate to the value.
  98929. */
  98930. duration: number;
  98931. /**
  98932. * Defines if the other scene animations should be stopped when the action has been triggered
  98933. */
  98934. stopOtherAnimations?: boolean;
  98935. /**
  98936. * Defines a callback raised once the interpolation animation has been done.
  98937. */
  98938. onInterpolationDone?: () => void;
  98939. /**
  98940. * Observable triggered once the interpolation animation has been done.
  98941. */
  98942. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  98943. private _target;
  98944. private _effectiveTarget;
  98945. private _property;
  98946. /**
  98947. * Instantiate the action
  98948. * @param triggerOptions defines the trigger options
  98949. * @param target defines the object containing the value to interpolate
  98950. * @param propertyPath defines the path to the property in the target object
  98951. * @param value defines the target value at the end of the interpolation
  98952. * @param duration deines the time it will take for the property to interpolate to the value.
  98953. * @param condition defines the trigger related conditions
  98954. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  98955. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  98956. */
  98957. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  98958. /** @hidden */
  98959. _prepare(): void;
  98960. /**
  98961. * Execute the action starts the value interpolation.
  98962. */
  98963. execute(): void;
  98964. /**
  98965. * Serializes the actions and its related information.
  98966. * @param parent defines the object to serialize in
  98967. * @returns the serialized object
  98968. */
  98969. serialize(parent: any): any;
  98970. }
  98971. }
  98972. declare module BABYLON {
  98973. /**
  98974. * Options allowed during the creation of a sound track.
  98975. */
  98976. export interface ISoundTrackOptions {
  98977. /**
  98978. * The volume the sound track should take during creation
  98979. */
  98980. volume?: number;
  98981. /**
  98982. * Define if the sound track is the main sound track of the scene
  98983. */
  98984. mainTrack?: boolean;
  98985. }
  98986. /**
  98987. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  98988. * It will be also used in a future release to apply effects on a specific track.
  98989. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  98990. */
  98991. export class SoundTrack {
  98992. /**
  98993. * The unique identifier of the sound track in the scene.
  98994. */
  98995. id: number;
  98996. /**
  98997. * The list of sounds included in the sound track.
  98998. */
  98999. soundCollection: Array<Sound>;
  99000. private _outputAudioNode;
  99001. private _scene;
  99002. private _isMainTrack;
  99003. private _connectedAnalyser;
  99004. private _options;
  99005. private _isInitialized;
  99006. /**
  99007. * Creates a new sound track.
  99008. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  99009. * @param scene Define the scene the sound track belongs to
  99010. * @param options
  99011. */
  99012. constructor(scene: Scene, options?: ISoundTrackOptions);
  99013. private _initializeSoundTrackAudioGraph;
  99014. /**
  99015. * Release the sound track and its associated resources
  99016. */
  99017. dispose(): void;
  99018. /**
  99019. * Adds a sound to this sound track
  99020. * @param sound define the cound to add
  99021. * @ignoreNaming
  99022. */
  99023. AddSound(sound: Sound): void;
  99024. /**
  99025. * Removes a sound to this sound track
  99026. * @param sound define the cound to remove
  99027. * @ignoreNaming
  99028. */
  99029. RemoveSound(sound: Sound): void;
  99030. /**
  99031. * Set a global volume for the full sound track.
  99032. * @param newVolume Define the new volume of the sound track
  99033. */
  99034. setVolume(newVolume: number): void;
  99035. /**
  99036. * Switch the panning model to HRTF:
  99037. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  99038. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99039. */
  99040. switchPanningModelToHRTF(): void;
  99041. /**
  99042. * Switch the panning model to Equal Power:
  99043. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  99044. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99045. */
  99046. switchPanningModelToEqualPower(): void;
  99047. /**
  99048. * Connect the sound track to an audio analyser allowing some amazing
  99049. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  99050. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  99051. * @param analyser The analyser to connect to the engine
  99052. */
  99053. connectToAnalyser(analyser: Analyser): void;
  99054. }
  99055. }
  99056. declare module BABYLON {
  99057. interface AbstractScene {
  99058. /**
  99059. * The list of sounds used in the scene.
  99060. */
  99061. sounds: Nullable<Array<Sound>>;
  99062. }
  99063. interface Scene {
  99064. /**
  99065. * @hidden
  99066. * Backing field
  99067. */
  99068. _mainSoundTrack: SoundTrack;
  99069. /**
  99070. * The main sound track played by the scene.
  99071. * It cotains your primary collection of sounds.
  99072. */
  99073. mainSoundTrack: SoundTrack;
  99074. /**
  99075. * The list of sound tracks added to the scene
  99076. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99077. */
  99078. soundTracks: Nullable<Array<SoundTrack>>;
  99079. /**
  99080. * Gets a sound using a given name
  99081. * @param name defines the name to search for
  99082. * @return the found sound or null if not found at all.
  99083. */
  99084. getSoundByName(name: string): Nullable<Sound>;
  99085. /**
  99086. * Gets or sets if audio support is enabled
  99087. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99088. */
  99089. audioEnabled: boolean;
  99090. /**
  99091. * Gets or sets if audio will be output to headphones
  99092. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99093. */
  99094. headphone: boolean;
  99095. }
  99096. /**
  99097. * Defines the sound scene component responsible to manage any sounds
  99098. * in a given scene.
  99099. */
  99100. export class AudioSceneComponent implements ISceneSerializableComponent {
  99101. /**
  99102. * The component name helpfull to identify the component in the list of scene components.
  99103. */
  99104. readonly name: string;
  99105. /**
  99106. * The scene the component belongs to.
  99107. */
  99108. scene: Scene;
  99109. private _audioEnabled;
  99110. /**
  99111. * Gets whether audio is enabled or not.
  99112. * Please use related enable/disable method to switch state.
  99113. */
  99114. readonly audioEnabled: boolean;
  99115. private _headphone;
  99116. /**
  99117. * Gets whether audio is outputing to headphone or not.
  99118. * Please use the according Switch methods to change output.
  99119. */
  99120. readonly headphone: boolean;
  99121. /**
  99122. * Creates a new instance of the component for the given scene
  99123. * @param scene Defines the scene to register the component in
  99124. */
  99125. constructor(scene: Scene);
  99126. /**
  99127. * Registers the component in a given scene
  99128. */
  99129. register(): void;
  99130. /**
  99131. * Rebuilds the elements related to this component in case of
  99132. * context lost for instance.
  99133. */
  99134. rebuild(): void;
  99135. /**
  99136. * Serializes the component data to the specified json object
  99137. * @param serializationObject The object to serialize to
  99138. */
  99139. serialize(serializationObject: any): void;
  99140. /**
  99141. * Adds all the elements from the container to the scene
  99142. * @param container the container holding the elements
  99143. */
  99144. addFromContainer(container: AbstractScene): void;
  99145. /**
  99146. * Removes all the elements in the container from the scene
  99147. * @param container contains the elements to remove
  99148. * @param dispose if the removed element should be disposed (default: false)
  99149. */
  99150. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  99151. /**
  99152. * Disposes the component and the associated ressources.
  99153. */
  99154. dispose(): void;
  99155. /**
  99156. * Disables audio in the associated scene.
  99157. */
  99158. disableAudio(): void;
  99159. /**
  99160. * Enables audio in the associated scene.
  99161. */
  99162. enableAudio(): void;
  99163. /**
  99164. * Switch audio to headphone output.
  99165. */
  99166. switchAudioModeForHeadphones(): void;
  99167. /**
  99168. * Switch audio to normal speakers.
  99169. */
  99170. switchAudioModeForNormalSpeakers(): void;
  99171. private _afterRender;
  99172. }
  99173. }
  99174. declare module BABYLON {
  99175. /**
  99176. * Wraps one or more Sound objects and selects one with random weight for playback.
  99177. */
  99178. export class WeightedSound {
  99179. /** When true a Sound will be selected and played when the current playing Sound completes. */
  99180. loop: boolean;
  99181. private _coneInnerAngle;
  99182. private _coneOuterAngle;
  99183. private _volume;
  99184. /** A Sound is currently playing. */
  99185. isPlaying: boolean;
  99186. /** A Sound is currently paused. */
  99187. isPaused: boolean;
  99188. private _sounds;
  99189. private _weights;
  99190. private _currentIndex?;
  99191. /**
  99192. * Creates a new WeightedSound from the list of sounds given.
  99193. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  99194. * @param sounds Array of Sounds that will be selected from.
  99195. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  99196. */
  99197. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  99198. /**
  99199. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  99200. */
  99201. /**
  99202. * The size of cone in degress for a directional sound in which there will be no attenuation.
  99203. */
  99204. directionalConeInnerAngle: number;
  99205. /**
  99206. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  99207. * Listener angles between innerAngle and outerAngle will falloff linearly.
  99208. */
  99209. /**
  99210. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  99211. * Listener angles between innerAngle and outerAngle will falloff linearly.
  99212. */
  99213. directionalConeOuterAngle: number;
  99214. /**
  99215. * Playback volume.
  99216. */
  99217. /**
  99218. * Playback volume.
  99219. */
  99220. volume: number;
  99221. private _onended;
  99222. /**
  99223. * Suspend playback
  99224. */
  99225. pause(): void;
  99226. /**
  99227. * Stop playback
  99228. */
  99229. stop(): void;
  99230. /**
  99231. * Start playback.
  99232. * @param startOffset Position the clip head at a specific time in seconds.
  99233. */
  99234. play(startOffset?: number): void;
  99235. }
  99236. }
  99237. declare module BABYLON {
  99238. /**
  99239. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  99240. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  99241. */
  99242. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  99243. /**
  99244. * Gets the name of the behavior.
  99245. */
  99246. readonly name: string;
  99247. /**
  99248. * The easing function used by animations
  99249. */
  99250. static EasingFunction: BackEase;
  99251. /**
  99252. * The easing mode used by animations
  99253. */
  99254. static EasingMode: number;
  99255. /**
  99256. * The duration of the animation, in milliseconds
  99257. */
  99258. transitionDuration: number;
  99259. /**
  99260. * Length of the distance animated by the transition when lower radius is reached
  99261. */
  99262. lowerRadiusTransitionRange: number;
  99263. /**
  99264. * Length of the distance animated by the transition when upper radius is reached
  99265. */
  99266. upperRadiusTransitionRange: number;
  99267. private _autoTransitionRange;
  99268. /**
  99269. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  99270. */
  99271. /**
  99272. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  99273. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  99274. */
  99275. autoTransitionRange: boolean;
  99276. private _attachedCamera;
  99277. private _onAfterCheckInputsObserver;
  99278. private _onMeshTargetChangedObserver;
  99279. /**
  99280. * Initializes the behavior.
  99281. */
  99282. init(): void;
  99283. /**
  99284. * Attaches the behavior to its arc rotate camera.
  99285. * @param camera Defines the camera to attach the behavior to
  99286. */
  99287. attach(camera: ArcRotateCamera): void;
  99288. /**
  99289. * Detaches the behavior from its current arc rotate camera.
  99290. */
  99291. detach(): void;
  99292. private _radiusIsAnimating;
  99293. private _radiusBounceTransition;
  99294. private _animatables;
  99295. private _cachedWheelPrecision;
  99296. /**
  99297. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  99298. * @param radiusLimit The limit to check against.
  99299. * @return Bool to indicate if at limit.
  99300. */
  99301. private _isRadiusAtLimit;
  99302. /**
  99303. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  99304. * @param radiusDelta The delta by which to animate to. Can be negative.
  99305. */
  99306. private _applyBoundRadiusAnimation;
  99307. /**
  99308. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  99309. */
  99310. protected _clearAnimationLocks(): void;
  99311. /**
  99312. * Stops and removes all animations that have been applied to the camera
  99313. */
  99314. stopAllAnimations(): void;
  99315. }
  99316. }
  99317. declare module BABYLON {
  99318. /**
  99319. * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.
  99320. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  99321. */
  99322. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  99323. /**
  99324. * Gets the name of the behavior.
  99325. */
  99326. readonly name: string;
  99327. private _mode;
  99328. private _radiusScale;
  99329. private _positionScale;
  99330. private _defaultElevation;
  99331. private _elevationReturnTime;
  99332. private _elevationReturnWaitTime;
  99333. private _zoomStopsAnimation;
  99334. private _framingTime;
  99335. /**
  99336. * The easing function used by animations
  99337. */
  99338. static EasingFunction: ExponentialEase;
  99339. /**
  99340. * The easing mode used by animations
  99341. */
  99342. static EasingMode: number;
  99343. /**
  99344. * Sets the current mode used by the behavior
  99345. */
  99346. /**
  99347. * Gets current mode used by the behavior.
  99348. */
  99349. mode: number;
  99350. /**
  99351. * Sets the scale applied to the radius (1 by default)
  99352. */
  99353. /**
  99354. * Gets the scale applied to the radius
  99355. */
  99356. radiusScale: number;
  99357. /**
  99358. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  99359. */
  99360. /**
  99361. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  99362. */
  99363. positionScale: number;
  99364. /**
  99365. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  99366. * behaviour is triggered, in radians.
  99367. */
  99368. /**
  99369. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  99370. * behaviour is triggered, in radians.
  99371. */
  99372. defaultElevation: number;
  99373. /**
  99374. * Sets the time (in milliseconds) taken to return to the default beta position.
  99375. * Negative value indicates camera should not return to default.
  99376. */
  99377. /**
  99378. * Gets the time (in milliseconds) taken to return to the default beta position.
  99379. * Negative value indicates camera should not return to default.
  99380. */
  99381. elevationReturnTime: number;
  99382. /**
  99383. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  99384. */
  99385. /**
  99386. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  99387. */
  99388. elevationReturnWaitTime: number;
  99389. /**
  99390. * Sets the flag that indicates if user zooming should stop animation.
  99391. */
  99392. /**
  99393. * Gets the flag that indicates if user zooming should stop animation.
  99394. */
  99395. zoomStopsAnimation: boolean;
  99396. /**
  99397. * Sets the transition time when framing the mesh, in milliseconds
  99398. */
  99399. /**
  99400. * Gets the transition time when framing the mesh, in milliseconds
  99401. */
  99402. framingTime: number;
  99403. /**
  99404. * Define if the behavior should automatically change the configured
  99405. * camera limits and sensibilities.
  99406. */
  99407. autoCorrectCameraLimitsAndSensibility: boolean;
  99408. private _onPrePointerObservableObserver;
  99409. private _onAfterCheckInputsObserver;
  99410. private _onMeshTargetChangedObserver;
  99411. private _attachedCamera;
  99412. private _isPointerDown;
  99413. private _lastInteractionTime;
  99414. /**
  99415. * Initializes the behavior.
  99416. */
  99417. init(): void;
  99418. /**
  99419. * Attaches the behavior to its arc rotate camera.
  99420. * @param camera Defines the camera to attach the behavior to
  99421. */
  99422. attach(camera: ArcRotateCamera): void;
  99423. /**
  99424. * Detaches the behavior from its current arc rotate camera.
  99425. */
  99426. detach(): void;
  99427. private _animatables;
  99428. private _betaIsAnimating;
  99429. private _betaTransition;
  99430. private _radiusTransition;
  99431. private _vectorTransition;
  99432. /**
  99433. * Targets the given mesh and updates zoom level accordingly.
  99434. * @param mesh The mesh to target.
  99435. * @param radius Optional. If a cached radius position already exists, overrides default.
  99436. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  99437. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99438. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99439. */
  99440. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99441. /**
  99442. * Targets the given mesh with its children and updates zoom level accordingly.
  99443. * @param mesh The mesh to target.
  99444. * @param radius Optional. If a cached radius position already exists, overrides default.
  99445. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  99446. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99447. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99448. */
  99449. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99450. /**
  99451. * Targets the given meshes with their children and updates zoom level accordingly.
  99452. * @param meshes The mesh to target.
  99453. * @param radius Optional. If a cached radius position already exists, overrides default.
  99454. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  99455. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99456. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99457. */
  99458. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99459. /**
  99460. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  99461. * @param minimumWorld Determines the smaller position of the bounding box extend
  99462. * @param maximumWorld Determines the bigger position of the bounding box extend
  99463. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99464. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99465. */
  99466. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99467. /**
  99468. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  99469. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  99470. * frustum width.
  99471. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  99472. * to fully enclose the mesh in the viewing frustum.
  99473. */
  99474. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  99475. /**
  99476. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  99477. * is automatically returned to its default position (expected to be above ground plane).
  99478. */
  99479. private _maintainCameraAboveGround;
  99480. /**
  99481. * Returns the frustum slope based on the canvas ratio and camera FOV
  99482. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  99483. */
  99484. private _getFrustumSlope;
  99485. /**
  99486. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  99487. */
  99488. private _clearAnimationLocks;
  99489. /**
  99490. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  99491. */
  99492. private _applyUserInteraction;
  99493. /**
  99494. * Stops and removes all animations that have been applied to the camera
  99495. */
  99496. stopAllAnimations(): void;
  99497. /**
  99498. * Gets a value indicating if the user is moving the camera
  99499. */
  99500. readonly isUserIsMoving: boolean;
  99501. /**
  99502. * The camera can move all the way towards the mesh.
  99503. */
  99504. static IgnoreBoundsSizeMode: number;
  99505. /**
  99506. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  99507. */
  99508. static FitFrustumSidesMode: number;
  99509. }
  99510. }
  99511. declare module BABYLON {
  99512. /**
  99513. * Base class for Camera Pointer Inputs.
  99514. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  99515. * for example usage.
  99516. */
  99517. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  99518. /**
  99519. * Defines the camera the input is attached to.
  99520. */
  99521. abstract camera: Camera;
  99522. /**
  99523. * Whether keyboard modifier keys are pressed at time of last mouse event.
  99524. */
  99525. protected _altKey: boolean;
  99526. protected _ctrlKey: boolean;
  99527. protected _metaKey: boolean;
  99528. protected _shiftKey: boolean;
  99529. /**
  99530. * Which mouse buttons were pressed at time of last mouse event.
  99531. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  99532. */
  99533. protected _buttonsPressed: number;
  99534. /**
  99535. * Defines the buttons associated with the input to handle camera move.
  99536. */
  99537. buttons: number[];
  99538. /**
  99539. * Attach the input controls to a specific dom element to get the input from.
  99540. * @param element Defines the element the controls should be listened from
  99541. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  99542. */
  99543. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  99544. /**
  99545. * Detach the current controls from the specified dom element.
  99546. * @param element Defines the element to stop listening the inputs from
  99547. */
  99548. detachControl(element: Nullable<HTMLElement>): void;
  99549. /**
  99550. * Gets the class name of the current input.
  99551. * @returns the class name
  99552. */
  99553. getClassName(): string;
  99554. /**
  99555. * Get the friendly name associated with the input class.
  99556. * @returns the input friendly name
  99557. */
  99558. getSimpleName(): string;
  99559. /**
  99560. * Called on pointer POINTERDOUBLETAP event.
  99561. * Override this method to provide functionality on POINTERDOUBLETAP event.
  99562. */
  99563. protected onDoubleTap(type: string): void;
  99564. /**
  99565. * Called on pointer POINTERMOVE event if only a single touch is active.
  99566. * Override this method to provide functionality.
  99567. */
  99568. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  99569. /**
  99570. * Called on pointer POINTERMOVE event if multiple touches are active.
  99571. * Override this method to provide functionality.
  99572. */
  99573. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  99574. /**
  99575. * Called on JS contextmenu event.
  99576. * Override this method to provide functionality.
  99577. */
  99578. protected onContextMenu(evt: PointerEvent): void;
  99579. /**
  99580. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  99581. * press.
  99582. * Override this method to provide functionality.
  99583. */
  99584. protected onButtonDown(evt: PointerEvent): void;
  99585. /**
  99586. * Called each time a new POINTERUP event occurs. Ie, for each button
  99587. * release.
  99588. * Override this method to provide functionality.
  99589. */
  99590. protected onButtonUp(evt: PointerEvent): void;
  99591. /**
  99592. * Called when window becomes inactive.
  99593. * Override this method to provide functionality.
  99594. */
  99595. protected onLostFocus(): void;
  99596. private _pointerInput;
  99597. private _observer;
  99598. private _onLostFocus;
  99599. private pointA;
  99600. private pointB;
  99601. }
  99602. }
  99603. declare module BABYLON {
  99604. /**
  99605. * Manage the pointers inputs to control an arc rotate camera.
  99606. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99607. */
  99608. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  99609. /**
  99610. * Defines the camera the input is attached to.
  99611. */
  99612. camera: ArcRotateCamera;
  99613. /**
  99614. * Gets the class name of the current input.
  99615. * @returns the class name
  99616. */
  99617. getClassName(): string;
  99618. /**
  99619. * Defines the buttons associated with the input to handle camera move.
  99620. */
  99621. buttons: number[];
  99622. /**
  99623. * Defines the pointer angular sensibility along the X axis or how fast is
  99624. * the camera rotating.
  99625. */
  99626. angularSensibilityX: number;
  99627. /**
  99628. * Defines the pointer angular sensibility along the Y axis or how fast is
  99629. * the camera rotating.
  99630. */
  99631. angularSensibilityY: number;
  99632. /**
  99633. * Defines the pointer pinch precision or how fast is the camera zooming.
  99634. */
  99635. pinchPrecision: number;
  99636. /**
  99637. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  99638. * from 0.
  99639. * It defines the percentage of current camera.radius to use as delta when
  99640. * pinch zoom is used.
  99641. */
  99642. pinchDeltaPercentage: number;
  99643. /**
  99644. * Defines the pointer panning sensibility or how fast is the camera moving.
  99645. */
  99646. panningSensibility: number;
  99647. /**
  99648. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  99649. */
  99650. multiTouchPanning: boolean;
  99651. /**
  99652. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  99653. * zoom (pinch) through multitouch.
  99654. */
  99655. multiTouchPanAndZoom: boolean;
  99656. /**
  99657. * Revers pinch action direction.
  99658. */
  99659. pinchInwards: boolean;
  99660. private _isPanClick;
  99661. private _twoFingerActivityCount;
  99662. private _isPinching;
  99663. /**
  99664. * Called on pointer POINTERMOVE event if only a single touch is active.
  99665. */
  99666. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  99667. /**
  99668. * Called on pointer POINTERDOUBLETAP event.
  99669. */
  99670. protected onDoubleTap(type: string): void;
  99671. /**
  99672. * Called on pointer POINTERMOVE event if multiple touches are active.
  99673. */
  99674. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  99675. /**
  99676. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  99677. * press.
  99678. */
  99679. protected onButtonDown(evt: PointerEvent): void;
  99680. /**
  99681. * Called each time a new POINTERUP event occurs. Ie, for each button
  99682. * release.
  99683. */
  99684. protected onButtonUp(evt: PointerEvent): void;
  99685. /**
  99686. * Called when window becomes inactive.
  99687. */
  99688. protected onLostFocus(): void;
  99689. }
  99690. }
  99691. declare module BABYLON {
  99692. /**
  99693. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  99694. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99695. */
  99696. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  99697. /**
  99698. * Defines the camera the input is attached to.
  99699. */
  99700. camera: ArcRotateCamera;
  99701. /**
  99702. * Defines the list of key codes associated with the up action (increase alpha)
  99703. */
  99704. keysUp: number[];
  99705. /**
  99706. * Defines the list of key codes associated with the down action (decrease alpha)
  99707. */
  99708. keysDown: number[];
  99709. /**
  99710. * Defines the list of key codes associated with the left action (increase beta)
  99711. */
  99712. keysLeft: number[];
  99713. /**
  99714. * Defines the list of key codes associated with the right action (decrease beta)
  99715. */
  99716. keysRight: number[];
  99717. /**
  99718. * Defines the list of key codes associated with the reset action.
  99719. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  99720. */
  99721. keysReset: number[];
  99722. /**
  99723. * Defines the panning sensibility of the inputs.
  99724. * (How fast is the camera paning)
  99725. */
  99726. panningSensibility: number;
  99727. /**
  99728. * Defines the zooming sensibility of the inputs.
  99729. * (How fast is the camera zooming)
  99730. */
  99731. zoomingSensibility: number;
  99732. /**
  99733. * Defines wether maintaining the alt key down switch the movement mode from
  99734. * orientation to zoom.
  99735. */
  99736. useAltToZoom: boolean;
  99737. /**
  99738. * Rotation speed of the camera
  99739. */
  99740. angularSpeed: number;
  99741. private _keys;
  99742. private _ctrlPressed;
  99743. private _altPressed;
  99744. private _onCanvasBlurObserver;
  99745. private _onKeyboardObserver;
  99746. private _engine;
  99747. private _scene;
  99748. /**
  99749. * Attach the input controls to a specific dom element to get the input from.
  99750. * @param element Defines the element the controls should be listened from
  99751. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  99752. */
  99753. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  99754. /**
  99755. * Detach the current controls from the specified dom element.
  99756. * @param element Defines the element to stop listening the inputs from
  99757. */
  99758. detachControl(element: Nullable<HTMLElement>): void;
  99759. /**
  99760. * Update the current camera state depending on the inputs that have been used this frame.
  99761. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  99762. */
  99763. checkInputs(): void;
  99764. /**
  99765. * Gets the class name of the current intput.
  99766. * @returns the class name
  99767. */
  99768. getClassName(): string;
  99769. /**
  99770. * Get the friendly name associated with the input class.
  99771. * @returns the input friendly name
  99772. */
  99773. getSimpleName(): string;
  99774. }
  99775. }
  99776. declare module BABYLON {
  99777. /**
  99778. * Manage the mouse wheel inputs to control an arc rotate camera.
  99779. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99780. */
  99781. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  99782. /**
  99783. * Defines the camera the input is attached to.
  99784. */
  99785. camera: ArcRotateCamera;
  99786. /**
  99787. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  99788. */
  99789. wheelPrecision: number;
  99790. /**
  99791. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  99792. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  99793. */
  99794. wheelDeltaPercentage: number;
  99795. private _wheel;
  99796. private _observer;
  99797. private computeDeltaFromMouseWheelLegacyEvent;
  99798. /**
  99799. * Attach the input controls to a specific dom element to get the input from.
  99800. * @param element Defines the element the controls should be listened from
  99801. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  99802. */
  99803. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  99804. /**
  99805. * Detach the current controls from the specified dom element.
  99806. * @param element Defines the element to stop listening the inputs from
  99807. */
  99808. detachControl(element: Nullable<HTMLElement>): void;
  99809. /**
  99810. * Gets the class name of the current intput.
  99811. * @returns the class name
  99812. */
  99813. getClassName(): string;
  99814. /**
  99815. * Get the friendly name associated with the input class.
  99816. * @returns the input friendly name
  99817. */
  99818. getSimpleName(): string;
  99819. }
  99820. }
  99821. declare module BABYLON {
  99822. /**
  99823. * Default Inputs manager for the ArcRotateCamera.
  99824. * It groups all the default supported inputs for ease of use.
  99825. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99826. */
  99827. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  99828. /**
  99829. * Instantiates a new ArcRotateCameraInputsManager.
  99830. * @param camera Defines the camera the inputs belong to
  99831. */
  99832. constructor(camera: ArcRotateCamera);
  99833. /**
  99834. * Add mouse wheel input support to the input manager.
  99835. * @returns the current input manager
  99836. */
  99837. addMouseWheel(): ArcRotateCameraInputsManager;
  99838. /**
  99839. * Add pointers input support to the input manager.
  99840. * @returns the current input manager
  99841. */
  99842. addPointers(): ArcRotateCameraInputsManager;
  99843. /**
  99844. * Add keyboard input support to the input manager.
  99845. * @returns the current input manager
  99846. */
  99847. addKeyboard(): ArcRotateCameraInputsManager;
  99848. }
  99849. }
  99850. declare module BABYLON {
  99851. /**
  99852. * This represents an orbital type of camera.
  99853. *
  99854. * This camera always points towards a given target position and can be rotated around that target with the target as the centre of rotation. It can be controlled with cursors and mouse, or with touch events.
  99855. * Think of this camera as one orbiting its target position, or more imaginatively as a spy satellite orbiting the earth. Its position relative to the target (earth) can be set by three parameters, alpha (radians) the longitudinal rotation, beta (radians) the latitudinal rotation and radius the distance from the target position.
  99856. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  99857. */
  99858. export class ArcRotateCamera extends TargetCamera {
  99859. /**
  99860. * Defines the rotation angle of the camera along the longitudinal axis.
  99861. */
  99862. alpha: number;
  99863. /**
  99864. * Defines the rotation angle of the camera along the latitudinal axis.
  99865. */
  99866. beta: number;
  99867. /**
  99868. * Defines the radius of the camera from it s target point.
  99869. */
  99870. radius: number;
  99871. protected _target: Vector3;
  99872. protected _targetHost: Nullable<AbstractMesh>;
  99873. /**
  99874. * Defines the target point of the camera.
  99875. * The camera looks towards it form the radius distance.
  99876. */
  99877. target: Vector3;
  99878. /**
  99879. * Define the current local position of the camera in the scene
  99880. */
  99881. position: Vector3;
  99882. protected _upVector: Vector3;
  99883. protected _upToYMatrix: Matrix;
  99884. protected _YToUpMatrix: Matrix;
  99885. /**
  99886. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  99887. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  99888. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  99889. */
  99890. upVector: Vector3;
  99891. /**
  99892. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  99893. */
  99894. setMatUp(): void;
  99895. /**
  99896. * Current inertia value on the longitudinal axis.
  99897. * The bigger this number the longer it will take for the camera to stop.
  99898. */
  99899. inertialAlphaOffset: number;
  99900. /**
  99901. * Current inertia value on the latitudinal axis.
  99902. * The bigger this number the longer it will take for the camera to stop.
  99903. */
  99904. inertialBetaOffset: number;
  99905. /**
  99906. * Current inertia value on the radius axis.
  99907. * The bigger this number the longer it will take for the camera to stop.
  99908. */
  99909. inertialRadiusOffset: number;
  99910. /**
  99911. * Minimum allowed angle on the longitudinal axis.
  99912. * This can help limiting how the Camera is able to move in the scene.
  99913. */
  99914. lowerAlphaLimit: Nullable<number>;
  99915. /**
  99916. * Maximum allowed angle on the longitudinal axis.
  99917. * This can help limiting how the Camera is able to move in the scene.
  99918. */
  99919. upperAlphaLimit: Nullable<number>;
  99920. /**
  99921. * Minimum allowed angle on the latitudinal axis.
  99922. * This can help limiting how the Camera is able to move in the scene.
  99923. */
  99924. lowerBetaLimit: number;
  99925. /**
  99926. * Maximum allowed angle on the latitudinal axis.
  99927. * This can help limiting how the Camera is able to move in the scene.
  99928. */
  99929. upperBetaLimit: number;
  99930. /**
  99931. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  99932. * This can help limiting how the Camera is able to move in the scene.
  99933. */
  99934. lowerRadiusLimit: Nullable<number>;
  99935. /**
  99936. * Maximum allowed distance of the camera to the target (The camera can not get further).
  99937. * This can help limiting how the Camera is able to move in the scene.
  99938. */
  99939. upperRadiusLimit: Nullable<number>;
  99940. /**
  99941. * Defines the current inertia value used during panning of the camera along the X axis.
  99942. */
  99943. inertialPanningX: number;
  99944. /**
  99945. * Defines the current inertia value used during panning of the camera along the Y axis.
  99946. */
  99947. inertialPanningY: number;
  99948. /**
  99949. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  99950. * Basically if your fingers moves away from more than this distance you will be considered
  99951. * in pinch mode.
  99952. */
  99953. pinchToPanMaxDistance: number;
  99954. /**
  99955. * Defines the maximum distance the camera can pan.
  99956. * This could help keeping the cammera always in your scene.
  99957. */
  99958. panningDistanceLimit: Nullable<number>;
  99959. /**
  99960. * Defines the target of the camera before paning.
  99961. */
  99962. panningOriginTarget: Vector3;
  99963. /**
  99964. * Defines the value of the inertia used during panning.
  99965. * 0 would mean stop inertia and one would mean no decelleration at all.
  99966. */
  99967. panningInertia: number;
  99968. /**
  99969. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  99970. */
  99971. angularSensibilityX: number;
  99972. /**
  99973. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  99974. */
  99975. angularSensibilityY: number;
  99976. /**
  99977. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  99978. */
  99979. pinchPrecision: number;
  99980. /**
  99981. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  99982. * It will be used instead of pinchDeltaPrecision if different from 0.
  99983. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  99984. */
  99985. pinchDeltaPercentage: number;
  99986. /**
  99987. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  99988. */
  99989. panningSensibility: number;
  99990. /**
  99991. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  99992. */
  99993. keysUp: number[];
  99994. /**
  99995. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  99996. */
  99997. keysDown: number[];
  99998. /**
  99999. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  100000. */
  100001. keysLeft: number[];
  100002. /**
  100003. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  100004. */
  100005. keysRight: number[];
  100006. /**
  100007. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  100008. */
  100009. wheelPrecision: number;
  100010. /**
  100011. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  100012. * It will be used instead of pinchDeltaPrecision if different from 0.
  100013. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  100014. */
  100015. wheelDeltaPercentage: number;
  100016. /**
  100017. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  100018. */
  100019. zoomOnFactor: number;
  100020. /**
  100021. * Defines a screen offset for the camera position.
  100022. */
  100023. targetScreenOffset: Vector2;
  100024. /**
  100025. * Allows the camera to be completely reversed.
  100026. * If false the camera can not arrive upside down.
  100027. */
  100028. allowUpsideDown: boolean;
  100029. /**
  100030. * Define if double tap/click is used to restore the previously saved state of the camera.
  100031. */
  100032. useInputToRestoreState: boolean;
  100033. /** @hidden */
  100034. _viewMatrix: Matrix;
  100035. /** @hidden */
  100036. _useCtrlForPanning: boolean;
  100037. /** @hidden */
  100038. _panningMouseButton: number;
  100039. /**
  100040. * Defines the input associated to the camera.
  100041. */
  100042. inputs: ArcRotateCameraInputsManager;
  100043. /** @hidden */
  100044. _reset: () => void;
  100045. /**
  100046. * Defines the allowed panning axis.
  100047. */
  100048. panningAxis: Vector3;
  100049. protected _localDirection: Vector3;
  100050. protected _transformedDirection: Vector3;
  100051. private _bouncingBehavior;
  100052. /**
  100053. * Gets the bouncing behavior of the camera if it has been enabled.
  100054. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  100055. */
  100056. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  100057. /**
  100058. * Defines if the bouncing behavior of the camera is enabled on the camera.
  100059. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  100060. */
  100061. useBouncingBehavior: boolean;
  100062. private _framingBehavior;
  100063. /**
  100064. * Gets the framing behavior of the camera if it has been enabled.
  100065. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  100066. */
  100067. readonly framingBehavior: Nullable<FramingBehavior>;
  100068. /**
  100069. * Defines if the framing behavior of the camera is enabled on the camera.
  100070. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  100071. */
  100072. useFramingBehavior: boolean;
  100073. private _autoRotationBehavior;
  100074. /**
  100075. * Gets the auto rotation behavior of the camera if it has been enabled.
  100076. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  100077. */
  100078. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  100079. /**
  100080. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  100081. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  100082. */
  100083. useAutoRotationBehavior: boolean;
  100084. /**
  100085. * Observable triggered when the mesh target has been changed on the camera.
  100086. */
  100087. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  100088. /**
  100089. * Event raised when the camera is colliding with a mesh.
  100090. */
  100091. onCollide: (collidedMesh: AbstractMesh) => void;
  100092. /**
  100093. * Defines whether the camera should check collision with the objects oh the scene.
  100094. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  100095. */
  100096. checkCollisions: boolean;
  100097. /**
  100098. * Defines the collision radius of the camera.
  100099. * This simulates a sphere around the camera.
  100100. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  100101. */
  100102. collisionRadius: Vector3;
  100103. protected _collider: Collider;
  100104. protected _previousPosition: Vector3;
  100105. protected _collisionVelocity: Vector3;
  100106. protected _newPosition: Vector3;
  100107. protected _previousAlpha: number;
  100108. protected _previousBeta: number;
  100109. protected _previousRadius: number;
  100110. protected _collisionTriggered: boolean;
  100111. protected _targetBoundingCenter: Nullable<Vector3>;
  100112. private _computationVector;
  100113. /**
  100114. * Instantiates a new ArcRotateCamera in a given scene
  100115. * @param name Defines the name of the camera
  100116. * @param alpha Defines the camera rotation along the logitudinal axis
  100117. * @param beta Defines the camera rotation along the latitudinal axis
  100118. * @param radius Defines the camera distance from its target
  100119. * @param target Defines the camera target
  100120. * @param scene Defines the scene the camera belongs to
  100121. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  100122. */
  100123. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  100124. /** @hidden */
  100125. _initCache(): void;
  100126. /** @hidden */
  100127. _updateCache(ignoreParentClass?: boolean): void;
  100128. protected _getTargetPosition(): Vector3;
  100129. private _storedAlpha;
  100130. private _storedBeta;
  100131. private _storedRadius;
  100132. private _storedTarget;
  100133. /**
  100134. * Stores the current state of the camera (alpha, beta, radius and target)
  100135. * @returns the camera itself
  100136. */
  100137. storeState(): Camera;
  100138. /**
  100139. * @hidden
  100140. * Restored camera state. You must call storeState() first
  100141. */
  100142. _restoreStateValues(): boolean;
  100143. /** @hidden */
  100144. _isSynchronizedViewMatrix(): boolean;
  100145. /**
  100146. * Attached controls to the current camera.
  100147. * @param element Defines the element the controls should be listened from
  100148. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100149. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  100150. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  100151. */
  100152. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  100153. /**
  100154. * Detach the current controls from the camera.
  100155. * The camera will stop reacting to inputs.
  100156. * @param element Defines the element to stop listening the inputs from
  100157. */
  100158. detachControl(element: HTMLElement): void;
  100159. /** @hidden */
  100160. _checkInputs(): void;
  100161. protected _checkLimits(): void;
  100162. /**
  100163. * Rebuilds angles (alpha, beta) and radius from the give position and target
  100164. */
  100165. rebuildAnglesAndRadius(): void;
  100166. /**
  100167. * Use a position to define the current camera related information like aplha, beta and radius
  100168. * @param position Defines the position to set the camera at
  100169. */
  100170. setPosition(position: Vector3): void;
  100171. /**
  100172. * Defines the target the camera should look at.
  100173. * This will automatically adapt alpha beta and radius to fit within the new target.
  100174. * @param target Defines the new target as a Vector or a mesh
  100175. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  100176. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  100177. */
  100178. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  100179. /** @hidden */
  100180. _getViewMatrix(): Matrix;
  100181. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  100182. /**
  100183. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  100184. * @param meshes Defines the mesh to zoom on
  100185. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  100186. */
  100187. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  100188. /**
  100189. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  100190. * The target will be changed but the radius
  100191. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  100192. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  100193. */
  100194. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  100195. min: Vector3;
  100196. max: Vector3;
  100197. distance: number;
  100198. }, doNotUpdateMaxZ?: boolean): void;
  100199. /**
  100200. * @override
  100201. * Override Camera.createRigCamera
  100202. */
  100203. createRigCamera(name: string, cameraIndex: number): Camera;
  100204. /**
  100205. * @hidden
  100206. * @override
  100207. * Override Camera._updateRigCameras
  100208. */
  100209. _updateRigCameras(): void;
  100210. /**
  100211. * Destroy the camera and release the current resources hold by it.
  100212. */
  100213. dispose(): void;
  100214. /**
  100215. * Gets the current object class name.
  100216. * @return the class name
  100217. */
  100218. getClassName(): string;
  100219. }
  100220. }
  100221. declare module BABYLON {
  100222. /**
  100223. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  100224. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  100225. */
  100226. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  100227. /**
  100228. * Gets the name of the behavior.
  100229. */
  100230. readonly name: string;
  100231. private _zoomStopsAnimation;
  100232. private _idleRotationSpeed;
  100233. private _idleRotationWaitTime;
  100234. private _idleRotationSpinupTime;
  100235. /**
  100236. * Sets the flag that indicates if user zooming should stop animation.
  100237. */
  100238. /**
  100239. * Gets the flag that indicates if user zooming should stop animation.
  100240. */
  100241. zoomStopsAnimation: boolean;
  100242. /**
  100243. * Sets the default speed at which the camera rotates around the model.
  100244. */
  100245. /**
  100246. * Gets the default speed at which the camera rotates around the model.
  100247. */
  100248. idleRotationSpeed: number;
  100249. /**
  100250. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  100251. */
  100252. /**
  100253. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  100254. */
  100255. idleRotationWaitTime: number;
  100256. /**
  100257. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  100258. */
  100259. /**
  100260. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  100261. */
  100262. idleRotationSpinupTime: number;
  100263. /**
  100264. * Gets a value indicating if the camera is currently rotating because of this behavior
  100265. */
  100266. readonly rotationInProgress: boolean;
  100267. private _onPrePointerObservableObserver;
  100268. private _onAfterCheckInputsObserver;
  100269. private _attachedCamera;
  100270. private _isPointerDown;
  100271. private _lastFrameTime;
  100272. private _lastInteractionTime;
  100273. private _cameraRotationSpeed;
  100274. /**
  100275. * Initializes the behavior.
  100276. */
  100277. init(): void;
  100278. /**
  100279. * Attaches the behavior to its arc rotate camera.
  100280. * @param camera Defines the camera to attach the behavior to
  100281. */
  100282. attach(camera: ArcRotateCamera): void;
  100283. /**
  100284. * Detaches the behavior from its current arc rotate camera.
  100285. */
  100286. detach(): void;
  100287. /**
  100288. * Returns true if user is scrolling.
  100289. * @return true if user is scrolling.
  100290. */
  100291. private _userIsZooming;
  100292. private _lastFrameRadius;
  100293. private _shouldAnimationStopForInteraction;
  100294. /**
  100295. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  100296. */
  100297. private _applyUserInteraction;
  100298. private _userIsMoving;
  100299. }
  100300. }
  100301. declare module BABYLON {
  100302. /**
  100303. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  100304. */
  100305. export class AttachToBoxBehavior implements Behavior<Mesh> {
  100306. private ui;
  100307. /**
  100308. * The name of the behavior
  100309. */
  100310. name: string;
  100311. /**
  100312. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  100313. */
  100314. distanceAwayFromFace: number;
  100315. /**
  100316. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  100317. */
  100318. distanceAwayFromBottomOfFace: number;
  100319. private _faceVectors;
  100320. private _target;
  100321. private _scene;
  100322. private _onRenderObserver;
  100323. private _tmpMatrix;
  100324. private _tmpVector;
  100325. /**
  100326. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  100327. * @param ui The transform node that should be attched to the mesh
  100328. */
  100329. constructor(ui: TransformNode);
  100330. /**
  100331. * Initializes the behavior
  100332. */
  100333. init(): void;
  100334. private _closestFace;
  100335. private _zeroVector;
  100336. private _lookAtTmpMatrix;
  100337. private _lookAtToRef;
  100338. /**
  100339. * Attaches the AttachToBoxBehavior to the passed in mesh
  100340. * @param target The mesh that the specified node will be attached to
  100341. */
  100342. attach(target: Mesh): void;
  100343. /**
  100344. * Detaches the behavior from the mesh
  100345. */
  100346. detach(): void;
  100347. }
  100348. }
  100349. declare module BABYLON {
  100350. /**
  100351. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  100352. */
  100353. export class FadeInOutBehavior implements Behavior<Mesh> {
  100354. /**
  100355. * Time in milliseconds to delay before fading in (Default: 0)
  100356. */
  100357. delay: number;
  100358. /**
  100359. * Time in milliseconds for the mesh to fade in (Default: 300)
  100360. */
  100361. fadeInTime: number;
  100362. private _millisecondsPerFrame;
  100363. private _hovered;
  100364. private _hoverValue;
  100365. private _ownerNode;
  100366. /**
  100367. * Instatiates the FadeInOutBehavior
  100368. */
  100369. constructor();
  100370. /**
  100371. * The name of the behavior
  100372. */
  100373. readonly name: string;
  100374. /**
  100375. * Initializes the behavior
  100376. */
  100377. init(): void;
  100378. /**
  100379. * Attaches the fade behavior on the passed in mesh
  100380. * @param ownerNode The mesh that will be faded in/out once attached
  100381. */
  100382. attach(ownerNode: Mesh): void;
  100383. /**
  100384. * Detaches the behavior from the mesh
  100385. */
  100386. detach(): void;
  100387. /**
  100388. * Triggers the mesh to begin fading in or out
  100389. * @param value if the object should fade in or out (true to fade in)
  100390. */
  100391. fadeIn(value: boolean): void;
  100392. private _update;
  100393. private _setAllVisibility;
  100394. }
  100395. }
  100396. declare module BABYLON {
  100397. /**
  100398. * Class containing a set of static utilities functions for managing Pivots
  100399. * @hidden
  100400. */
  100401. export class PivotTools {
  100402. private static _PivotCached;
  100403. private static _OldPivotPoint;
  100404. private static _PivotTranslation;
  100405. private static _PivotTmpVector;
  100406. /** @hidden */
  100407. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  100408. /** @hidden */
  100409. static _RestorePivotPoint(mesh: AbstractMesh): void;
  100410. }
  100411. }
  100412. declare module BABYLON {
  100413. /**
  100414. * Class containing static functions to help procedurally build meshes
  100415. */
  100416. export class PlaneBuilder {
  100417. /**
  100418. * Creates a plane mesh
  100419. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  100420. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  100421. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  100422. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  100423. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  100424. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  100425. * @param name defines the name of the mesh
  100426. * @param options defines the options used to create the mesh
  100427. * @param scene defines the hosting scene
  100428. * @returns the plane mesh
  100429. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  100430. */
  100431. static CreatePlane(name: string, options: {
  100432. size?: number;
  100433. width?: number;
  100434. height?: number;
  100435. sideOrientation?: number;
  100436. frontUVs?: Vector4;
  100437. backUVs?: Vector4;
  100438. updatable?: boolean;
  100439. sourcePlane?: Plane;
  100440. }, scene?: Nullable<Scene>): Mesh;
  100441. }
  100442. }
  100443. declare module BABYLON {
  100444. /**
  100445. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  100446. */
  100447. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  100448. private static _AnyMouseID;
  100449. /**
  100450. * Abstract mesh the behavior is set on
  100451. */
  100452. attachedNode: AbstractMesh;
  100453. private _dragPlane;
  100454. private _scene;
  100455. private _pointerObserver;
  100456. private _beforeRenderObserver;
  100457. private static _planeScene;
  100458. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  100459. /**
  100460. * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)
  100461. */
  100462. maxDragAngle: number;
  100463. /**
  100464. * @hidden
  100465. */
  100466. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  100467. /**
  100468. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  100469. */
  100470. currentDraggingPointerID: number;
  100471. /**
  100472. * The last position where the pointer hit the drag plane in world space
  100473. */
  100474. lastDragPosition: Vector3;
  100475. /**
  100476. * If the behavior is currently in a dragging state
  100477. */
  100478. dragging: boolean;
  100479. /**
  100480. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  100481. */
  100482. dragDeltaRatio: number;
  100483. /**
  100484. * If the drag plane orientation should be updated during the dragging (Default: true)
  100485. */
  100486. updateDragPlane: boolean;
  100487. private _debugMode;
  100488. private _moving;
  100489. /**
  100490. * Fires each time the attached mesh is dragged with the pointer
  100491. * * delta between last drag position and current drag position in world space
  100492. * * dragDistance along the drag axis
  100493. * * dragPlaneNormal normal of the current drag plane used during the drag
  100494. * * dragPlanePoint in world space where the drag intersects the drag plane
  100495. */
  100496. onDragObservable: Observable<{
  100497. delta: Vector3;
  100498. dragPlanePoint: Vector3;
  100499. dragPlaneNormal: Vector3;
  100500. dragDistance: number;
  100501. pointerId: number;
  100502. }>;
  100503. /**
  100504. * Fires each time a drag begins (eg. mouse down on mesh)
  100505. */
  100506. onDragStartObservable: Observable<{
  100507. dragPlanePoint: Vector3;
  100508. pointerId: number;
  100509. }>;
  100510. /**
  100511. * Fires each time a drag ends (eg. mouse release after drag)
  100512. */
  100513. onDragEndObservable: Observable<{
  100514. dragPlanePoint: Vector3;
  100515. pointerId: number;
  100516. }>;
  100517. /**
  100518. * If the attached mesh should be moved when dragged
  100519. */
  100520. moveAttached: boolean;
  100521. /**
  100522. * If the drag behavior will react to drag events (Default: true)
  100523. */
  100524. enabled: boolean;
  100525. /**
  100526. * If pointer events should start and release the drag (Default: true)
  100527. */
  100528. startAndReleaseDragOnPointerEvents: boolean;
  100529. /**
  100530. * If camera controls should be detached during the drag
  100531. */
  100532. detachCameraControls: boolean;
  100533. /**
  100534. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  100535. */
  100536. useObjectOrienationForDragging: boolean;
  100537. private _options;
  100538. /**
  100539. * Creates a pointer drag behavior that can be attached to a mesh
  100540. * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)
  100541. */
  100542. constructor(options?: {
  100543. dragAxis?: Vector3;
  100544. dragPlaneNormal?: Vector3;
  100545. });
  100546. /**
  100547. * Predicate to determine if it is valid to move the object to a new position when it is moved
  100548. */
  100549. validateDrag: (targetPosition: Vector3) => boolean;
  100550. /**
  100551. * The name of the behavior
  100552. */
  100553. readonly name: string;
  100554. /**
  100555. * Initializes the behavior
  100556. */
  100557. init(): void;
  100558. private _tmpVector;
  100559. private _alternatePickedPoint;
  100560. private _worldDragAxis;
  100561. private _targetPosition;
  100562. private _attachedElement;
  100563. /**
  100564. * Attaches the drag behavior the passed in mesh
  100565. * @param ownerNode The mesh that will be dragged around once attached
  100566. */
  100567. attach(ownerNode: AbstractMesh): void;
  100568. /**
  100569. * Force relase the drag action by code.
  100570. */
  100571. releaseDrag(): void;
  100572. private _startDragRay;
  100573. private _lastPointerRay;
  100574. /**
  100575. * Simulates the start of a pointer drag event on the behavior
  100576. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  100577. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  100578. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  100579. */
  100580. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  100581. private _startDrag;
  100582. private _dragDelta;
  100583. private _moveDrag;
  100584. private _pickWithRayOnDragPlane;
  100585. private _pointA;
  100586. private _pointB;
  100587. private _pointC;
  100588. private _lineA;
  100589. private _lineB;
  100590. private _localAxis;
  100591. private _lookAt;
  100592. private _updateDragPlanePosition;
  100593. /**
  100594. * Detaches the behavior from the mesh
  100595. */
  100596. detach(): void;
  100597. }
  100598. }
  100599. declare module BABYLON {
  100600. /**
  100601. * A behavior that when attached to a mesh will allow the mesh to be scaled
  100602. */
  100603. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  100604. private _dragBehaviorA;
  100605. private _dragBehaviorB;
  100606. private _startDistance;
  100607. private _initialScale;
  100608. private _targetScale;
  100609. private _ownerNode;
  100610. private _sceneRenderObserver;
  100611. /**
  100612. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  100613. */
  100614. constructor();
  100615. /**
  100616. * The name of the behavior
  100617. */
  100618. readonly name: string;
  100619. /**
  100620. * Initializes the behavior
  100621. */
  100622. init(): void;
  100623. private _getCurrentDistance;
  100624. /**
  100625. * Attaches the scale behavior the passed in mesh
  100626. * @param ownerNode The mesh that will be scaled around once attached
  100627. */
  100628. attach(ownerNode: Mesh): void;
  100629. /**
  100630. * Detaches the behavior from the mesh
  100631. */
  100632. detach(): void;
  100633. }
  100634. }
  100635. declare module BABYLON {
  100636. /**
  100637. * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  100638. */
  100639. export class SixDofDragBehavior implements Behavior<Mesh> {
  100640. private static _virtualScene;
  100641. private _ownerNode;
  100642. private _sceneRenderObserver;
  100643. private _scene;
  100644. private _targetPosition;
  100645. private _virtualOriginMesh;
  100646. private _virtualDragMesh;
  100647. private _pointerObserver;
  100648. private _moving;
  100649. private _startingOrientation;
  100650. /**
  100651. * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)
  100652. */
  100653. private zDragFactor;
  100654. /**
  100655. * If the object should rotate to face the drag origin
  100656. */
  100657. rotateDraggedObject: boolean;
  100658. /**
  100659. * If the behavior is currently in a dragging state
  100660. */
  100661. dragging: boolean;
  100662. /**
  100663. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  100664. */
  100665. dragDeltaRatio: number;
  100666. /**
  100667. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  100668. */
  100669. currentDraggingPointerID: number;
  100670. /**
  100671. * If camera controls should be detached during the drag
  100672. */
  100673. detachCameraControls: boolean;
  100674. /**
  100675. * Fires each time a drag starts
  100676. */
  100677. onDragStartObservable: Observable<{}>;
  100678. /**
  100679. * Fires each time a drag ends (eg. mouse release after drag)
  100680. */
  100681. onDragEndObservable: Observable<{}>;
  100682. /**
  100683. * Instantiates a behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  100684. */
  100685. constructor();
  100686. /**
  100687. * The name of the behavior
  100688. */
  100689. readonly name: string;
  100690. /**
  100691. * Initializes the behavior
  100692. */
  100693. init(): void;
  100694. /**
  100695. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  100696. */
  100697. private readonly _pointerCamera;
  100698. /**
  100699. * Attaches the scale behavior the passed in mesh
  100700. * @param ownerNode The mesh that will be scaled around once attached
  100701. */
  100702. attach(ownerNode: Mesh): void;
  100703. /**
  100704. * Detaches the behavior from the mesh
  100705. */
  100706. detach(): void;
  100707. }
  100708. }
  100709. declare module BABYLON {
  100710. /**
  100711. * Class used to apply inverse kinematics to bones
  100712. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  100713. */
  100714. export class BoneIKController {
  100715. private static _tmpVecs;
  100716. private static _tmpQuat;
  100717. private static _tmpMats;
  100718. /**
  100719. * Gets or sets the target mesh
  100720. */
  100721. targetMesh: AbstractMesh;
  100722. /** Gets or sets the mesh used as pole */
  100723. poleTargetMesh: AbstractMesh;
  100724. /**
  100725. * Gets or sets the bone used as pole
  100726. */
  100727. poleTargetBone: Nullable<Bone>;
  100728. /**
  100729. * Gets or sets the target position
  100730. */
  100731. targetPosition: Vector3;
  100732. /**
  100733. * Gets or sets the pole target position
  100734. */
  100735. poleTargetPosition: Vector3;
  100736. /**
  100737. * Gets or sets the pole target local offset
  100738. */
  100739. poleTargetLocalOffset: Vector3;
  100740. /**
  100741. * Gets or sets the pole angle
  100742. */
  100743. poleAngle: number;
  100744. /**
  100745. * Gets or sets the mesh associated with the controller
  100746. */
  100747. mesh: AbstractMesh;
  100748. /**
  100749. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  100750. */
  100751. slerpAmount: number;
  100752. private _bone1Quat;
  100753. private _bone1Mat;
  100754. private _bone2Ang;
  100755. private _bone1;
  100756. private _bone2;
  100757. private _bone1Length;
  100758. private _bone2Length;
  100759. private _maxAngle;
  100760. private _maxReach;
  100761. private _rightHandedSystem;
  100762. private _bendAxis;
  100763. private _slerping;
  100764. private _adjustRoll;
  100765. /**
  100766. * Gets or sets maximum allowed angle
  100767. */
  100768. maxAngle: number;
  100769. /**
  100770. * Creates a new BoneIKController
  100771. * @param mesh defines the mesh to control
  100772. * @param bone defines the bone to control
  100773. * @param options defines options to set up the controller
  100774. */
  100775. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  100776. targetMesh?: AbstractMesh;
  100777. poleTargetMesh?: AbstractMesh;
  100778. poleTargetBone?: Bone;
  100779. poleTargetLocalOffset?: Vector3;
  100780. poleAngle?: number;
  100781. bendAxis?: Vector3;
  100782. maxAngle?: number;
  100783. slerpAmount?: number;
  100784. });
  100785. private _setMaxAngle;
  100786. /**
  100787. * Force the controller to update the bones
  100788. */
  100789. update(): void;
  100790. }
  100791. }
  100792. declare module BABYLON {
  100793. /**
  100794. * Class used to make a bone look toward a point in space
  100795. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  100796. */
  100797. export class BoneLookController {
  100798. private static _tmpVecs;
  100799. private static _tmpQuat;
  100800. private static _tmpMats;
  100801. /**
  100802. * The target Vector3 that the bone will look at
  100803. */
  100804. target: Vector3;
  100805. /**
  100806. * The mesh that the bone is attached to
  100807. */
  100808. mesh: AbstractMesh;
  100809. /**
  100810. * The bone that will be looking to the target
  100811. */
  100812. bone: Bone;
  100813. /**
  100814. * The up axis of the coordinate system that is used when the bone is rotated
  100815. */
  100816. upAxis: Vector3;
  100817. /**
  100818. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  100819. */
  100820. upAxisSpace: Space;
  100821. /**
  100822. * Used to make an adjustment to the yaw of the bone
  100823. */
  100824. adjustYaw: number;
  100825. /**
  100826. * Used to make an adjustment to the pitch of the bone
  100827. */
  100828. adjustPitch: number;
  100829. /**
  100830. * Used to make an adjustment to the roll of the bone
  100831. */
  100832. adjustRoll: number;
  100833. /**
  100834. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  100835. */
  100836. slerpAmount: number;
  100837. private _minYaw;
  100838. private _maxYaw;
  100839. private _minPitch;
  100840. private _maxPitch;
  100841. private _minYawSin;
  100842. private _minYawCos;
  100843. private _maxYawSin;
  100844. private _maxYawCos;
  100845. private _midYawConstraint;
  100846. private _minPitchTan;
  100847. private _maxPitchTan;
  100848. private _boneQuat;
  100849. private _slerping;
  100850. private _transformYawPitch;
  100851. private _transformYawPitchInv;
  100852. private _firstFrameSkipped;
  100853. private _yawRange;
  100854. private _fowardAxis;
  100855. /**
  100856. * Gets or sets the minimum yaw angle that the bone can look to
  100857. */
  100858. minYaw: number;
  100859. /**
  100860. * Gets or sets the maximum yaw angle that the bone can look to
  100861. */
  100862. maxYaw: number;
  100863. /**
  100864. * Gets or sets the minimum pitch angle that the bone can look to
  100865. */
  100866. minPitch: number;
  100867. /**
  100868. * Gets or sets the maximum pitch angle that the bone can look to
  100869. */
  100870. maxPitch: number;
  100871. /**
  100872. * Create a BoneLookController
  100873. * @param mesh the mesh that the bone belongs to
  100874. * @param bone the bone that will be looking to the target
  100875. * @param target the target Vector3 to look at
  100876. * @param options optional settings:
  100877. * * maxYaw: the maximum angle the bone will yaw to
  100878. * * minYaw: the minimum angle the bone will yaw to
  100879. * * maxPitch: the maximum angle the bone will pitch to
  100880. * * minPitch: the minimum angle the bone will yaw to
  100881. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  100882. * * upAxis: the up axis of the coordinate system
  100883. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  100884. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  100885. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  100886. * * adjustYaw: used to make an adjustment to the yaw of the bone
  100887. * * adjustPitch: used to make an adjustment to the pitch of the bone
  100888. * * adjustRoll: used to make an adjustment to the roll of the bone
  100889. **/
  100890. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  100891. maxYaw?: number;
  100892. minYaw?: number;
  100893. maxPitch?: number;
  100894. minPitch?: number;
  100895. slerpAmount?: number;
  100896. upAxis?: Vector3;
  100897. upAxisSpace?: Space;
  100898. yawAxis?: Vector3;
  100899. pitchAxis?: Vector3;
  100900. adjustYaw?: number;
  100901. adjustPitch?: number;
  100902. adjustRoll?: number;
  100903. });
  100904. /**
  100905. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  100906. */
  100907. update(): void;
  100908. private _getAngleDiff;
  100909. private _getAngleBetween;
  100910. private _isAngleBetween;
  100911. }
  100912. }
  100913. declare module BABYLON {
  100914. /**
  100915. * Manage the gamepad inputs to control an arc rotate camera.
  100916. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100917. */
  100918. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  100919. /**
  100920. * Defines the camera the input is attached to.
  100921. */
  100922. camera: ArcRotateCamera;
  100923. /**
  100924. * Defines the gamepad the input is gathering event from.
  100925. */
  100926. gamepad: Nullable<Gamepad>;
  100927. /**
  100928. * Defines the gamepad rotation sensiblity.
  100929. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  100930. */
  100931. gamepadRotationSensibility: number;
  100932. /**
  100933. * Defines the gamepad move sensiblity.
  100934. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  100935. */
  100936. gamepadMoveSensibility: number;
  100937. private _onGamepadConnectedObserver;
  100938. private _onGamepadDisconnectedObserver;
  100939. /**
  100940. * Attach the input controls to a specific dom element to get the input from.
  100941. * @param element Defines the element the controls should be listened from
  100942. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100943. */
  100944. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100945. /**
  100946. * Detach the current controls from the specified dom element.
  100947. * @param element Defines the element to stop listening the inputs from
  100948. */
  100949. detachControl(element: Nullable<HTMLElement>): void;
  100950. /**
  100951. * Update the current camera state depending on the inputs that have been used this frame.
  100952. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  100953. */
  100954. checkInputs(): void;
  100955. /**
  100956. * Gets the class name of the current intput.
  100957. * @returns the class name
  100958. */
  100959. getClassName(): string;
  100960. /**
  100961. * Get the friendly name associated with the input class.
  100962. * @returns the input friendly name
  100963. */
  100964. getSimpleName(): string;
  100965. }
  100966. }
  100967. declare module BABYLON {
  100968. interface ArcRotateCameraInputsManager {
  100969. /**
  100970. * Add orientation input support to the input manager.
  100971. * @returns the current input manager
  100972. */
  100973. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  100974. }
  100975. /**
  100976. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  100977. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100978. */
  100979. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  100980. /**
  100981. * Defines the camera the input is attached to.
  100982. */
  100983. camera: ArcRotateCamera;
  100984. /**
  100985. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  100986. */
  100987. alphaCorrection: number;
  100988. /**
  100989. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  100990. */
  100991. gammaCorrection: number;
  100992. private _alpha;
  100993. private _gamma;
  100994. private _dirty;
  100995. private _deviceOrientationHandler;
  100996. /**
  100997. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  100998. */
  100999. constructor();
  101000. /**
  101001. * Attach the input controls to a specific dom element to get the input from.
  101002. * @param element Defines the element the controls should be listened from
  101003. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101004. */
  101005. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101006. /** @hidden */
  101007. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  101008. /**
  101009. * Update the current camera state depending on the inputs that have been used this frame.
  101010. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101011. */
  101012. checkInputs(): void;
  101013. /**
  101014. * Detach the current controls from the specified dom element.
  101015. * @param element Defines the element to stop listening the inputs from
  101016. */
  101017. detachControl(element: Nullable<HTMLElement>): void;
  101018. /**
  101019. * Gets the class name of the current intput.
  101020. * @returns the class name
  101021. */
  101022. getClassName(): string;
  101023. /**
  101024. * Get the friendly name associated with the input class.
  101025. * @returns the input friendly name
  101026. */
  101027. getSimpleName(): string;
  101028. }
  101029. }
  101030. declare module BABYLON {
  101031. /**
  101032. * Listen to mouse events to control the camera.
  101033. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101034. */
  101035. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  101036. /**
  101037. * Defines the camera the input is attached to.
  101038. */
  101039. camera: FlyCamera;
  101040. /**
  101041. * Defines if touch is enabled. (Default is true.)
  101042. */
  101043. touchEnabled: boolean;
  101044. /**
  101045. * Defines the buttons associated with the input to handle camera rotation.
  101046. */
  101047. buttons: number[];
  101048. /**
  101049. * Assign buttons for Yaw control.
  101050. */
  101051. buttonsYaw: number[];
  101052. /**
  101053. * Assign buttons for Pitch control.
  101054. */
  101055. buttonsPitch: number[];
  101056. /**
  101057. * Assign buttons for Roll control.
  101058. */
  101059. buttonsRoll: number[];
  101060. /**
  101061. * Detect if any button is being pressed while mouse is moved.
  101062. * -1 = Mouse locked.
  101063. * 0 = Left button.
  101064. * 1 = Middle Button.
  101065. * 2 = Right Button.
  101066. */
  101067. activeButton: number;
  101068. /**
  101069. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  101070. * Higher values reduce its sensitivity.
  101071. */
  101072. angularSensibility: number;
  101073. private _mousemoveCallback;
  101074. private _observer;
  101075. private _rollObserver;
  101076. private previousPosition;
  101077. private noPreventDefault;
  101078. private element;
  101079. /**
  101080. * Listen to mouse events to control the camera.
  101081. * @param touchEnabled Define if touch is enabled. (Default is true.)
  101082. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101083. */
  101084. constructor(touchEnabled?: boolean);
  101085. /**
  101086. * Attach the mouse control to the HTML DOM element.
  101087. * @param element Defines the element that listens to the input events.
  101088. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  101089. */
  101090. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101091. /**
  101092. * Detach the current controls from the specified dom element.
  101093. * @param element Defines the element to stop listening the inputs from
  101094. */
  101095. detachControl(element: Nullable<HTMLElement>): void;
  101096. /**
  101097. * Gets the class name of the current input.
  101098. * @returns the class name.
  101099. */
  101100. getClassName(): string;
  101101. /**
  101102. * Get the friendly name associated with the input class.
  101103. * @returns the input's friendly name.
  101104. */
  101105. getSimpleName(): string;
  101106. private _pointerInput;
  101107. private _onMouseMove;
  101108. /**
  101109. * Rotate camera by mouse offset.
  101110. */
  101111. private rotateCamera;
  101112. }
  101113. }
  101114. declare module BABYLON {
  101115. /**
  101116. * Default Inputs manager for the FlyCamera.
  101117. * It groups all the default supported inputs for ease of use.
  101118. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101119. */
  101120. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  101121. /**
  101122. * Instantiates a new FlyCameraInputsManager.
  101123. * @param camera Defines the camera the inputs belong to.
  101124. */
  101125. constructor(camera: FlyCamera);
  101126. /**
  101127. * Add keyboard input support to the input manager.
  101128. * @returns the new FlyCameraKeyboardMoveInput().
  101129. */
  101130. addKeyboard(): FlyCameraInputsManager;
  101131. /**
  101132. * Add mouse input support to the input manager.
  101133. * @param touchEnabled Enable touch screen support.
  101134. * @returns the new FlyCameraMouseInput().
  101135. */
  101136. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  101137. }
  101138. }
  101139. declare module BABYLON {
  101140. /**
  101141. * This is a flying camera, designed for 3D movement and rotation in all directions,
  101142. * such as in a 3D Space Shooter or a Flight Simulator.
  101143. */
  101144. export class FlyCamera extends TargetCamera {
  101145. /**
  101146. * Define the collision ellipsoid of the camera.
  101147. * This is helpful for simulating a camera body, like a player's body.
  101148. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  101149. */
  101150. ellipsoid: Vector3;
  101151. /**
  101152. * Define an offset for the position of the ellipsoid around the camera.
  101153. * This can be helpful if the camera is attached away from the player's body center,
  101154. * such as at its head.
  101155. */
  101156. ellipsoidOffset: Vector3;
  101157. /**
  101158. * Enable or disable collisions of the camera with the rest of the scene objects.
  101159. */
  101160. checkCollisions: boolean;
  101161. /**
  101162. * Enable or disable gravity on the camera.
  101163. */
  101164. applyGravity: boolean;
  101165. /**
  101166. * Define the current direction the camera is moving to.
  101167. */
  101168. cameraDirection: Vector3;
  101169. /**
  101170. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  101171. * This overrides and empties cameraRotation.
  101172. */
  101173. rotationQuaternion: Quaternion;
  101174. /**
  101175. * Track Roll to maintain the wanted Rolling when looking around.
  101176. */
  101177. _trackRoll: number;
  101178. /**
  101179. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  101180. */
  101181. rollCorrect: number;
  101182. /**
  101183. * Mimic a banked turn, Rolling the camera when Yawing.
  101184. * It's recommended to use rollCorrect = 10 for faster banking correction.
  101185. */
  101186. bankedTurn: boolean;
  101187. /**
  101188. * Limit in radians for how much Roll banking will add. (Default: 90°)
  101189. */
  101190. bankedTurnLimit: number;
  101191. /**
  101192. * Value of 0 disables the banked Roll.
  101193. * Value of 1 is equal to the Yaw angle in radians.
  101194. */
  101195. bankedTurnMultiplier: number;
  101196. /**
  101197. * The inputs manager loads all the input sources, such as keyboard and mouse.
  101198. */
  101199. inputs: FlyCameraInputsManager;
  101200. /**
  101201. * Gets the input sensibility for mouse input.
  101202. * Higher values reduce sensitivity.
  101203. */
  101204. /**
  101205. * Sets the input sensibility for a mouse input.
  101206. * Higher values reduce sensitivity.
  101207. */
  101208. angularSensibility: number;
  101209. /**
  101210. * Get the keys for camera movement forward.
  101211. */
  101212. /**
  101213. * Set the keys for camera movement forward.
  101214. */
  101215. keysForward: number[];
  101216. /**
  101217. * Get the keys for camera movement backward.
  101218. */
  101219. keysBackward: number[];
  101220. /**
  101221. * Get the keys for camera movement up.
  101222. */
  101223. /**
  101224. * Set the keys for camera movement up.
  101225. */
  101226. keysUp: number[];
  101227. /**
  101228. * Get the keys for camera movement down.
  101229. */
  101230. /**
  101231. * Set the keys for camera movement down.
  101232. */
  101233. keysDown: number[];
  101234. /**
  101235. * Get the keys for camera movement left.
  101236. */
  101237. /**
  101238. * Set the keys for camera movement left.
  101239. */
  101240. keysLeft: number[];
  101241. /**
  101242. * Set the keys for camera movement right.
  101243. */
  101244. /**
  101245. * Set the keys for camera movement right.
  101246. */
  101247. keysRight: number[];
  101248. /**
  101249. * Event raised when the camera collides with a mesh in the scene.
  101250. */
  101251. onCollide: (collidedMesh: AbstractMesh) => void;
  101252. private _collider;
  101253. private _needMoveForGravity;
  101254. private _oldPosition;
  101255. private _diffPosition;
  101256. private _newPosition;
  101257. /** @hidden */
  101258. _localDirection: Vector3;
  101259. /** @hidden */
  101260. _transformedDirection: Vector3;
  101261. /**
  101262. * Instantiates a FlyCamera.
  101263. * This is a flying camera, designed for 3D movement and rotation in all directions,
  101264. * such as in a 3D Space Shooter or a Flight Simulator.
  101265. * @param name Define the name of the camera in the scene.
  101266. * @param position Define the starting position of the camera in the scene.
  101267. * @param scene Define the scene the camera belongs to.
  101268. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  101269. */
  101270. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  101271. /**
  101272. * Attach a control to the HTML DOM element.
  101273. * @param element Defines the element that listens to the input events.
  101274. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  101275. */
  101276. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101277. /**
  101278. * Detach a control from the HTML DOM element.
  101279. * The camera will stop reacting to that input.
  101280. * @param element Defines the element that listens to the input events.
  101281. */
  101282. detachControl(element: HTMLElement): void;
  101283. private _collisionMask;
  101284. /**
  101285. * Get the mask that the camera ignores in collision events.
  101286. */
  101287. /**
  101288. * Set the mask that the camera ignores in collision events.
  101289. */
  101290. collisionMask: number;
  101291. /** @hidden */
  101292. _collideWithWorld(displacement: Vector3): void;
  101293. /** @hidden */
  101294. private _onCollisionPositionChange;
  101295. /** @hidden */
  101296. _checkInputs(): void;
  101297. /** @hidden */
  101298. _decideIfNeedsToMove(): boolean;
  101299. /** @hidden */
  101300. _updatePosition(): void;
  101301. /**
  101302. * Restore the Roll to its target value at the rate specified.
  101303. * @param rate - Higher means slower restoring.
  101304. * @hidden
  101305. */
  101306. restoreRoll(rate: number): void;
  101307. /**
  101308. * Destroy the camera and release the current resources held by it.
  101309. */
  101310. dispose(): void;
  101311. /**
  101312. * Get the current object class name.
  101313. * @returns the class name.
  101314. */
  101315. getClassName(): string;
  101316. }
  101317. }
  101318. declare module BABYLON {
  101319. /**
  101320. * Listen to keyboard events to control the camera.
  101321. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101322. */
  101323. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  101324. /**
  101325. * Defines the camera the input is attached to.
  101326. */
  101327. camera: FlyCamera;
  101328. /**
  101329. * The list of keyboard keys used to control the forward move of the camera.
  101330. */
  101331. keysForward: number[];
  101332. /**
  101333. * The list of keyboard keys used to control the backward move of the camera.
  101334. */
  101335. keysBackward: number[];
  101336. /**
  101337. * The list of keyboard keys used to control the forward move of the camera.
  101338. */
  101339. keysUp: number[];
  101340. /**
  101341. * The list of keyboard keys used to control the backward move of the camera.
  101342. */
  101343. keysDown: number[];
  101344. /**
  101345. * The list of keyboard keys used to control the right strafe move of the camera.
  101346. */
  101347. keysRight: number[];
  101348. /**
  101349. * The list of keyboard keys used to control the left strafe move of the camera.
  101350. */
  101351. keysLeft: number[];
  101352. private _keys;
  101353. private _onCanvasBlurObserver;
  101354. private _onKeyboardObserver;
  101355. private _engine;
  101356. private _scene;
  101357. /**
  101358. * Attach the input controls to a specific dom element to get the input from.
  101359. * @param element Defines the element the controls should be listened from
  101360. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101361. */
  101362. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101363. /**
  101364. * Detach the current controls from the specified dom element.
  101365. * @param element Defines the element to stop listening the inputs from
  101366. */
  101367. detachControl(element: Nullable<HTMLElement>): void;
  101368. /**
  101369. * Gets the class name of the current intput.
  101370. * @returns the class name
  101371. */
  101372. getClassName(): string;
  101373. /** @hidden */
  101374. _onLostFocus(e: FocusEvent): void;
  101375. /**
  101376. * Get the friendly name associated with the input class.
  101377. * @returns the input friendly name
  101378. */
  101379. getSimpleName(): string;
  101380. /**
  101381. * Update the current camera state depending on the inputs that have been used this frame.
  101382. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101383. */
  101384. checkInputs(): void;
  101385. }
  101386. }
  101387. declare module BABYLON {
  101388. /**
  101389. * Manage the mouse wheel inputs to control a follow camera.
  101390. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101391. */
  101392. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  101393. /**
  101394. * Defines the camera the input is attached to.
  101395. */
  101396. camera: FollowCamera;
  101397. /**
  101398. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  101399. */
  101400. axisControlRadius: boolean;
  101401. /**
  101402. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  101403. */
  101404. axisControlHeight: boolean;
  101405. /**
  101406. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  101407. */
  101408. axisControlRotation: boolean;
  101409. /**
  101410. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  101411. * relation to mouseWheel events.
  101412. */
  101413. wheelPrecision: number;
  101414. /**
  101415. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  101416. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  101417. */
  101418. wheelDeltaPercentage: number;
  101419. private _wheel;
  101420. private _observer;
  101421. /**
  101422. * Attach the input controls to a specific dom element to get the input from.
  101423. * @param element Defines the element the controls should be listened from
  101424. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101425. */
  101426. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101427. /**
  101428. * Detach the current controls from the specified dom element.
  101429. * @param element Defines the element to stop listening the inputs from
  101430. */
  101431. detachControl(element: Nullable<HTMLElement>): void;
  101432. /**
  101433. * Gets the class name of the current intput.
  101434. * @returns the class name
  101435. */
  101436. getClassName(): string;
  101437. /**
  101438. * Get the friendly name associated with the input class.
  101439. * @returns the input friendly name
  101440. */
  101441. getSimpleName(): string;
  101442. }
  101443. }
  101444. declare module BABYLON {
  101445. /**
  101446. * Manage the pointers inputs to control an follow camera.
  101447. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101448. */
  101449. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  101450. /**
  101451. * Defines the camera the input is attached to.
  101452. */
  101453. camera: FollowCamera;
  101454. /**
  101455. * Gets the class name of the current input.
  101456. * @returns the class name
  101457. */
  101458. getClassName(): string;
  101459. /**
  101460. * Defines the pointer angular sensibility along the X axis or how fast is
  101461. * the camera rotating.
  101462. * A negative number will reverse the axis direction.
  101463. */
  101464. angularSensibilityX: number;
  101465. /**
  101466. * Defines the pointer angular sensibility along the Y axis or how fast is
  101467. * the camera rotating.
  101468. * A negative number will reverse the axis direction.
  101469. */
  101470. angularSensibilityY: number;
  101471. /**
  101472. * Defines the pointer pinch precision or how fast is the camera zooming.
  101473. * A negative number will reverse the axis direction.
  101474. */
  101475. pinchPrecision: number;
  101476. /**
  101477. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  101478. * from 0.
  101479. * It defines the percentage of current camera.radius to use as delta when
  101480. * pinch zoom is used.
  101481. */
  101482. pinchDeltaPercentage: number;
  101483. /**
  101484. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  101485. */
  101486. axisXControlRadius: boolean;
  101487. /**
  101488. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  101489. */
  101490. axisXControlHeight: boolean;
  101491. /**
  101492. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  101493. */
  101494. axisXControlRotation: boolean;
  101495. /**
  101496. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  101497. */
  101498. axisYControlRadius: boolean;
  101499. /**
  101500. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  101501. */
  101502. axisYControlHeight: boolean;
  101503. /**
  101504. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  101505. */
  101506. axisYControlRotation: boolean;
  101507. /**
  101508. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  101509. */
  101510. axisPinchControlRadius: boolean;
  101511. /**
  101512. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  101513. */
  101514. axisPinchControlHeight: boolean;
  101515. /**
  101516. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  101517. */
  101518. axisPinchControlRotation: boolean;
  101519. /**
  101520. * Log error messages if basic misconfiguration has occurred.
  101521. */
  101522. warningEnable: boolean;
  101523. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  101524. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  101525. private _warningCounter;
  101526. private _warning;
  101527. }
  101528. }
  101529. declare module BABYLON {
  101530. /**
  101531. * Default Inputs manager for the FollowCamera.
  101532. * It groups all the default supported inputs for ease of use.
  101533. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101534. */
  101535. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  101536. /**
  101537. * Instantiates a new FollowCameraInputsManager.
  101538. * @param camera Defines the camera the inputs belong to
  101539. */
  101540. constructor(camera: FollowCamera);
  101541. /**
  101542. * Add keyboard input support to the input manager.
  101543. * @returns the current input manager
  101544. */
  101545. addKeyboard(): FollowCameraInputsManager;
  101546. /**
  101547. * Add mouse wheel input support to the input manager.
  101548. * @returns the current input manager
  101549. */
  101550. addMouseWheel(): FollowCameraInputsManager;
  101551. /**
  101552. * Add pointers input support to the input manager.
  101553. * @returns the current input manager
  101554. */
  101555. addPointers(): FollowCameraInputsManager;
  101556. /**
  101557. * Add orientation input support to the input manager.
  101558. * @returns the current input manager
  101559. */
  101560. addVRDeviceOrientation(): FollowCameraInputsManager;
  101561. }
  101562. }
  101563. declare module BABYLON {
  101564. /**
  101565. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  101566. * an arc rotate version arcFollowCamera are available.
  101567. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101568. */
  101569. export class FollowCamera extends TargetCamera {
  101570. /**
  101571. * Distance the follow camera should follow an object at
  101572. */
  101573. radius: number;
  101574. /**
  101575. * Minimum allowed distance of the camera to the axis of rotation
  101576. * (The camera can not get closer).
  101577. * This can help limiting how the Camera is able to move in the scene.
  101578. */
  101579. lowerRadiusLimit: Nullable<number>;
  101580. /**
  101581. * Maximum allowed distance of the camera to the axis of rotation
  101582. * (The camera can not get further).
  101583. * This can help limiting how the Camera is able to move in the scene.
  101584. */
  101585. upperRadiusLimit: Nullable<number>;
  101586. /**
  101587. * Define a rotation offset between the camera and the object it follows
  101588. */
  101589. rotationOffset: number;
  101590. /**
  101591. * Minimum allowed angle to camera position relative to target object.
  101592. * This can help limiting how the Camera is able to move in the scene.
  101593. */
  101594. lowerRotationOffsetLimit: Nullable<number>;
  101595. /**
  101596. * Maximum allowed angle to camera position relative to target object.
  101597. * This can help limiting how the Camera is able to move in the scene.
  101598. */
  101599. upperRotationOffsetLimit: Nullable<number>;
  101600. /**
  101601. * Define a height offset between the camera and the object it follows.
  101602. * It can help following an object from the top (like a car chaing a plane)
  101603. */
  101604. heightOffset: number;
  101605. /**
  101606. * Minimum allowed height of camera position relative to target object.
  101607. * This can help limiting how the Camera is able to move in the scene.
  101608. */
  101609. lowerHeightOffsetLimit: Nullable<number>;
  101610. /**
  101611. * Maximum allowed height of camera position relative to target object.
  101612. * This can help limiting how the Camera is able to move in the scene.
  101613. */
  101614. upperHeightOffsetLimit: Nullable<number>;
  101615. /**
  101616. * Define how fast the camera can accelerate to follow it s target.
  101617. */
  101618. cameraAcceleration: number;
  101619. /**
  101620. * Define the speed limit of the camera following an object.
  101621. */
  101622. maxCameraSpeed: number;
  101623. /**
  101624. * Define the target of the camera.
  101625. */
  101626. lockedTarget: Nullable<AbstractMesh>;
  101627. /**
  101628. * Defines the input associated with the camera.
  101629. */
  101630. inputs: FollowCameraInputsManager;
  101631. /**
  101632. * Instantiates the follow camera.
  101633. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101634. * @param name Define the name of the camera in the scene
  101635. * @param position Define the position of the camera
  101636. * @param scene Define the scene the camera belong to
  101637. * @param lockedTarget Define the target of the camera
  101638. */
  101639. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  101640. private _follow;
  101641. /**
  101642. * Attached controls to the current camera.
  101643. * @param element Defines the element the controls should be listened from
  101644. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101645. */
  101646. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101647. /**
  101648. * Detach the current controls from the camera.
  101649. * The camera will stop reacting to inputs.
  101650. * @param element Defines the element to stop listening the inputs from
  101651. */
  101652. detachControl(element: HTMLElement): void;
  101653. /** @hidden */
  101654. _checkInputs(): void;
  101655. private _checkLimits;
  101656. /**
  101657. * Gets the camera class name.
  101658. * @returns the class name
  101659. */
  101660. getClassName(): string;
  101661. }
  101662. /**
  101663. * Arc Rotate version of the follow camera.
  101664. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  101665. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101666. */
  101667. export class ArcFollowCamera extends TargetCamera {
  101668. /** The longitudinal angle of the camera */
  101669. alpha: number;
  101670. /** The latitudinal angle of the camera */
  101671. beta: number;
  101672. /** The radius of the camera from its target */
  101673. radius: number;
  101674. /** Define the camera target (the messh it should follow) */
  101675. target: Nullable<AbstractMesh>;
  101676. private _cartesianCoordinates;
  101677. /**
  101678. * Instantiates a new ArcFollowCamera
  101679. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101680. * @param name Define the name of the camera
  101681. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  101682. * @param beta Define the rotation angle of the camera around the elevation axis
  101683. * @param radius Define the radius of the camera from its target point
  101684. * @param target Define the target of the camera
  101685. * @param scene Define the scene the camera belongs to
  101686. */
  101687. constructor(name: string,
  101688. /** The longitudinal angle of the camera */
  101689. alpha: number,
  101690. /** The latitudinal angle of the camera */
  101691. beta: number,
  101692. /** The radius of the camera from its target */
  101693. radius: number,
  101694. /** Define the camera target (the messh it should follow) */
  101695. target: Nullable<AbstractMesh>, scene: Scene);
  101696. private _follow;
  101697. /** @hidden */
  101698. _checkInputs(): void;
  101699. /**
  101700. * Returns the class name of the object.
  101701. * It is mostly used internally for serialization purposes.
  101702. */
  101703. getClassName(): string;
  101704. }
  101705. }
  101706. declare module BABYLON {
  101707. /**
  101708. * Manage the keyboard inputs to control the movement of a follow camera.
  101709. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101710. */
  101711. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  101712. /**
  101713. * Defines the camera the input is attached to.
  101714. */
  101715. camera: FollowCamera;
  101716. /**
  101717. * Defines the list of key codes associated with the up action (increase heightOffset)
  101718. */
  101719. keysHeightOffsetIncr: number[];
  101720. /**
  101721. * Defines the list of key codes associated with the down action (decrease heightOffset)
  101722. */
  101723. keysHeightOffsetDecr: number[];
  101724. /**
  101725. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  101726. */
  101727. keysHeightOffsetModifierAlt: boolean;
  101728. /**
  101729. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  101730. */
  101731. keysHeightOffsetModifierCtrl: boolean;
  101732. /**
  101733. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  101734. */
  101735. keysHeightOffsetModifierShift: boolean;
  101736. /**
  101737. * Defines the list of key codes associated with the left action (increase rotationOffset)
  101738. */
  101739. keysRotationOffsetIncr: number[];
  101740. /**
  101741. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  101742. */
  101743. keysRotationOffsetDecr: number[];
  101744. /**
  101745. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  101746. */
  101747. keysRotationOffsetModifierAlt: boolean;
  101748. /**
  101749. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  101750. */
  101751. keysRotationOffsetModifierCtrl: boolean;
  101752. /**
  101753. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  101754. */
  101755. keysRotationOffsetModifierShift: boolean;
  101756. /**
  101757. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  101758. */
  101759. keysRadiusIncr: number[];
  101760. /**
  101761. * Defines the list of key codes associated with the zoom-out action (increase radius)
  101762. */
  101763. keysRadiusDecr: number[];
  101764. /**
  101765. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  101766. */
  101767. keysRadiusModifierAlt: boolean;
  101768. /**
  101769. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  101770. */
  101771. keysRadiusModifierCtrl: boolean;
  101772. /**
  101773. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  101774. */
  101775. keysRadiusModifierShift: boolean;
  101776. /**
  101777. * Defines the rate of change of heightOffset.
  101778. */
  101779. heightSensibility: number;
  101780. /**
  101781. * Defines the rate of change of rotationOffset.
  101782. */
  101783. rotationSensibility: number;
  101784. /**
  101785. * Defines the rate of change of radius.
  101786. */
  101787. radiusSensibility: number;
  101788. private _keys;
  101789. private _ctrlPressed;
  101790. private _altPressed;
  101791. private _shiftPressed;
  101792. private _onCanvasBlurObserver;
  101793. private _onKeyboardObserver;
  101794. private _engine;
  101795. private _scene;
  101796. /**
  101797. * Attach the input controls to a specific dom element to get the input from.
  101798. * @param element Defines the element the controls should be listened from
  101799. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101800. */
  101801. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101802. /**
  101803. * Detach the current controls from the specified dom element.
  101804. * @param element Defines the element to stop listening the inputs from
  101805. */
  101806. detachControl(element: Nullable<HTMLElement>): void;
  101807. /**
  101808. * Update the current camera state depending on the inputs that have been used this frame.
  101809. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101810. */
  101811. checkInputs(): void;
  101812. /**
  101813. * Gets the class name of the current input.
  101814. * @returns the class name
  101815. */
  101816. getClassName(): string;
  101817. /**
  101818. * Get the friendly name associated with the input class.
  101819. * @returns the input friendly name
  101820. */
  101821. getSimpleName(): string;
  101822. /**
  101823. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  101824. * allow modification of the heightOffset value.
  101825. */
  101826. private _modifierHeightOffset;
  101827. /**
  101828. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  101829. * allow modification of the rotationOffset value.
  101830. */
  101831. private _modifierRotationOffset;
  101832. /**
  101833. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  101834. * allow modification of the radius value.
  101835. */
  101836. private _modifierRadius;
  101837. }
  101838. }
  101839. declare module BABYLON {
  101840. interface FreeCameraInputsManager {
  101841. /**
  101842. * @hidden
  101843. */
  101844. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  101845. /**
  101846. * Add orientation input support to the input manager.
  101847. * @returns the current input manager
  101848. */
  101849. addDeviceOrientation(): FreeCameraInputsManager;
  101850. }
  101851. /**
  101852. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  101853. * Screen rotation is taken into account.
  101854. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101855. */
  101856. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  101857. private _camera;
  101858. private _screenOrientationAngle;
  101859. private _constantTranform;
  101860. private _screenQuaternion;
  101861. private _alpha;
  101862. private _beta;
  101863. private _gamma;
  101864. /**
  101865. * Can be used to detect if a device orientation sensor is availible on a device
  101866. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  101867. * @returns a promise that will resolve on orientation change
  101868. */
  101869. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  101870. /**
  101871. * @hidden
  101872. */
  101873. _onDeviceOrientationChangedObservable: Observable<void>;
  101874. /**
  101875. * Instantiates a new input
  101876. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101877. */
  101878. constructor();
  101879. /**
  101880. * Define the camera controlled by the input.
  101881. */
  101882. camera: FreeCamera;
  101883. /**
  101884. * Attach the input controls to a specific dom element to get the input from.
  101885. * @param element Defines the element the controls should be listened from
  101886. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101887. */
  101888. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101889. private _orientationChanged;
  101890. private _deviceOrientation;
  101891. /**
  101892. * Detach the current controls from the specified dom element.
  101893. * @param element Defines the element to stop listening the inputs from
  101894. */
  101895. detachControl(element: Nullable<HTMLElement>): void;
  101896. /**
  101897. * Update the current camera state depending on the inputs that have been used this frame.
  101898. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101899. */
  101900. checkInputs(): void;
  101901. /**
  101902. * Gets the class name of the current intput.
  101903. * @returns the class name
  101904. */
  101905. getClassName(): string;
  101906. /**
  101907. * Get the friendly name associated with the input class.
  101908. * @returns the input friendly name
  101909. */
  101910. getSimpleName(): string;
  101911. }
  101912. }
  101913. declare module BABYLON {
  101914. /**
  101915. * Manage the gamepad inputs to control a free camera.
  101916. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101917. */
  101918. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  101919. /**
  101920. * Define the camera the input is attached to.
  101921. */
  101922. camera: FreeCamera;
  101923. /**
  101924. * Define the Gamepad controlling the input
  101925. */
  101926. gamepad: Nullable<Gamepad>;
  101927. /**
  101928. * Defines the gamepad rotation sensiblity.
  101929. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  101930. */
  101931. gamepadAngularSensibility: number;
  101932. /**
  101933. * Defines the gamepad move sensiblity.
  101934. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  101935. */
  101936. gamepadMoveSensibility: number;
  101937. private _onGamepadConnectedObserver;
  101938. private _onGamepadDisconnectedObserver;
  101939. private _cameraTransform;
  101940. private _deltaTransform;
  101941. private _vector3;
  101942. private _vector2;
  101943. /**
  101944. * Attach the input controls to a specific dom element to get the input from.
  101945. * @param element Defines the element the controls should be listened from
  101946. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101947. */
  101948. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101949. /**
  101950. * Detach the current controls from the specified dom element.
  101951. * @param element Defines the element to stop listening the inputs from
  101952. */
  101953. detachControl(element: Nullable<HTMLElement>): void;
  101954. /**
  101955. * Update the current camera state depending on the inputs that have been used this frame.
  101956. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101957. */
  101958. checkInputs(): void;
  101959. /**
  101960. * Gets the class name of the current intput.
  101961. * @returns the class name
  101962. */
  101963. getClassName(): string;
  101964. /**
  101965. * Get the friendly name associated with the input class.
  101966. * @returns the input friendly name
  101967. */
  101968. getSimpleName(): string;
  101969. }
  101970. }
  101971. declare module BABYLON {
  101972. /**
  101973. * Defines the potential axis of a Joystick
  101974. */
  101975. export enum JoystickAxis {
  101976. /** X axis */
  101977. X = 0,
  101978. /** Y axis */
  101979. Y = 1,
  101980. /** Z axis */
  101981. Z = 2
  101982. }
  101983. /**
  101984. * Class used to define virtual joystick (used in touch mode)
  101985. */
  101986. export class VirtualJoystick {
  101987. /**
  101988. * Gets or sets a boolean indicating that left and right values must be inverted
  101989. */
  101990. reverseLeftRight: boolean;
  101991. /**
  101992. * Gets or sets a boolean indicating that up and down values must be inverted
  101993. */
  101994. reverseUpDown: boolean;
  101995. /**
  101996. * Gets the offset value for the position (ie. the change of the position value)
  101997. */
  101998. deltaPosition: Vector3;
  101999. /**
  102000. * Gets a boolean indicating if the virtual joystick was pressed
  102001. */
  102002. pressed: boolean;
  102003. /**
  102004. * Canvas the virtual joystick will render onto, default z-index of this is 5
  102005. */
  102006. static Canvas: Nullable<HTMLCanvasElement>;
  102007. private static _globalJoystickIndex;
  102008. private static vjCanvasContext;
  102009. private static vjCanvasWidth;
  102010. private static vjCanvasHeight;
  102011. private static halfWidth;
  102012. private _action;
  102013. private _axisTargetedByLeftAndRight;
  102014. private _axisTargetedByUpAndDown;
  102015. private _joystickSensibility;
  102016. private _inversedSensibility;
  102017. private _joystickPointerID;
  102018. private _joystickColor;
  102019. private _joystickPointerPos;
  102020. private _joystickPreviousPointerPos;
  102021. private _joystickPointerStartPos;
  102022. private _deltaJoystickVector;
  102023. private _leftJoystick;
  102024. private _touches;
  102025. private _onPointerDownHandlerRef;
  102026. private _onPointerMoveHandlerRef;
  102027. private _onPointerUpHandlerRef;
  102028. private _onResize;
  102029. /**
  102030. * Creates a new virtual joystick
  102031. * @param leftJoystick defines that the joystick is for left hand (false by default)
  102032. */
  102033. constructor(leftJoystick?: boolean);
  102034. /**
  102035. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  102036. * @param newJoystickSensibility defines the new sensibility
  102037. */
  102038. setJoystickSensibility(newJoystickSensibility: number): void;
  102039. private _onPointerDown;
  102040. private _onPointerMove;
  102041. private _onPointerUp;
  102042. /**
  102043. * Change the color of the virtual joystick
  102044. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  102045. */
  102046. setJoystickColor(newColor: string): void;
  102047. /**
  102048. * Defines a callback to call when the joystick is touched
  102049. * @param action defines the callback
  102050. */
  102051. setActionOnTouch(action: () => any): void;
  102052. /**
  102053. * Defines which axis you'd like to control for left & right
  102054. * @param axis defines the axis to use
  102055. */
  102056. setAxisForLeftRight(axis: JoystickAxis): void;
  102057. /**
  102058. * Defines which axis you'd like to control for up & down
  102059. * @param axis defines the axis to use
  102060. */
  102061. setAxisForUpDown(axis: JoystickAxis): void;
  102062. private _drawVirtualJoystick;
  102063. /**
  102064. * Release internal HTML canvas
  102065. */
  102066. releaseCanvas(): void;
  102067. }
  102068. }
  102069. declare module BABYLON {
  102070. interface FreeCameraInputsManager {
  102071. /**
  102072. * Add virtual joystick input support to the input manager.
  102073. * @returns the current input manager
  102074. */
  102075. addVirtualJoystick(): FreeCameraInputsManager;
  102076. }
  102077. /**
  102078. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  102079. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102080. */
  102081. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  102082. /**
  102083. * Defines the camera the input is attached to.
  102084. */
  102085. camera: FreeCamera;
  102086. private _leftjoystick;
  102087. private _rightjoystick;
  102088. /**
  102089. * Gets the left stick of the virtual joystick.
  102090. * @returns The virtual Joystick
  102091. */
  102092. getLeftJoystick(): VirtualJoystick;
  102093. /**
  102094. * Gets the right stick of the virtual joystick.
  102095. * @returns The virtual Joystick
  102096. */
  102097. getRightJoystick(): VirtualJoystick;
  102098. /**
  102099. * Update the current camera state depending on the inputs that have been used this frame.
  102100. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102101. */
  102102. checkInputs(): void;
  102103. /**
  102104. * Attach the input controls to a specific dom element to get the input from.
  102105. * @param element Defines the element the controls should be listened from
  102106. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102107. */
  102108. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102109. /**
  102110. * Detach the current controls from the specified dom element.
  102111. * @param element Defines the element to stop listening the inputs from
  102112. */
  102113. detachControl(element: Nullable<HTMLElement>): void;
  102114. /**
  102115. * Gets the class name of the current intput.
  102116. * @returns the class name
  102117. */
  102118. getClassName(): string;
  102119. /**
  102120. * Get the friendly name associated with the input class.
  102121. * @returns the input friendly name
  102122. */
  102123. getSimpleName(): string;
  102124. }
  102125. }
  102126. declare module BABYLON {
  102127. /**
  102128. * This represents a FPS type of camera controlled by touch.
  102129. * This is like a universal camera minus the Gamepad controls.
  102130. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102131. */
  102132. export class TouchCamera extends FreeCamera {
  102133. /**
  102134. * Defines the touch sensibility for rotation.
  102135. * The higher the faster.
  102136. */
  102137. touchAngularSensibility: number;
  102138. /**
  102139. * Defines the touch sensibility for move.
  102140. * The higher the faster.
  102141. */
  102142. touchMoveSensibility: number;
  102143. /**
  102144. * Instantiates a new touch camera.
  102145. * This represents a FPS type of camera controlled by touch.
  102146. * This is like a universal camera minus the Gamepad controls.
  102147. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102148. * @param name Define the name of the camera in the scene
  102149. * @param position Define the start position of the camera in the scene
  102150. * @param scene Define the scene the camera belongs to
  102151. */
  102152. constructor(name: string, position: Vector3, scene: Scene);
  102153. /**
  102154. * Gets the current object class name.
  102155. * @return the class name
  102156. */
  102157. getClassName(): string;
  102158. /** @hidden */
  102159. _setupInputs(): void;
  102160. }
  102161. }
  102162. declare module BABYLON {
  102163. /**
  102164. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  102165. * being tilted forward or back and left or right.
  102166. */
  102167. export class DeviceOrientationCamera extends FreeCamera {
  102168. private _initialQuaternion;
  102169. private _quaternionCache;
  102170. private _tmpDragQuaternion;
  102171. /**
  102172. * Creates a new device orientation camera
  102173. * @param name The name of the camera
  102174. * @param position The start position camera
  102175. * @param scene The scene the camera belongs to
  102176. */
  102177. constructor(name: string, position: Vector3, scene: Scene);
  102178. /**
  102179. * @hidden
  102180. * Disabled pointer input on first orientation sensor update (Default: true)
  102181. */
  102182. _disablePointerInputWhenUsingDeviceOrientation: boolean;
  102183. private _dragFactor;
  102184. /**
  102185. * Enabled turning on the y axis when the orientation sensor is active
  102186. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  102187. */
  102188. enableHorizontalDragging(dragFactor?: number): void;
  102189. /**
  102190. * Gets the current instance class name ("DeviceOrientationCamera").
  102191. * This helps avoiding instanceof at run time.
  102192. * @returns the class name
  102193. */
  102194. getClassName(): string;
  102195. /**
  102196. * @hidden
  102197. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  102198. */
  102199. _checkInputs(): void;
  102200. /**
  102201. * Reset the camera to its default orientation on the specified axis only.
  102202. * @param axis The axis to reset
  102203. */
  102204. resetToCurrentRotation(axis?: Axis): void;
  102205. }
  102206. }
  102207. declare module BABYLON {
  102208. /**
  102209. * Defines supported buttons for XBox360 compatible gamepads
  102210. */
  102211. export enum Xbox360Button {
  102212. /** A */
  102213. A = 0,
  102214. /** B */
  102215. B = 1,
  102216. /** X */
  102217. X = 2,
  102218. /** Y */
  102219. Y = 3,
  102220. /** Start */
  102221. Start = 4,
  102222. /** Back */
  102223. Back = 5,
  102224. /** Left button */
  102225. LB = 6,
  102226. /** Right button */
  102227. RB = 7,
  102228. /** Left stick */
  102229. LeftStick = 8,
  102230. /** Right stick */
  102231. RightStick = 9
  102232. }
  102233. /** Defines values for XBox360 DPad */
  102234. export enum Xbox360Dpad {
  102235. /** Up */
  102236. Up = 0,
  102237. /** Down */
  102238. Down = 1,
  102239. /** Left */
  102240. Left = 2,
  102241. /** Right */
  102242. Right = 3
  102243. }
  102244. /**
  102245. * Defines a XBox360 gamepad
  102246. */
  102247. export class Xbox360Pad extends Gamepad {
  102248. private _leftTrigger;
  102249. private _rightTrigger;
  102250. private _onlefttriggerchanged;
  102251. private _onrighttriggerchanged;
  102252. private _onbuttondown;
  102253. private _onbuttonup;
  102254. private _ondpaddown;
  102255. private _ondpadup;
  102256. /** Observable raised when a button is pressed */
  102257. onButtonDownObservable: Observable<Xbox360Button>;
  102258. /** Observable raised when a button is released */
  102259. onButtonUpObservable: Observable<Xbox360Button>;
  102260. /** Observable raised when a pad is pressed */
  102261. onPadDownObservable: Observable<Xbox360Dpad>;
  102262. /** Observable raised when a pad is released */
  102263. onPadUpObservable: Observable<Xbox360Dpad>;
  102264. private _buttonA;
  102265. private _buttonB;
  102266. private _buttonX;
  102267. private _buttonY;
  102268. private _buttonBack;
  102269. private _buttonStart;
  102270. private _buttonLB;
  102271. private _buttonRB;
  102272. private _buttonLeftStick;
  102273. private _buttonRightStick;
  102274. private _dPadUp;
  102275. private _dPadDown;
  102276. private _dPadLeft;
  102277. private _dPadRight;
  102278. private _isXboxOnePad;
  102279. /**
  102280. * Creates a new XBox360 gamepad object
  102281. * @param id defines the id of this gamepad
  102282. * @param index defines its index
  102283. * @param gamepad defines the internal HTML gamepad object
  102284. * @param xboxOne defines if it is a XBox One gamepad
  102285. */
  102286. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  102287. /**
  102288. * Defines the callback to call when left trigger is pressed
  102289. * @param callback defines the callback to use
  102290. */
  102291. onlefttriggerchanged(callback: (value: number) => void): void;
  102292. /**
  102293. * Defines the callback to call when right trigger is pressed
  102294. * @param callback defines the callback to use
  102295. */
  102296. onrighttriggerchanged(callback: (value: number) => void): void;
  102297. /**
  102298. * Gets the left trigger value
  102299. */
  102300. /**
  102301. * Sets the left trigger value
  102302. */
  102303. leftTrigger: number;
  102304. /**
  102305. * Gets the right trigger value
  102306. */
  102307. /**
  102308. * Sets the right trigger value
  102309. */
  102310. rightTrigger: number;
  102311. /**
  102312. * Defines the callback to call when a button is pressed
  102313. * @param callback defines the callback to use
  102314. */
  102315. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  102316. /**
  102317. * Defines the callback to call when a button is released
  102318. * @param callback defines the callback to use
  102319. */
  102320. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  102321. /**
  102322. * Defines the callback to call when a pad is pressed
  102323. * @param callback defines the callback to use
  102324. */
  102325. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  102326. /**
  102327. * Defines the callback to call when a pad is released
  102328. * @param callback defines the callback to use
  102329. */
  102330. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  102331. private _setButtonValue;
  102332. private _setDPadValue;
  102333. /**
  102334. * Gets the value of the `A` button
  102335. */
  102336. /**
  102337. * Sets the value of the `A` button
  102338. */
  102339. buttonA: number;
  102340. /**
  102341. * Gets the value of the `B` button
  102342. */
  102343. /**
  102344. * Sets the value of the `B` button
  102345. */
  102346. buttonB: number;
  102347. /**
  102348. * Gets the value of the `X` button
  102349. */
  102350. /**
  102351. * Sets the value of the `X` button
  102352. */
  102353. buttonX: number;
  102354. /**
  102355. * Gets the value of the `Y` button
  102356. */
  102357. /**
  102358. * Sets the value of the `Y` button
  102359. */
  102360. buttonY: number;
  102361. /**
  102362. * Gets the value of the `Start` button
  102363. */
  102364. /**
  102365. * Sets the value of the `Start` button
  102366. */
  102367. buttonStart: number;
  102368. /**
  102369. * Gets the value of the `Back` button
  102370. */
  102371. /**
  102372. * Sets the value of the `Back` button
  102373. */
  102374. buttonBack: number;
  102375. /**
  102376. * Gets the value of the `Left` button
  102377. */
  102378. /**
  102379. * Sets the value of the `Left` button
  102380. */
  102381. buttonLB: number;
  102382. /**
  102383. * Gets the value of the `Right` button
  102384. */
  102385. /**
  102386. * Sets the value of the `Right` button
  102387. */
  102388. buttonRB: number;
  102389. /**
  102390. * Gets the value of the Left joystick
  102391. */
  102392. /**
  102393. * Sets the value of the Left joystick
  102394. */
  102395. buttonLeftStick: number;
  102396. /**
  102397. * Gets the value of the Right joystick
  102398. */
  102399. /**
  102400. * Sets the value of the Right joystick
  102401. */
  102402. buttonRightStick: number;
  102403. /**
  102404. * Gets the value of D-pad up
  102405. */
  102406. /**
  102407. * Sets the value of D-pad up
  102408. */
  102409. dPadUp: number;
  102410. /**
  102411. * Gets the value of D-pad down
  102412. */
  102413. /**
  102414. * Sets the value of D-pad down
  102415. */
  102416. dPadDown: number;
  102417. /**
  102418. * Gets the value of D-pad left
  102419. */
  102420. /**
  102421. * Sets the value of D-pad left
  102422. */
  102423. dPadLeft: number;
  102424. /**
  102425. * Gets the value of D-pad right
  102426. */
  102427. /**
  102428. * Sets the value of D-pad right
  102429. */
  102430. dPadRight: number;
  102431. /**
  102432. * Force the gamepad to synchronize with device values
  102433. */
  102434. update(): void;
  102435. /**
  102436. * Disposes the gamepad
  102437. */
  102438. dispose(): void;
  102439. }
  102440. }
  102441. declare module BABYLON {
  102442. /**
  102443. * Manager for handling gamepads
  102444. */
  102445. export class GamepadManager {
  102446. private _scene?;
  102447. private _babylonGamepads;
  102448. private _oneGamepadConnected;
  102449. /** @hidden */
  102450. _isMonitoring: boolean;
  102451. private _gamepadEventSupported;
  102452. private _gamepadSupport;
  102453. /**
  102454. * observable to be triggered when the gamepad controller has been connected
  102455. */
  102456. onGamepadConnectedObservable: Observable<Gamepad>;
  102457. /**
  102458. * observable to be triggered when the gamepad controller has been disconnected
  102459. */
  102460. onGamepadDisconnectedObservable: Observable<Gamepad>;
  102461. private _onGamepadConnectedEvent;
  102462. private _onGamepadDisconnectedEvent;
  102463. /**
  102464. * Initializes the gamepad manager
  102465. * @param _scene BabylonJS scene
  102466. */
  102467. constructor(_scene?: Scene | undefined);
  102468. /**
  102469. * The gamepads in the game pad manager
  102470. */
  102471. readonly gamepads: Gamepad[];
  102472. /**
  102473. * Get the gamepad controllers based on type
  102474. * @param type The type of gamepad controller
  102475. * @returns Nullable gamepad
  102476. */
  102477. getGamepadByType(type?: number): Nullable<Gamepad>;
  102478. /**
  102479. * Disposes the gamepad manager
  102480. */
  102481. dispose(): void;
  102482. private _addNewGamepad;
  102483. private _startMonitoringGamepads;
  102484. private _stopMonitoringGamepads;
  102485. /** @hidden */
  102486. _checkGamepadsStatus(): void;
  102487. private _updateGamepadObjects;
  102488. }
  102489. }
  102490. declare module BABYLON {
  102491. interface Scene {
  102492. /** @hidden */
  102493. _gamepadManager: Nullable<GamepadManager>;
  102494. /**
  102495. * Gets the gamepad manager associated with the scene
  102496. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  102497. */
  102498. gamepadManager: GamepadManager;
  102499. }
  102500. /**
  102501. * Interface representing a free camera inputs manager
  102502. */
  102503. interface FreeCameraInputsManager {
  102504. /**
  102505. * Adds gamepad input support to the FreeCameraInputsManager.
  102506. * @returns the FreeCameraInputsManager
  102507. */
  102508. addGamepad(): FreeCameraInputsManager;
  102509. }
  102510. /**
  102511. * Interface representing an arc rotate camera inputs manager
  102512. */
  102513. interface ArcRotateCameraInputsManager {
  102514. /**
  102515. * Adds gamepad input support to the ArcRotateCamera InputManager.
  102516. * @returns the camera inputs manager
  102517. */
  102518. addGamepad(): ArcRotateCameraInputsManager;
  102519. }
  102520. /**
  102521. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  102522. */
  102523. export class GamepadSystemSceneComponent implements ISceneComponent {
  102524. /**
  102525. * The component name helpfull to identify the component in the list of scene components.
  102526. */
  102527. readonly name: string;
  102528. /**
  102529. * The scene the component belongs to.
  102530. */
  102531. scene: Scene;
  102532. /**
  102533. * Creates a new instance of the component for the given scene
  102534. * @param scene Defines the scene to register the component in
  102535. */
  102536. constructor(scene: Scene);
  102537. /**
  102538. * Registers the component in a given scene
  102539. */
  102540. register(): void;
  102541. /**
  102542. * Rebuilds the elements related to this component in case of
  102543. * context lost for instance.
  102544. */
  102545. rebuild(): void;
  102546. /**
  102547. * Disposes the component and the associated ressources
  102548. */
  102549. dispose(): void;
  102550. private _beforeCameraUpdate;
  102551. }
  102552. }
  102553. declare module BABYLON {
  102554. /**
  102555. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  102556. * which still works and will still be found in many Playgrounds.
  102557. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102558. */
  102559. export class UniversalCamera extends TouchCamera {
  102560. /**
  102561. * Defines the gamepad rotation sensiblity.
  102562. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  102563. */
  102564. gamepadAngularSensibility: number;
  102565. /**
  102566. * Defines the gamepad move sensiblity.
  102567. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  102568. */
  102569. gamepadMoveSensibility: number;
  102570. /**
  102571. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  102572. * which still works and will still be found in many Playgrounds.
  102573. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102574. * @param name Define the name of the camera in the scene
  102575. * @param position Define the start position of the camera in the scene
  102576. * @param scene Define the scene the camera belongs to
  102577. */
  102578. constructor(name: string, position: Vector3, scene: Scene);
  102579. /**
  102580. * Gets the current object class name.
  102581. * @return the class name
  102582. */
  102583. getClassName(): string;
  102584. }
  102585. }
  102586. declare module BABYLON {
  102587. /**
  102588. * This represents a FPS type of camera. This is only here for back compat purpose.
  102589. * Please use the UniversalCamera instead as both are identical.
  102590. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102591. */
  102592. export class GamepadCamera extends UniversalCamera {
  102593. /**
  102594. * Instantiates a new Gamepad Camera
  102595. * This represents a FPS type of camera. This is only here for back compat purpose.
  102596. * Please use the UniversalCamera instead as both are identical.
  102597. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102598. * @param name Define the name of the camera in the scene
  102599. * @param position Define the start position of the camera in the scene
  102600. * @param scene Define the scene the camera belongs to
  102601. */
  102602. constructor(name: string, position: Vector3, scene: Scene);
  102603. /**
  102604. * Gets the current object class name.
  102605. * @return the class name
  102606. */
  102607. getClassName(): string;
  102608. }
  102609. }
  102610. declare module BABYLON {
  102611. /** @hidden */
  102612. export var passPixelShader: {
  102613. name: string;
  102614. shader: string;
  102615. };
  102616. }
  102617. declare module BABYLON {
  102618. /** @hidden */
  102619. export var passCubePixelShader: {
  102620. name: string;
  102621. shader: string;
  102622. };
  102623. }
  102624. declare module BABYLON {
  102625. /**
  102626. * PassPostProcess which produces an output the same as it's input
  102627. */
  102628. export class PassPostProcess extends PostProcess {
  102629. /**
  102630. * Creates the PassPostProcess
  102631. * @param name The name of the effect.
  102632. * @param options The required width/height ratio to downsize to before computing the render pass.
  102633. * @param camera The camera to apply the render pass to.
  102634. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  102635. * @param engine The engine which the post process will be applied. (default: current engine)
  102636. * @param reusable If the post process can be reused on the same frame. (default: false)
  102637. * @param textureType The type of texture to be used when performing the post processing.
  102638. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  102639. */
  102640. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  102641. }
  102642. /**
  102643. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  102644. */
  102645. export class PassCubePostProcess extends PostProcess {
  102646. private _face;
  102647. /**
  102648. * Gets or sets the cube face to display.
  102649. * * 0 is +X
  102650. * * 1 is -X
  102651. * * 2 is +Y
  102652. * * 3 is -Y
  102653. * * 4 is +Z
  102654. * * 5 is -Z
  102655. */
  102656. face: number;
  102657. /**
  102658. * Creates the PassCubePostProcess
  102659. * @param name The name of the effect.
  102660. * @param options The required width/height ratio to downsize to before computing the render pass.
  102661. * @param camera The camera to apply the render pass to.
  102662. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  102663. * @param engine The engine which the post process will be applied. (default: current engine)
  102664. * @param reusable If the post process can be reused on the same frame. (default: false)
  102665. * @param textureType The type of texture to be used when performing the post processing.
  102666. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  102667. */
  102668. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  102669. }
  102670. }
  102671. declare module BABYLON {
  102672. /** @hidden */
  102673. export var anaglyphPixelShader: {
  102674. name: string;
  102675. shader: string;
  102676. };
  102677. }
  102678. declare module BABYLON {
  102679. /**
  102680. * Postprocess used to generate anaglyphic rendering
  102681. */
  102682. export class AnaglyphPostProcess extends PostProcess {
  102683. private _passedProcess;
  102684. /**
  102685. * Creates a new AnaglyphPostProcess
  102686. * @param name defines postprocess name
  102687. * @param options defines creation options or target ratio scale
  102688. * @param rigCameras defines cameras using this postprocess
  102689. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  102690. * @param engine defines hosting engine
  102691. * @param reusable defines if the postprocess will be reused multiple times per frame
  102692. */
  102693. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  102694. }
  102695. }
  102696. declare module BABYLON {
  102697. /**
  102698. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  102699. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  102700. */
  102701. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  102702. /**
  102703. * Creates a new AnaglyphArcRotateCamera
  102704. * @param name defines camera name
  102705. * @param alpha defines alpha angle (in radians)
  102706. * @param beta defines beta angle (in radians)
  102707. * @param radius defines radius
  102708. * @param target defines camera target
  102709. * @param interaxialDistance defines distance between each color axis
  102710. * @param scene defines the hosting scene
  102711. */
  102712. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  102713. /**
  102714. * Gets camera class name
  102715. * @returns AnaglyphArcRotateCamera
  102716. */
  102717. getClassName(): string;
  102718. }
  102719. }
  102720. declare module BABYLON {
  102721. /**
  102722. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  102723. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  102724. */
  102725. export class AnaglyphFreeCamera extends FreeCamera {
  102726. /**
  102727. * Creates a new AnaglyphFreeCamera
  102728. * @param name defines camera name
  102729. * @param position defines initial position
  102730. * @param interaxialDistance defines distance between each color axis
  102731. * @param scene defines the hosting scene
  102732. */
  102733. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  102734. /**
  102735. * Gets camera class name
  102736. * @returns AnaglyphFreeCamera
  102737. */
  102738. getClassName(): string;
  102739. }
  102740. }
  102741. declare module BABYLON {
  102742. /**
  102743. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  102744. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  102745. */
  102746. export class AnaglyphGamepadCamera extends GamepadCamera {
  102747. /**
  102748. * Creates a new AnaglyphGamepadCamera
  102749. * @param name defines camera name
  102750. * @param position defines initial position
  102751. * @param interaxialDistance defines distance between each color axis
  102752. * @param scene defines the hosting scene
  102753. */
  102754. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  102755. /**
  102756. * Gets camera class name
  102757. * @returns AnaglyphGamepadCamera
  102758. */
  102759. getClassName(): string;
  102760. }
  102761. }
  102762. declare module BABYLON {
  102763. /**
  102764. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  102765. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  102766. */
  102767. export class AnaglyphUniversalCamera extends UniversalCamera {
  102768. /**
  102769. * Creates a new AnaglyphUniversalCamera
  102770. * @param name defines camera name
  102771. * @param position defines initial position
  102772. * @param interaxialDistance defines distance between each color axis
  102773. * @param scene defines the hosting scene
  102774. */
  102775. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  102776. /**
  102777. * Gets camera class name
  102778. * @returns AnaglyphUniversalCamera
  102779. */
  102780. getClassName(): string;
  102781. }
  102782. }
  102783. declare module BABYLON {
  102784. /** @hidden */
  102785. export var stereoscopicInterlacePixelShader: {
  102786. name: string;
  102787. shader: string;
  102788. };
  102789. }
  102790. declare module BABYLON {
  102791. /**
  102792. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  102793. */
  102794. export class StereoscopicInterlacePostProcess extends PostProcess {
  102795. private _stepSize;
  102796. private _passedProcess;
  102797. /**
  102798. * Initializes a StereoscopicInterlacePostProcess
  102799. * @param name The name of the effect.
  102800. * @param rigCameras The rig cameras to be appled to the post process
  102801. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  102802. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  102803. * @param engine The engine which the post process will be applied. (default: current engine)
  102804. * @param reusable If the post process can be reused on the same frame. (default: false)
  102805. */
  102806. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  102807. }
  102808. }
  102809. declare module BABYLON {
  102810. /**
  102811. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  102812. * @see http://doc.babylonjs.com/features/cameras
  102813. */
  102814. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  102815. /**
  102816. * Creates a new StereoscopicArcRotateCamera
  102817. * @param name defines camera name
  102818. * @param alpha defines alpha angle (in radians)
  102819. * @param beta defines beta angle (in radians)
  102820. * @param radius defines radius
  102821. * @param target defines camera target
  102822. * @param interaxialDistance defines distance between each color axis
  102823. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102824. * @param scene defines the hosting scene
  102825. */
  102826. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102827. /**
  102828. * Gets camera class name
  102829. * @returns StereoscopicArcRotateCamera
  102830. */
  102831. getClassName(): string;
  102832. }
  102833. }
  102834. declare module BABYLON {
  102835. /**
  102836. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  102837. * @see http://doc.babylonjs.com/features/cameras
  102838. */
  102839. export class StereoscopicFreeCamera extends FreeCamera {
  102840. /**
  102841. * Creates a new StereoscopicFreeCamera
  102842. * @param name defines camera name
  102843. * @param position defines initial position
  102844. * @param interaxialDistance defines distance between each color axis
  102845. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102846. * @param scene defines the hosting scene
  102847. */
  102848. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102849. /**
  102850. * Gets camera class name
  102851. * @returns StereoscopicFreeCamera
  102852. */
  102853. getClassName(): string;
  102854. }
  102855. }
  102856. declare module BABYLON {
  102857. /**
  102858. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  102859. * @see http://doc.babylonjs.com/features/cameras
  102860. */
  102861. export class StereoscopicGamepadCamera extends GamepadCamera {
  102862. /**
  102863. * Creates a new StereoscopicGamepadCamera
  102864. * @param name defines camera name
  102865. * @param position defines initial position
  102866. * @param interaxialDistance defines distance between each color axis
  102867. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102868. * @param scene defines the hosting scene
  102869. */
  102870. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102871. /**
  102872. * Gets camera class name
  102873. * @returns StereoscopicGamepadCamera
  102874. */
  102875. getClassName(): string;
  102876. }
  102877. }
  102878. declare module BABYLON {
  102879. /**
  102880. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  102881. * @see http://doc.babylonjs.com/features/cameras
  102882. */
  102883. export class StereoscopicUniversalCamera extends UniversalCamera {
  102884. /**
  102885. * Creates a new StereoscopicUniversalCamera
  102886. * @param name defines camera name
  102887. * @param position defines initial position
  102888. * @param interaxialDistance defines distance between each color axis
  102889. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102890. * @param scene defines the hosting scene
  102891. */
  102892. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102893. /**
  102894. * Gets camera class name
  102895. * @returns StereoscopicUniversalCamera
  102896. */
  102897. getClassName(): string;
  102898. }
  102899. }
  102900. declare module BABYLON {
  102901. /**
  102902. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  102903. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  102904. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  102905. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  102906. */
  102907. export class VirtualJoysticksCamera extends FreeCamera {
  102908. /**
  102909. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  102910. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  102911. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  102912. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  102913. * @param name Define the name of the camera in the scene
  102914. * @param position Define the start position of the camera in the scene
  102915. * @param scene Define the scene the camera belongs to
  102916. */
  102917. constructor(name: string, position: Vector3, scene: Scene);
  102918. /**
  102919. * Gets the current object class name.
  102920. * @return the class name
  102921. */
  102922. getClassName(): string;
  102923. }
  102924. }
  102925. declare module BABYLON {
  102926. /**
  102927. * This represents all the required metrics to create a VR camera.
  102928. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  102929. */
  102930. export class VRCameraMetrics {
  102931. /**
  102932. * Define the horizontal resolution off the screen.
  102933. */
  102934. hResolution: number;
  102935. /**
  102936. * Define the vertical resolution off the screen.
  102937. */
  102938. vResolution: number;
  102939. /**
  102940. * Define the horizontal screen size.
  102941. */
  102942. hScreenSize: number;
  102943. /**
  102944. * Define the vertical screen size.
  102945. */
  102946. vScreenSize: number;
  102947. /**
  102948. * Define the vertical screen center position.
  102949. */
  102950. vScreenCenter: number;
  102951. /**
  102952. * Define the distance of the eyes to the screen.
  102953. */
  102954. eyeToScreenDistance: number;
  102955. /**
  102956. * Define the distance between both lenses
  102957. */
  102958. lensSeparationDistance: number;
  102959. /**
  102960. * Define the distance between both viewer's eyes.
  102961. */
  102962. interpupillaryDistance: number;
  102963. /**
  102964. * Define the distortion factor of the VR postprocess.
  102965. * Please, touch with care.
  102966. */
  102967. distortionK: number[];
  102968. /**
  102969. * Define the chromatic aberration correction factors for the VR post process.
  102970. */
  102971. chromaAbCorrection: number[];
  102972. /**
  102973. * Define the scale factor of the post process.
  102974. * The smaller the better but the slower.
  102975. */
  102976. postProcessScaleFactor: number;
  102977. /**
  102978. * Define an offset for the lens center.
  102979. */
  102980. lensCenterOffset: number;
  102981. /**
  102982. * Define if the current vr camera should compensate the distortion of the lense or not.
  102983. */
  102984. compensateDistortion: boolean;
  102985. /**
  102986. * Defines if multiview should be enabled when rendering (Default: false)
  102987. */
  102988. multiviewEnabled: boolean;
  102989. /**
  102990. * Gets the rendering aspect ratio based on the provided resolutions.
  102991. */
  102992. readonly aspectRatio: number;
  102993. /**
  102994. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  102995. */
  102996. readonly aspectRatioFov: number;
  102997. /**
  102998. * @hidden
  102999. */
  103000. readonly leftHMatrix: Matrix;
  103001. /**
  103002. * @hidden
  103003. */
  103004. readonly rightHMatrix: Matrix;
  103005. /**
  103006. * @hidden
  103007. */
  103008. readonly leftPreViewMatrix: Matrix;
  103009. /**
  103010. * @hidden
  103011. */
  103012. readonly rightPreViewMatrix: Matrix;
  103013. /**
  103014. * Get the default VRMetrics based on the most generic setup.
  103015. * @returns the default vr metrics
  103016. */
  103017. static GetDefault(): VRCameraMetrics;
  103018. }
  103019. }
  103020. declare module BABYLON {
  103021. /** @hidden */
  103022. export var vrDistortionCorrectionPixelShader: {
  103023. name: string;
  103024. shader: string;
  103025. };
  103026. }
  103027. declare module BABYLON {
  103028. /**
  103029. * VRDistortionCorrectionPostProcess used for mobile VR
  103030. */
  103031. export class VRDistortionCorrectionPostProcess extends PostProcess {
  103032. private _isRightEye;
  103033. private _distortionFactors;
  103034. private _postProcessScaleFactor;
  103035. private _lensCenterOffset;
  103036. private _scaleIn;
  103037. private _scaleFactor;
  103038. private _lensCenter;
  103039. /**
  103040. * Initializes the VRDistortionCorrectionPostProcess
  103041. * @param name The name of the effect.
  103042. * @param camera The camera to apply the render pass to.
  103043. * @param isRightEye If this is for the right eye distortion
  103044. * @param vrMetrics All the required metrics for the VR camera
  103045. */
  103046. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  103047. }
  103048. }
  103049. declare module BABYLON {
  103050. /**
  103051. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  103052. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  103053. */
  103054. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  103055. /**
  103056. * Creates a new VRDeviceOrientationArcRotateCamera
  103057. * @param name defines camera name
  103058. * @param alpha defines the camera rotation along the logitudinal axis
  103059. * @param beta defines the camera rotation along the latitudinal axis
  103060. * @param radius defines the camera distance from its target
  103061. * @param target defines the camera target
  103062. * @param scene defines the scene the camera belongs to
  103063. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  103064. * @param vrCameraMetrics defines the vr metrics associated to the camera
  103065. */
  103066. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  103067. /**
  103068. * Gets camera class name
  103069. * @returns VRDeviceOrientationArcRotateCamera
  103070. */
  103071. getClassName(): string;
  103072. }
  103073. }
  103074. declare module BABYLON {
  103075. /**
  103076. * Camera used to simulate VR rendering (based on FreeCamera)
  103077. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  103078. */
  103079. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  103080. /**
  103081. * Creates a new VRDeviceOrientationFreeCamera
  103082. * @param name defines camera name
  103083. * @param position defines the start position of the camera
  103084. * @param scene defines the scene the camera belongs to
  103085. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  103086. * @param vrCameraMetrics defines the vr metrics associated to the camera
  103087. */
  103088. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  103089. /**
  103090. * Gets camera class name
  103091. * @returns VRDeviceOrientationFreeCamera
  103092. */
  103093. getClassName(): string;
  103094. }
  103095. }
  103096. declare module BABYLON {
  103097. /**
  103098. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  103099. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  103100. */
  103101. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  103102. /**
  103103. * Creates a new VRDeviceOrientationGamepadCamera
  103104. * @param name defines camera name
  103105. * @param position defines the start position of the camera
  103106. * @param scene defines the scene the camera belongs to
  103107. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  103108. * @param vrCameraMetrics defines the vr metrics associated to the camera
  103109. */
  103110. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  103111. /**
  103112. * Gets camera class name
  103113. * @returns VRDeviceOrientationGamepadCamera
  103114. */
  103115. getClassName(): string;
  103116. }
  103117. }
  103118. declare module BABYLON {
  103119. /**
  103120. * Base class of materials working in push mode in babylon JS
  103121. * @hidden
  103122. */
  103123. export class PushMaterial extends Material {
  103124. protected _activeEffect: Effect;
  103125. protected _normalMatrix: Matrix;
  103126. /**
  103127. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  103128. * This means that the material can keep using a previous shader while a new one is being compiled.
  103129. * This is mostly used when shader parallel compilation is supported (true by default)
  103130. */
  103131. allowShaderHotSwapping: boolean;
  103132. constructor(name: string, scene: Scene);
  103133. getEffect(): Effect;
  103134. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  103135. /**
  103136. * Binds the given world matrix to the active effect
  103137. *
  103138. * @param world the matrix to bind
  103139. */
  103140. bindOnlyWorldMatrix(world: Matrix): void;
  103141. /**
  103142. * Binds the given normal matrix to the active effect
  103143. *
  103144. * @param normalMatrix the matrix to bind
  103145. */
  103146. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  103147. bind(world: Matrix, mesh?: Mesh): void;
  103148. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  103149. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  103150. }
  103151. }
  103152. declare module BABYLON {
  103153. /**
  103154. * This groups all the flags used to control the materials channel.
  103155. */
  103156. export class MaterialFlags {
  103157. private static _DiffuseTextureEnabled;
  103158. /**
  103159. * Are diffuse textures enabled in the application.
  103160. */
  103161. static DiffuseTextureEnabled: boolean;
  103162. private static _AmbientTextureEnabled;
  103163. /**
  103164. * Are ambient textures enabled in the application.
  103165. */
  103166. static AmbientTextureEnabled: boolean;
  103167. private static _OpacityTextureEnabled;
  103168. /**
  103169. * Are opacity textures enabled in the application.
  103170. */
  103171. static OpacityTextureEnabled: boolean;
  103172. private static _ReflectionTextureEnabled;
  103173. /**
  103174. * Are reflection textures enabled in the application.
  103175. */
  103176. static ReflectionTextureEnabled: boolean;
  103177. private static _EmissiveTextureEnabled;
  103178. /**
  103179. * Are emissive textures enabled in the application.
  103180. */
  103181. static EmissiveTextureEnabled: boolean;
  103182. private static _SpecularTextureEnabled;
  103183. /**
  103184. * Are specular textures enabled in the application.
  103185. */
  103186. static SpecularTextureEnabled: boolean;
  103187. private static _BumpTextureEnabled;
  103188. /**
  103189. * Are bump textures enabled in the application.
  103190. */
  103191. static BumpTextureEnabled: boolean;
  103192. private static _LightmapTextureEnabled;
  103193. /**
  103194. * Are lightmap textures enabled in the application.
  103195. */
  103196. static LightmapTextureEnabled: boolean;
  103197. private static _RefractionTextureEnabled;
  103198. /**
  103199. * Are refraction textures enabled in the application.
  103200. */
  103201. static RefractionTextureEnabled: boolean;
  103202. private static _ColorGradingTextureEnabled;
  103203. /**
  103204. * Are color grading textures enabled in the application.
  103205. */
  103206. static ColorGradingTextureEnabled: boolean;
  103207. private static _FresnelEnabled;
  103208. /**
  103209. * Are fresnels enabled in the application.
  103210. */
  103211. static FresnelEnabled: boolean;
  103212. private static _ClearCoatTextureEnabled;
  103213. /**
  103214. * Are clear coat textures enabled in the application.
  103215. */
  103216. static ClearCoatTextureEnabled: boolean;
  103217. private static _ClearCoatBumpTextureEnabled;
  103218. /**
  103219. * Are clear coat bump textures enabled in the application.
  103220. */
  103221. static ClearCoatBumpTextureEnabled: boolean;
  103222. private static _ClearCoatTintTextureEnabled;
  103223. /**
  103224. * Are clear coat tint textures enabled in the application.
  103225. */
  103226. static ClearCoatTintTextureEnabled: boolean;
  103227. private static _SheenTextureEnabled;
  103228. /**
  103229. * Are sheen textures enabled in the application.
  103230. */
  103231. static SheenTextureEnabled: boolean;
  103232. private static _AnisotropicTextureEnabled;
  103233. /**
  103234. * Are anisotropic textures enabled in the application.
  103235. */
  103236. static AnisotropicTextureEnabled: boolean;
  103237. private static _ThicknessTextureEnabled;
  103238. /**
  103239. * Are thickness textures enabled in the application.
  103240. */
  103241. static ThicknessTextureEnabled: boolean;
  103242. }
  103243. }
  103244. declare module BABYLON {
  103245. /** @hidden */
  103246. export var defaultFragmentDeclaration: {
  103247. name: string;
  103248. shader: string;
  103249. };
  103250. }
  103251. declare module BABYLON {
  103252. /** @hidden */
  103253. export var defaultUboDeclaration: {
  103254. name: string;
  103255. shader: string;
  103256. };
  103257. }
  103258. declare module BABYLON {
  103259. /** @hidden */
  103260. export var lightFragmentDeclaration: {
  103261. name: string;
  103262. shader: string;
  103263. };
  103264. }
  103265. declare module BABYLON {
  103266. /** @hidden */
  103267. export var lightUboDeclaration: {
  103268. name: string;
  103269. shader: string;
  103270. };
  103271. }
  103272. declare module BABYLON {
  103273. /** @hidden */
  103274. export var lightsFragmentFunctions: {
  103275. name: string;
  103276. shader: string;
  103277. };
  103278. }
  103279. declare module BABYLON {
  103280. /** @hidden */
  103281. export var shadowsFragmentFunctions: {
  103282. name: string;
  103283. shader: string;
  103284. };
  103285. }
  103286. declare module BABYLON {
  103287. /** @hidden */
  103288. export var fresnelFunction: {
  103289. name: string;
  103290. shader: string;
  103291. };
  103292. }
  103293. declare module BABYLON {
  103294. /** @hidden */
  103295. export var reflectionFunction: {
  103296. name: string;
  103297. shader: string;
  103298. };
  103299. }
  103300. declare module BABYLON {
  103301. /** @hidden */
  103302. export var bumpFragmentFunctions: {
  103303. name: string;
  103304. shader: string;
  103305. };
  103306. }
  103307. declare module BABYLON {
  103308. /** @hidden */
  103309. export var logDepthDeclaration: {
  103310. name: string;
  103311. shader: string;
  103312. };
  103313. }
  103314. declare module BABYLON {
  103315. /** @hidden */
  103316. export var bumpFragment: {
  103317. name: string;
  103318. shader: string;
  103319. };
  103320. }
  103321. declare module BABYLON {
  103322. /** @hidden */
  103323. export var depthPrePass: {
  103324. name: string;
  103325. shader: string;
  103326. };
  103327. }
  103328. declare module BABYLON {
  103329. /** @hidden */
  103330. export var lightFragment: {
  103331. name: string;
  103332. shader: string;
  103333. };
  103334. }
  103335. declare module BABYLON {
  103336. /** @hidden */
  103337. export var logDepthFragment: {
  103338. name: string;
  103339. shader: string;
  103340. };
  103341. }
  103342. declare module BABYLON {
  103343. /** @hidden */
  103344. export var defaultPixelShader: {
  103345. name: string;
  103346. shader: string;
  103347. };
  103348. }
  103349. declare module BABYLON {
  103350. /** @hidden */
  103351. export var defaultVertexDeclaration: {
  103352. name: string;
  103353. shader: string;
  103354. };
  103355. }
  103356. declare module BABYLON {
  103357. /** @hidden */
  103358. export var bumpVertexDeclaration: {
  103359. name: string;
  103360. shader: string;
  103361. };
  103362. }
  103363. declare module BABYLON {
  103364. /** @hidden */
  103365. export var bumpVertex: {
  103366. name: string;
  103367. shader: string;
  103368. };
  103369. }
  103370. declare module BABYLON {
  103371. /** @hidden */
  103372. export var fogVertex: {
  103373. name: string;
  103374. shader: string;
  103375. };
  103376. }
  103377. declare module BABYLON {
  103378. /** @hidden */
  103379. export var shadowsVertex: {
  103380. name: string;
  103381. shader: string;
  103382. };
  103383. }
  103384. declare module BABYLON {
  103385. /** @hidden */
  103386. export var pointCloudVertex: {
  103387. name: string;
  103388. shader: string;
  103389. };
  103390. }
  103391. declare module BABYLON {
  103392. /** @hidden */
  103393. export var logDepthVertex: {
  103394. name: string;
  103395. shader: string;
  103396. };
  103397. }
  103398. declare module BABYLON {
  103399. /** @hidden */
  103400. export var defaultVertexShader: {
  103401. name: string;
  103402. shader: string;
  103403. };
  103404. }
  103405. declare module BABYLON {
  103406. /** @hidden */
  103407. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  103408. MAINUV1: boolean;
  103409. MAINUV2: boolean;
  103410. DIFFUSE: boolean;
  103411. DIFFUSEDIRECTUV: number;
  103412. AMBIENT: boolean;
  103413. AMBIENTDIRECTUV: number;
  103414. OPACITY: boolean;
  103415. OPACITYDIRECTUV: number;
  103416. OPACITYRGB: boolean;
  103417. REFLECTION: boolean;
  103418. EMISSIVE: boolean;
  103419. EMISSIVEDIRECTUV: number;
  103420. SPECULAR: boolean;
  103421. SPECULARDIRECTUV: number;
  103422. BUMP: boolean;
  103423. BUMPDIRECTUV: number;
  103424. PARALLAX: boolean;
  103425. PARALLAXOCCLUSION: boolean;
  103426. SPECULAROVERALPHA: boolean;
  103427. CLIPPLANE: boolean;
  103428. CLIPPLANE2: boolean;
  103429. CLIPPLANE3: boolean;
  103430. CLIPPLANE4: boolean;
  103431. ALPHATEST: boolean;
  103432. DEPTHPREPASS: boolean;
  103433. ALPHAFROMDIFFUSE: boolean;
  103434. POINTSIZE: boolean;
  103435. FOG: boolean;
  103436. SPECULARTERM: boolean;
  103437. DIFFUSEFRESNEL: boolean;
  103438. OPACITYFRESNEL: boolean;
  103439. REFLECTIONFRESNEL: boolean;
  103440. REFRACTIONFRESNEL: boolean;
  103441. EMISSIVEFRESNEL: boolean;
  103442. FRESNEL: boolean;
  103443. NORMAL: boolean;
  103444. UV1: boolean;
  103445. UV2: boolean;
  103446. VERTEXCOLOR: boolean;
  103447. VERTEXALPHA: boolean;
  103448. NUM_BONE_INFLUENCERS: number;
  103449. BonesPerMesh: number;
  103450. BONETEXTURE: boolean;
  103451. INSTANCES: boolean;
  103452. GLOSSINESS: boolean;
  103453. ROUGHNESS: boolean;
  103454. EMISSIVEASILLUMINATION: boolean;
  103455. LINKEMISSIVEWITHDIFFUSE: boolean;
  103456. REFLECTIONFRESNELFROMSPECULAR: boolean;
  103457. LIGHTMAP: boolean;
  103458. LIGHTMAPDIRECTUV: number;
  103459. OBJECTSPACE_NORMALMAP: boolean;
  103460. USELIGHTMAPASSHADOWMAP: boolean;
  103461. REFLECTIONMAP_3D: boolean;
  103462. REFLECTIONMAP_SPHERICAL: boolean;
  103463. REFLECTIONMAP_PLANAR: boolean;
  103464. REFLECTIONMAP_CUBIC: boolean;
  103465. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  103466. REFLECTIONMAP_PROJECTION: boolean;
  103467. REFLECTIONMAP_SKYBOX: boolean;
  103468. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  103469. REFLECTIONMAP_EXPLICIT: boolean;
  103470. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  103471. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  103472. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  103473. INVERTCUBICMAP: boolean;
  103474. LOGARITHMICDEPTH: boolean;
  103475. REFRACTION: boolean;
  103476. REFRACTIONMAP_3D: boolean;
  103477. REFLECTIONOVERALPHA: boolean;
  103478. TWOSIDEDLIGHTING: boolean;
  103479. SHADOWFLOAT: boolean;
  103480. MORPHTARGETS: boolean;
  103481. MORPHTARGETS_NORMAL: boolean;
  103482. MORPHTARGETS_TANGENT: boolean;
  103483. MORPHTARGETS_UV: boolean;
  103484. NUM_MORPH_INFLUENCERS: number;
  103485. NONUNIFORMSCALING: boolean;
  103486. PREMULTIPLYALPHA: boolean;
  103487. IMAGEPROCESSING: boolean;
  103488. VIGNETTE: boolean;
  103489. VIGNETTEBLENDMODEMULTIPLY: boolean;
  103490. VIGNETTEBLENDMODEOPAQUE: boolean;
  103491. TONEMAPPING: boolean;
  103492. TONEMAPPING_ACES: boolean;
  103493. CONTRAST: boolean;
  103494. COLORCURVES: boolean;
  103495. COLORGRADING: boolean;
  103496. COLORGRADING3D: boolean;
  103497. SAMPLER3DGREENDEPTH: boolean;
  103498. SAMPLER3DBGRMAP: boolean;
  103499. IMAGEPROCESSINGPOSTPROCESS: boolean;
  103500. MULTIVIEW: boolean;
  103501. /**
  103502. * If the reflection texture on this material is in linear color space
  103503. * @hidden
  103504. */
  103505. IS_REFLECTION_LINEAR: boolean;
  103506. /**
  103507. * If the refraction texture on this material is in linear color space
  103508. * @hidden
  103509. */
  103510. IS_REFRACTION_LINEAR: boolean;
  103511. EXPOSURE: boolean;
  103512. constructor();
  103513. setReflectionMode(modeToEnable: string): void;
  103514. }
  103515. /**
  103516. * This is the default material used in Babylon. It is the best trade off between quality
  103517. * and performances.
  103518. * @see http://doc.babylonjs.com/babylon101/materials
  103519. */
  103520. export class StandardMaterial extends PushMaterial {
  103521. private _diffuseTexture;
  103522. /**
  103523. * The basic texture of the material as viewed under a light.
  103524. */
  103525. diffuseTexture: Nullable<BaseTexture>;
  103526. private _ambientTexture;
  103527. /**
  103528. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  103529. */
  103530. ambientTexture: Nullable<BaseTexture>;
  103531. private _opacityTexture;
  103532. /**
  103533. * Define the transparency of the material from a texture.
  103534. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  103535. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  103536. */
  103537. opacityTexture: Nullable<BaseTexture>;
  103538. private _reflectionTexture;
  103539. /**
  103540. * Define the texture used to display the reflection.
  103541. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  103542. */
  103543. reflectionTexture: Nullable<BaseTexture>;
  103544. private _emissiveTexture;
  103545. /**
  103546. * Define texture of the material as if self lit.
  103547. * This will be mixed in the final result even in the absence of light.
  103548. */
  103549. emissiveTexture: Nullable<BaseTexture>;
  103550. private _specularTexture;
  103551. /**
  103552. * Define how the color and intensity of the highlight given by the light in the material.
  103553. */
  103554. specularTexture: Nullable<BaseTexture>;
  103555. private _bumpTexture;
  103556. /**
  103557. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  103558. * These are made by creating a normal map from an image. The means to do this can be found on the web, a search for 'normal map generator' will bring up free and paid for methods of doing this.
  103559. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  103560. */
  103561. bumpTexture: Nullable<BaseTexture>;
  103562. private _lightmapTexture;
  103563. /**
  103564. * Complex lighting can be computationally expensive to compute at runtime.
  103565. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  103566. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  103567. */
  103568. lightmapTexture: Nullable<BaseTexture>;
  103569. private _refractionTexture;
  103570. /**
  103571. * Define the texture used to display the refraction.
  103572. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  103573. */
  103574. refractionTexture: Nullable<BaseTexture>;
  103575. /**
  103576. * The color of the material lit by the environmental background lighting.
  103577. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  103578. */
  103579. ambientColor: Color3;
  103580. /**
  103581. * The basic color of the material as viewed under a light.
  103582. */
  103583. diffuseColor: Color3;
  103584. /**
  103585. * Define how the color and intensity of the highlight given by the light in the material.
  103586. */
  103587. specularColor: Color3;
  103588. /**
  103589. * Define the color of the material as if self lit.
  103590. * This will be mixed in the final result even in the absence of light.
  103591. */
  103592. emissiveColor: Color3;
  103593. /**
  103594. * Defines how sharp are the highlights in the material.
  103595. * The bigger the value the sharper giving a more glossy feeling to the result.
  103596. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  103597. */
  103598. specularPower: number;
  103599. private _useAlphaFromDiffuseTexture;
  103600. /**
  103601. * Does the transparency come from the diffuse texture alpha channel.
  103602. */
  103603. useAlphaFromDiffuseTexture: boolean;
  103604. private _useEmissiveAsIllumination;
  103605. /**
  103606. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  103607. */
  103608. useEmissiveAsIllumination: boolean;
  103609. private _linkEmissiveWithDiffuse;
  103610. /**
  103611. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  103612. * the emissive level when the final color is close to one.
  103613. */
  103614. linkEmissiveWithDiffuse: boolean;
  103615. private _useSpecularOverAlpha;
  103616. /**
  103617. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  103618. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  103619. */
  103620. useSpecularOverAlpha: boolean;
  103621. private _useReflectionOverAlpha;
  103622. /**
  103623. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  103624. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  103625. */
  103626. useReflectionOverAlpha: boolean;
  103627. private _disableLighting;
  103628. /**
  103629. * Does lights from the scene impacts this material.
  103630. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  103631. */
  103632. disableLighting: boolean;
  103633. private _useObjectSpaceNormalMap;
  103634. /**
  103635. * Allows using an object space normal map (instead of tangent space).
  103636. */
  103637. useObjectSpaceNormalMap: boolean;
  103638. private _useParallax;
  103639. /**
  103640. * Is parallax enabled or not.
  103641. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  103642. */
  103643. useParallax: boolean;
  103644. private _useParallaxOcclusion;
  103645. /**
  103646. * Is parallax occlusion enabled or not.
  103647. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  103648. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  103649. */
  103650. useParallaxOcclusion: boolean;
  103651. /**
  103652. * Apply a scaling factor that determine which "depth" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.
  103653. */
  103654. parallaxScaleBias: number;
  103655. private _roughness;
  103656. /**
  103657. * Helps to define how blurry the reflections should appears in the material.
  103658. */
  103659. roughness: number;
  103660. /**
  103661. * In case of refraction, define the value of the index of refraction.
  103662. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  103663. */
  103664. indexOfRefraction: number;
  103665. /**
  103666. * Invert the refraction texture alongside the y axis.
  103667. * It can be useful with procedural textures or probe for instance.
  103668. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  103669. */
  103670. invertRefractionY: boolean;
  103671. /**
  103672. * Defines the alpha limits in alpha test mode.
  103673. */
  103674. alphaCutOff: number;
  103675. private _useLightmapAsShadowmap;
  103676. /**
  103677. * In case of light mapping, define whether the map contains light or shadow informations.
  103678. */
  103679. useLightmapAsShadowmap: boolean;
  103680. private _diffuseFresnelParameters;
  103681. /**
  103682. * Define the diffuse fresnel parameters of the material.
  103683. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103684. */
  103685. diffuseFresnelParameters: FresnelParameters;
  103686. private _opacityFresnelParameters;
  103687. /**
  103688. * Define the opacity fresnel parameters of the material.
  103689. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103690. */
  103691. opacityFresnelParameters: FresnelParameters;
  103692. private _reflectionFresnelParameters;
  103693. /**
  103694. * Define the reflection fresnel parameters of the material.
  103695. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103696. */
  103697. reflectionFresnelParameters: FresnelParameters;
  103698. private _refractionFresnelParameters;
  103699. /**
  103700. * Define the refraction fresnel parameters of the material.
  103701. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103702. */
  103703. refractionFresnelParameters: FresnelParameters;
  103704. private _emissiveFresnelParameters;
  103705. /**
  103706. * Define the emissive fresnel parameters of the material.
  103707. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103708. */
  103709. emissiveFresnelParameters: FresnelParameters;
  103710. private _useReflectionFresnelFromSpecular;
  103711. /**
  103712. * If true automatically deducts the fresnels values from the material specularity.
  103713. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103714. */
  103715. useReflectionFresnelFromSpecular: boolean;
  103716. private _useGlossinessFromSpecularMapAlpha;
  103717. /**
  103718. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  103719. */
  103720. useGlossinessFromSpecularMapAlpha: boolean;
  103721. private _maxSimultaneousLights;
  103722. /**
  103723. * Defines the maximum number of lights that can be used in the material
  103724. */
  103725. maxSimultaneousLights: number;
  103726. private _invertNormalMapX;
  103727. /**
  103728. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  103729. */
  103730. invertNormalMapX: boolean;
  103731. private _invertNormalMapY;
  103732. /**
  103733. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  103734. */
  103735. invertNormalMapY: boolean;
  103736. private _twoSidedLighting;
  103737. /**
  103738. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  103739. */
  103740. twoSidedLighting: boolean;
  103741. /**
  103742. * Default configuration related to image processing available in the standard Material.
  103743. */
  103744. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  103745. /**
  103746. * Gets the image processing configuration used either in this material.
  103747. */
  103748. /**
  103749. * Sets the Default image processing configuration used either in the this material.
  103750. *
  103751. * If sets to null, the scene one is in use.
  103752. */
  103753. imageProcessingConfiguration: ImageProcessingConfiguration;
  103754. /**
  103755. * Keep track of the image processing observer to allow dispose and replace.
  103756. */
  103757. private _imageProcessingObserver;
  103758. /**
  103759. * Attaches a new image processing configuration to the Standard Material.
  103760. * @param configuration
  103761. */
  103762. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  103763. /**
  103764. * Gets wether the color curves effect is enabled.
  103765. */
  103766. /**
  103767. * Sets wether the color curves effect is enabled.
  103768. */
  103769. cameraColorCurvesEnabled: boolean;
  103770. /**
  103771. * Gets wether the color grading effect is enabled.
  103772. */
  103773. /**
  103774. * Gets wether the color grading effect is enabled.
  103775. */
  103776. cameraColorGradingEnabled: boolean;
  103777. /**
  103778. * Gets wether tonemapping is enabled or not.
  103779. */
  103780. /**
  103781. * Sets wether tonemapping is enabled or not
  103782. */
  103783. cameraToneMappingEnabled: boolean;
  103784. /**
  103785. * The camera exposure used on this material.
  103786. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  103787. * This corresponds to a photographic exposure.
  103788. */
  103789. /**
  103790. * The camera exposure used on this material.
  103791. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  103792. * This corresponds to a photographic exposure.
  103793. */
  103794. cameraExposure: number;
  103795. /**
  103796. * Gets The camera contrast used on this material.
  103797. */
  103798. /**
  103799. * Sets The camera contrast used on this material.
  103800. */
  103801. cameraContrast: number;
  103802. /**
  103803. * Gets the Color Grading 2D Lookup Texture.
  103804. */
  103805. /**
  103806. * Sets the Color Grading 2D Lookup Texture.
  103807. */
  103808. cameraColorGradingTexture: Nullable<BaseTexture>;
  103809. /**
  103810. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  103811. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  103812. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  103813. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  103814. */
  103815. /**
  103816. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  103817. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  103818. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  103819. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  103820. */
  103821. cameraColorCurves: Nullable<ColorCurves>;
  103822. /**
  103823. * Custom callback helping to override the default shader used in the material.
  103824. */
  103825. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  103826. protected _renderTargets: SmartArray<RenderTargetTexture>;
  103827. protected _worldViewProjectionMatrix: Matrix;
  103828. protected _globalAmbientColor: Color3;
  103829. protected _useLogarithmicDepth: boolean;
  103830. /**
  103831. * Instantiates a new standard material.
  103832. * This is the default material used in Babylon. It is the best trade off between quality
  103833. * and performances.
  103834. * @see http://doc.babylonjs.com/babylon101/materials
  103835. * @param name Define the name of the material in the scene
  103836. * @param scene Define the scene the material belong to
  103837. */
  103838. constructor(name: string, scene: Scene);
  103839. /**
  103840. * Gets a boolean indicating that current material needs to register RTT
  103841. */
  103842. readonly hasRenderTargetTextures: boolean;
  103843. /**
  103844. * Gets the current class name of the material e.g. "StandardMaterial"
  103845. * Mainly use in serialization.
  103846. * @returns the class name
  103847. */
  103848. getClassName(): string;
  103849. /**
  103850. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  103851. * You can try switching to logarithmic depth.
  103852. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  103853. */
  103854. useLogarithmicDepth: boolean;
  103855. /**
  103856. * Specifies if the material will require alpha blending
  103857. * @returns a boolean specifying if alpha blending is needed
  103858. */
  103859. needAlphaBlending(): boolean;
  103860. /**
  103861. * Specifies if this material should be rendered in alpha test mode
  103862. * @returns a boolean specifying if an alpha test is needed.
  103863. */
  103864. needAlphaTesting(): boolean;
  103865. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  103866. /**
  103867. * Get the texture used for alpha test purpose.
  103868. * @returns the diffuse texture in case of the standard material.
  103869. */
  103870. getAlphaTestTexture(): Nullable<BaseTexture>;
  103871. /**
  103872. * Get if the submesh is ready to be used and all its information available.
  103873. * Child classes can use it to update shaders
  103874. * @param mesh defines the mesh to check
  103875. * @param subMesh defines which submesh to check
  103876. * @param useInstances specifies that instances should be used
  103877. * @returns a boolean indicating that the submesh is ready or not
  103878. */
  103879. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  103880. /**
  103881. * Builds the material UBO layouts.
  103882. * Used internally during the effect preparation.
  103883. */
  103884. buildUniformLayout(): void;
  103885. /**
  103886. * Unbinds the material from the mesh
  103887. */
  103888. unbind(): void;
  103889. /**
  103890. * Binds the submesh to this material by preparing the effect and shader to draw
  103891. * @param world defines the world transformation matrix
  103892. * @param mesh defines the mesh containing the submesh
  103893. * @param subMesh defines the submesh to bind the material to
  103894. */
  103895. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  103896. /**
  103897. * Get the list of animatables in the material.
  103898. * @returns the list of animatables object used in the material
  103899. */
  103900. getAnimatables(): IAnimatable[];
  103901. /**
  103902. * Gets the active textures from the material
  103903. * @returns an array of textures
  103904. */
  103905. getActiveTextures(): BaseTexture[];
  103906. /**
  103907. * Specifies if the material uses a texture
  103908. * @param texture defines the texture to check against the material
  103909. * @returns a boolean specifying if the material uses the texture
  103910. */
  103911. hasTexture(texture: BaseTexture): boolean;
  103912. /**
  103913. * Disposes the material
  103914. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  103915. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  103916. */
  103917. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  103918. /**
  103919. * Makes a duplicate of the material, and gives it a new name
  103920. * @param name defines the new name for the duplicated material
  103921. * @returns the cloned material
  103922. */
  103923. clone(name: string): StandardMaterial;
  103924. /**
  103925. * Serializes this material in a JSON representation
  103926. * @returns the serialized material object
  103927. */
  103928. serialize(): any;
  103929. /**
  103930. * Creates a standard material from parsed material data
  103931. * @param source defines the JSON representation of the material
  103932. * @param scene defines the hosting scene
  103933. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  103934. * @returns a new standard material
  103935. */
  103936. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  103937. /**
  103938. * Are diffuse textures enabled in the application.
  103939. */
  103940. static DiffuseTextureEnabled: boolean;
  103941. /**
  103942. * Are ambient textures enabled in the application.
  103943. */
  103944. static AmbientTextureEnabled: boolean;
  103945. /**
  103946. * Are opacity textures enabled in the application.
  103947. */
  103948. static OpacityTextureEnabled: boolean;
  103949. /**
  103950. * Are reflection textures enabled in the application.
  103951. */
  103952. static ReflectionTextureEnabled: boolean;
  103953. /**
  103954. * Are emissive textures enabled in the application.
  103955. */
  103956. static EmissiveTextureEnabled: boolean;
  103957. /**
  103958. * Are specular textures enabled in the application.
  103959. */
  103960. static SpecularTextureEnabled: boolean;
  103961. /**
  103962. * Are bump textures enabled in the application.
  103963. */
  103964. static BumpTextureEnabled: boolean;
  103965. /**
  103966. * Are lightmap textures enabled in the application.
  103967. */
  103968. static LightmapTextureEnabled: boolean;
  103969. /**
  103970. * Are refraction textures enabled in the application.
  103971. */
  103972. static RefractionTextureEnabled: boolean;
  103973. /**
  103974. * Are color grading textures enabled in the application.
  103975. */
  103976. static ColorGradingTextureEnabled: boolean;
  103977. /**
  103978. * Are fresnels enabled in the application.
  103979. */
  103980. static FresnelEnabled: boolean;
  103981. }
  103982. }
  103983. declare module BABYLON {
  103984. /**
  103985. * A class extending Texture allowing drawing on a texture
  103986. * @see http://doc.babylonjs.com/how_to/dynamictexture
  103987. */
  103988. export class DynamicTexture extends Texture {
  103989. private _generateMipMaps;
  103990. private _canvas;
  103991. private _context;
  103992. private _engine;
  103993. /**
  103994. * Creates a DynamicTexture
  103995. * @param name defines the name of the texture
  103996. * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height
  103997. * @param scene defines the scene where you want the texture
  103998. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  103999. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  104000. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  104001. */
  104002. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  104003. /**
  104004. * Get the current class name of the texture useful for serialization or dynamic coding.
  104005. * @returns "DynamicTexture"
  104006. */
  104007. getClassName(): string;
  104008. /**
  104009. * Gets the current state of canRescale
  104010. */
  104011. readonly canRescale: boolean;
  104012. private _recreate;
  104013. /**
  104014. * Scales the texture
  104015. * @param ratio the scale factor to apply to both width and height
  104016. */
  104017. scale(ratio: number): void;
  104018. /**
  104019. * Resizes the texture
  104020. * @param width the new width
  104021. * @param height the new height
  104022. */
  104023. scaleTo(width: number, height: number): void;
  104024. /**
  104025. * Gets the context of the canvas used by the texture
  104026. * @returns the canvas context of the dynamic texture
  104027. */
  104028. getContext(): CanvasRenderingContext2D;
  104029. /**
  104030. * Clears the texture
  104031. */
  104032. clear(): void;
  104033. /**
  104034. * Updates the texture
  104035. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  104036. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  104037. */
  104038. update(invertY?: boolean, premulAlpha?: boolean): void;
  104039. /**
  104040. * Draws text onto the texture
  104041. * @param text defines the text to be drawn
  104042. * @param x defines the placement of the text from the left
  104043. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  104044. * @param font defines the font to be used with font-style, font-size, font-name
  104045. * @param color defines the color used for the text
  104046. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  104047. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  104048. * @param update defines whether texture is immediately update (default is true)
  104049. */
  104050. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  104051. /**
  104052. * Clones the texture
  104053. * @returns the clone of the texture.
  104054. */
  104055. clone(): DynamicTexture;
  104056. /**
  104057. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  104058. * @returns a serialized dynamic texture object
  104059. */
  104060. serialize(): any;
  104061. /** @hidden */
  104062. _rebuild(): void;
  104063. }
  104064. }
  104065. declare module BABYLON {
  104066. /** @hidden */
  104067. export var imageProcessingPixelShader: {
  104068. name: string;
  104069. shader: string;
  104070. };
  104071. }
  104072. declare module BABYLON {
  104073. /**
  104074. * ImageProcessingPostProcess
  104075. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  104076. */
  104077. export class ImageProcessingPostProcess extends PostProcess {
  104078. /**
  104079. * Default configuration related to image processing available in the PBR Material.
  104080. */
  104081. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  104082. /**
  104083. * Gets the image processing configuration used either in this material.
  104084. */
  104085. /**
  104086. * Sets the Default image processing configuration used either in the this material.
  104087. *
  104088. * If sets to null, the scene one is in use.
  104089. */
  104090. imageProcessingConfiguration: ImageProcessingConfiguration;
  104091. /**
  104092. * Keep track of the image processing observer to allow dispose and replace.
  104093. */
  104094. private _imageProcessingObserver;
  104095. /**
  104096. * Attaches a new image processing configuration to the PBR Material.
  104097. * @param configuration
  104098. */
  104099. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  104100. /**
  104101. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  104102. */
  104103. /**
  104104. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  104105. */
  104106. colorCurves: Nullable<ColorCurves>;
  104107. /**
  104108. * Gets wether the color curves effect is enabled.
  104109. */
  104110. /**
  104111. * Sets wether the color curves effect is enabled.
  104112. */
  104113. colorCurvesEnabled: boolean;
  104114. /**
  104115. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  104116. */
  104117. /**
  104118. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  104119. */
  104120. colorGradingTexture: Nullable<BaseTexture>;
  104121. /**
  104122. * Gets wether the color grading effect is enabled.
  104123. */
  104124. /**
  104125. * Gets wether the color grading effect is enabled.
  104126. */
  104127. colorGradingEnabled: boolean;
  104128. /**
  104129. * Gets exposure used in the effect.
  104130. */
  104131. /**
  104132. * Sets exposure used in the effect.
  104133. */
  104134. exposure: number;
  104135. /**
  104136. * Gets wether tonemapping is enabled or not.
  104137. */
  104138. /**
  104139. * Sets wether tonemapping is enabled or not
  104140. */
  104141. toneMappingEnabled: boolean;
  104142. /**
  104143. * Gets the type of tone mapping effect.
  104144. */
  104145. /**
  104146. * Sets the type of tone mapping effect.
  104147. */
  104148. toneMappingType: number;
  104149. /**
  104150. * Gets contrast used in the effect.
  104151. */
  104152. /**
  104153. * Sets contrast used in the effect.
  104154. */
  104155. contrast: number;
  104156. /**
  104157. * Gets Vignette stretch size.
  104158. */
  104159. /**
  104160. * Sets Vignette stretch size.
  104161. */
  104162. vignetteStretch: number;
  104163. /**
  104164. * Gets Vignette centre X Offset.
  104165. */
  104166. /**
  104167. * Sets Vignette centre X Offset.
  104168. */
  104169. vignetteCentreX: number;
  104170. /**
  104171. * Gets Vignette centre Y Offset.
  104172. */
  104173. /**
  104174. * Sets Vignette centre Y Offset.
  104175. */
  104176. vignetteCentreY: number;
  104177. /**
  104178. * Gets Vignette weight or intensity of the vignette effect.
  104179. */
  104180. /**
  104181. * Sets Vignette weight or intensity of the vignette effect.
  104182. */
  104183. vignetteWeight: number;
  104184. /**
  104185. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  104186. * if vignetteEnabled is set to true.
  104187. */
  104188. /**
  104189. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  104190. * if vignetteEnabled is set to true.
  104191. */
  104192. vignetteColor: Color4;
  104193. /**
  104194. * Gets Camera field of view used by the Vignette effect.
  104195. */
  104196. /**
  104197. * Sets Camera field of view used by the Vignette effect.
  104198. */
  104199. vignetteCameraFov: number;
  104200. /**
  104201. * Gets the vignette blend mode allowing different kind of effect.
  104202. */
  104203. /**
  104204. * Sets the vignette blend mode allowing different kind of effect.
  104205. */
  104206. vignetteBlendMode: number;
  104207. /**
  104208. * Gets wether the vignette effect is enabled.
  104209. */
  104210. /**
  104211. * Sets wether the vignette effect is enabled.
  104212. */
  104213. vignetteEnabled: boolean;
  104214. private _fromLinearSpace;
  104215. /**
  104216. * Gets wether the input of the processing is in Gamma or Linear Space.
  104217. */
  104218. /**
  104219. * Sets wether the input of the processing is in Gamma or Linear Space.
  104220. */
  104221. fromLinearSpace: boolean;
  104222. /**
  104223. * Defines cache preventing GC.
  104224. */
  104225. private _defines;
  104226. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  104227. /**
  104228. * "ImageProcessingPostProcess"
  104229. * @returns "ImageProcessingPostProcess"
  104230. */
  104231. getClassName(): string;
  104232. protected _updateParameters(): void;
  104233. dispose(camera?: Camera): void;
  104234. }
  104235. }
  104236. declare module BABYLON {
  104237. /**
  104238. * Class containing static functions to help procedurally build meshes
  104239. */
  104240. export class GroundBuilder {
  104241. /**
  104242. * Creates a ground mesh
  104243. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  104244. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  104245. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  104246. * @param name defines the name of the mesh
  104247. * @param options defines the options used to create the mesh
  104248. * @param scene defines the hosting scene
  104249. * @returns the ground mesh
  104250. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  104251. */
  104252. static CreateGround(name: string, options: {
  104253. width?: number;
  104254. height?: number;
  104255. subdivisions?: number;
  104256. subdivisionsX?: number;
  104257. subdivisionsY?: number;
  104258. updatable?: boolean;
  104259. }, scene: any): Mesh;
  104260. /**
  104261. * Creates a tiled ground mesh
  104262. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  104263. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  104264. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  104265. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  104266. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  104267. * @param name defines the name of the mesh
  104268. * @param options defines the options used to create the mesh
  104269. * @param scene defines the hosting scene
  104270. * @returns the tiled ground mesh
  104271. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  104272. */
  104273. static CreateTiledGround(name: string, options: {
  104274. xmin: number;
  104275. zmin: number;
  104276. xmax: number;
  104277. zmax: number;
  104278. subdivisions?: {
  104279. w: number;
  104280. h: number;
  104281. };
  104282. precision?: {
  104283. w: number;
  104284. h: number;
  104285. };
  104286. updatable?: boolean;
  104287. }, scene?: Nullable<Scene>): Mesh;
  104288. /**
  104289. * Creates a ground mesh from a height map
  104290. * * The parameter `url` sets the URL of the height map image resource.
  104291. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  104292. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  104293. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  104294. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  104295. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  104296. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  104297. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  104298. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  104299. * @param name defines the name of the mesh
  104300. * @param url defines the url to the height map
  104301. * @param options defines the options used to create the mesh
  104302. * @param scene defines the hosting scene
  104303. * @returns the ground mesh
  104304. * @see https://doc.babylonjs.com/babylon101/height_map
  104305. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  104306. */
  104307. static CreateGroundFromHeightMap(name: string, url: string, options: {
  104308. width?: number;
  104309. height?: number;
  104310. subdivisions?: number;
  104311. minHeight?: number;
  104312. maxHeight?: number;
  104313. colorFilter?: Color3;
  104314. alphaFilter?: number;
  104315. updatable?: boolean;
  104316. onReady?: (mesh: GroundMesh) => void;
  104317. }, scene?: Nullable<Scene>): GroundMesh;
  104318. }
  104319. }
  104320. declare module BABYLON {
  104321. /**
  104322. * Class containing static functions to help procedurally build meshes
  104323. */
  104324. export class TorusBuilder {
  104325. /**
  104326. * Creates a torus mesh
  104327. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  104328. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  104329. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  104330. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  104331. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  104332. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  104333. * @param name defines the name of the mesh
  104334. * @param options defines the options used to create the mesh
  104335. * @param scene defines the hosting scene
  104336. * @returns the torus mesh
  104337. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  104338. */
  104339. static CreateTorus(name: string, options: {
  104340. diameter?: number;
  104341. thickness?: number;
  104342. tessellation?: number;
  104343. updatable?: boolean;
  104344. sideOrientation?: number;
  104345. frontUVs?: Vector4;
  104346. backUVs?: Vector4;
  104347. }, scene: any): Mesh;
  104348. }
  104349. }
  104350. declare module BABYLON {
  104351. /**
  104352. * Class containing static functions to help procedurally build meshes
  104353. */
  104354. export class CylinderBuilder {
  104355. /**
  104356. * Creates a cylinder or a cone mesh
  104357. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  104358. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  104359. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  104360. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  104361. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  104362. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  104363. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  104364. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  104365. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  104366. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  104367. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  104368. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  104369. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  104370. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  104371. * * If `enclose` is false, a ring surface is one element.
  104372. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  104373. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  104374. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  104375. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  104376. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  104377. * @param name defines the name of the mesh
  104378. * @param options defines the options used to create the mesh
  104379. * @param scene defines the hosting scene
  104380. * @returns the cylinder mesh
  104381. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  104382. */
  104383. static CreateCylinder(name: string, options: {
  104384. height?: number;
  104385. diameterTop?: number;
  104386. diameterBottom?: number;
  104387. diameter?: number;
  104388. tessellation?: number;
  104389. subdivisions?: number;
  104390. arc?: number;
  104391. faceColors?: Color4[];
  104392. faceUV?: Vector4[];
  104393. updatable?: boolean;
  104394. hasRings?: boolean;
  104395. enclose?: boolean;
  104396. cap?: number;
  104397. sideOrientation?: number;
  104398. frontUVs?: Vector4;
  104399. backUVs?: Vector4;
  104400. }, scene: any): Mesh;
  104401. }
  104402. }
  104403. declare module BABYLON {
  104404. /**
  104405. * Options to modify the vr teleportation behavior.
  104406. */
  104407. export interface VRTeleportationOptions {
  104408. /**
  104409. * The name of the mesh which should be used as the teleportation floor. (default: null)
  104410. */
  104411. floorMeshName?: string;
  104412. /**
  104413. * A list of meshes to be used as the teleportation floor. (default: empty)
  104414. */
  104415. floorMeshes?: Mesh[];
  104416. }
  104417. /**
  104418. * Options to modify the vr experience helper's behavior.
  104419. */
  104420. export interface VRExperienceHelperOptions extends WebVROptions {
  104421. /**
  104422. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  104423. */
  104424. createDeviceOrientationCamera?: boolean;
  104425. /**
  104426. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  104427. */
  104428. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  104429. /**
  104430. * Uses the main button on the controller to toggle the laser casted. (default: true)
  104431. */
  104432. laserToggle?: boolean;
  104433. /**
  104434. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  104435. */
  104436. floorMeshes?: Mesh[];
  104437. /**
  104438. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  104439. */
  104440. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  104441. }
  104442. /**
  104443. * Event containing information after VR has been entered
  104444. */
  104445. export class OnAfterEnteringVRObservableEvent {
  104446. /**
  104447. * If entering vr was successful
  104448. */
  104449. success: boolean;
  104450. }
  104451. /**
  104452. * Helps to quickly add VR support to an existing scene.
  104453. * See http://doc.babylonjs.com/how_to/webvr_helper
  104454. */
  104455. export class VRExperienceHelper {
  104456. /** Options to modify the vr experience helper's behavior. */
  104457. webVROptions: VRExperienceHelperOptions;
  104458. private _scene;
  104459. private _position;
  104460. private _btnVR;
  104461. private _btnVRDisplayed;
  104462. private _webVRsupported;
  104463. private _webVRready;
  104464. private _webVRrequesting;
  104465. private _webVRpresenting;
  104466. private _hasEnteredVR;
  104467. private _fullscreenVRpresenting;
  104468. private _canvas;
  104469. private _webVRCamera;
  104470. private _vrDeviceOrientationCamera;
  104471. private _deviceOrientationCamera;
  104472. private _existingCamera;
  104473. private _onKeyDown;
  104474. private _onVrDisplayPresentChange;
  104475. private _onVRDisplayChanged;
  104476. private _onVRRequestPresentStart;
  104477. private _onVRRequestPresentComplete;
  104478. /**
  104479. * Gets or sets a boolean indicating that gaze can be enabled even if pointer lock is not engage (useful on iOS where fullscreen mode and pointer lock are not supported)
  104480. */
  104481. enableGazeEvenWhenNoPointerLock: boolean;
  104482. /**
  104483. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  104484. */
  104485. exitVROnDoubleTap: boolean;
  104486. /**
  104487. * Observable raised right before entering VR.
  104488. */
  104489. onEnteringVRObservable: Observable<VRExperienceHelper>;
  104490. /**
  104491. * Observable raised when entering VR has completed.
  104492. */
  104493. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  104494. /**
  104495. * Observable raised when exiting VR.
  104496. */
  104497. onExitingVRObservable: Observable<VRExperienceHelper>;
  104498. /**
  104499. * Observable raised when controller mesh is loaded.
  104500. */
  104501. onControllerMeshLoadedObservable: Observable<WebVRController>;
  104502. /** Return this.onEnteringVRObservable
  104503. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  104504. */
  104505. readonly onEnteringVR: Observable<VRExperienceHelper>;
  104506. /** Return this.onExitingVRObservable
  104507. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  104508. */
  104509. readonly onExitingVR: Observable<VRExperienceHelper>;
  104510. /** Return this.onControllerMeshLoadedObservable
  104511. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  104512. */
  104513. readonly onControllerMeshLoaded: Observable<WebVRController>;
  104514. private _rayLength;
  104515. private _useCustomVRButton;
  104516. private _teleportationRequested;
  104517. private _teleportActive;
  104518. private _floorMeshName;
  104519. private _floorMeshesCollection;
  104520. private _rotationAllowed;
  104521. private _teleportBackwardsVector;
  104522. private _teleportationTarget;
  104523. private _isDefaultTeleportationTarget;
  104524. private _postProcessMove;
  104525. private _teleportationFillColor;
  104526. private _teleportationBorderColor;
  104527. private _rotationAngle;
  104528. private _haloCenter;
  104529. private _cameraGazer;
  104530. private _padSensibilityUp;
  104531. private _padSensibilityDown;
  104532. private _leftController;
  104533. private _rightController;
  104534. /**
  104535. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  104536. */
  104537. onNewMeshSelected: Observable<AbstractMesh>;
  104538. /**
  104539. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  104540. */
  104541. onNewMeshPicked: Observable<PickingInfo>;
  104542. private _circleEase;
  104543. /**
  104544. * Observable raised before camera teleportation
  104545. */
  104546. onBeforeCameraTeleport: Observable<Vector3>;
  104547. /**
  104548. * Observable raised after camera teleportation
  104549. */
  104550. onAfterCameraTeleport: Observable<Vector3>;
  104551. /**
  104552. * Observable raised when current selected mesh gets unselected
  104553. */
  104554. onSelectedMeshUnselected: Observable<AbstractMesh>;
  104555. private _raySelectionPredicate;
  104556. /**
  104557. * To be optionaly changed by user to define custom ray selection
  104558. */
  104559. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  104560. /**
  104561. * To be optionaly changed by user to define custom selection logic (after ray selection)
  104562. */
  104563. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  104564. /**
  104565. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  104566. */
  104567. teleportationEnabled: boolean;
  104568. private _defaultHeight;
  104569. private _teleportationInitialized;
  104570. private _interactionsEnabled;
  104571. private _interactionsRequested;
  104572. private _displayGaze;
  104573. private _displayLaserPointer;
  104574. /**
  104575. * The mesh used to display where the user is going to teleport.
  104576. */
  104577. /**
  104578. * Sets the mesh to be used to display where the user is going to teleport.
  104579. */
  104580. teleportationTarget: Mesh;
  104581. /**
  104582. * The mesh used to display where the user is selecting, this mesh will be cloned and set as the gazeTracker for the left and right controller
  104583. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  104584. * See http://doc.babylonjs.com/resources/baking_transformations
  104585. */
  104586. gazeTrackerMesh: Mesh;
  104587. /**
  104588. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  104589. */
  104590. updateGazeTrackerScale: boolean;
  104591. /**
  104592. * If the gaze trackers color should be updated when selecting meshes
  104593. */
  104594. updateGazeTrackerColor: boolean;
  104595. /**
  104596. * The gaze tracking mesh corresponding to the left controller
  104597. */
  104598. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  104599. /**
  104600. * The gaze tracking mesh corresponding to the right controller
  104601. */
  104602. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  104603. /**
  104604. * If the ray of the gaze should be displayed.
  104605. */
  104606. /**
  104607. * Sets if the ray of the gaze should be displayed.
  104608. */
  104609. displayGaze: boolean;
  104610. /**
  104611. * If the ray of the LaserPointer should be displayed.
  104612. */
  104613. /**
  104614. * Sets if the ray of the LaserPointer should be displayed.
  104615. */
  104616. displayLaserPointer: boolean;
  104617. /**
  104618. * The deviceOrientationCamera used as the camera when not in VR.
  104619. */
  104620. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  104621. /**
  104622. * Based on the current WebVR support, returns the current VR camera used.
  104623. */
  104624. readonly currentVRCamera: Nullable<Camera>;
  104625. /**
  104626. * The webVRCamera which is used when in VR.
  104627. */
  104628. readonly webVRCamera: WebVRFreeCamera;
  104629. /**
  104630. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  104631. */
  104632. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  104633. /**
  104634. * The html button that is used to trigger entering into VR.
  104635. */
  104636. readonly vrButton: Nullable<HTMLButtonElement>;
  104637. private readonly _teleportationRequestInitiated;
  104638. /**
  104639. * Defines wether or not Pointer lock should be requested when switching to
  104640. * full screen.
  104641. */
  104642. requestPointerLockOnFullScreen: boolean;
  104643. /**
  104644. * Instantiates a VRExperienceHelper.
  104645. * Helps to quickly add VR support to an existing scene.
  104646. * @param scene The scene the VRExperienceHelper belongs to.
  104647. * @param webVROptions Options to modify the vr experience helper's behavior.
  104648. */
  104649. constructor(scene: Scene,
  104650. /** Options to modify the vr experience helper's behavior. */
  104651. webVROptions?: VRExperienceHelperOptions);
  104652. private _onDefaultMeshLoaded;
  104653. private _onResize;
  104654. private _onFullscreenChange;
  104655. /**
  104656. * Gets a value indicating if we are currently in VR mode.
  104657. */
  104658. readonly isInVRMode: boolean;
  104659. private onVrDisplayPresentChange;
  104660. private onVRDisplayChanged;
  104661. private moveButtonToBottomRight;
  104662. private displayVRButton;
  104663. private updateButtonVisibility;
  104664. private _cachedAngularSensibility;
  104665. /**
  104666. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  104667. * Otherwise, will use the fullscreen API.
  104668. */
  104669. enterVR(): void;
  104670. /**
  104671. * Attempt to exit VR, or fullscreen.
  104672. */
  104673. exitVR(): void;
  104674. /**
  104675. * The position of the vr experience helper.
  104676. */
  104677. /**
  104678. * Sets the position of the vr experience helper.
  104679. */
  104680. position: Vector3;
  104681. /**
  104682. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  104683. */
  104684. enableInteractions(): void;
  104685. private readonly _noControllerIsActive;
  104686. private beforeRender;
  104687. private _isTeleportationFloor;
  104688. /**
  104689. * Adds a floor mesh to be used for teleportation.
  104690. * @param floorMesh the mesh to be used for teleportation.
  104691. */
  104692. addFloorMesh(floorMesh: Mesh): void;
  104693. /**
  104694. * Removes a floor mesh from being used for teleportation.
  104695. * @param floorMesh the mesh to be removed.
  104696. */
  104697. removeFloorMesh(floorMesh: Mesh): void;
  104698. /**
  104699. * Enables interactions and teleportation using the VR controllers and gaze.
  104700. * @param vrTeleportationOptions options to modify teleportation behavior.
  104701. */
  104702. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  104703. private _onNewGamepadConnected;
  104704. private _tryEnableInteractionOnController;
  104705. private _onNewGamepadDisconnected;
  104706. private _enableInteractionOnController;
  104707. private _checkTeleportWithRay;
  104708. private _checkRotate;
  104709. private _checkTeleportBackwards;
  104710. private _enableTeleportationOnController;
  104711. private _createTeleportationCircles;
  104712. private _displayTeleportationTarget;
  104713. private _hideTeleportationTarget;
  104714. private _rotateCamera;
  104715. private _moveTeleportationSelectorTo;
  104716. private _workingVector;
  104717. private _workingQuaternion;
  104718. private _workingMatrix;
  104719. /**
  104720. * Teleports the users feet to the desired location
  104721. * @param location The location where the user's feet should be placed
  104722. */
  104723. teleportCamera(location: Vector3): void;
  104724. private _convertNormalToDirectionOfRay;
  104725. private _castRayAndSelectObject;
  104726. private _notifySelectedMeshUnselected;
  104727. /**
  104728. * Sets the color of the laser ray from the vr controllers.
  104729. * @param color new color for the ray.
  104730. */
  104731. changeLaserColor(color: Color3): void;
  104732. /**
  104733. * Sets the color of the ray from the vr headsets gaze.
  104734. * @param color new color for the ray.
  104735. */
  104736. changeGazeColor(color: Color3): void;
  104737. /**
  104738. * Exits VR and disposes of the vr experience helper
  104739. */
  104740. dispose(): void;
  104741. /**
  104742. * Gets the name of the VRExperienceHelper class
  104743. * @returns "VRExperienceHelper"
  104744. */
  104745. getClassName(): string;
  104746. }
  104747. }
  104748. declare module BABYLON {
  104749. /**
  104750. * Manages an XRSession to work with Babylon's engine
  104751. * @see https://doc.babylonjs.com/how_to/webxr
  104752. */
  104753. export class WebXRSessionManager implements IDisposable {
  104754. private scene;
  104755. /**
  104756. * Fires every time a new xrFrame arrives which can be used to update the camera
  104757. */
  104758. onXRFrameObservable: Observable<any>;
  104759. /**
  104760. * Fires when the xr session is ended either by the device or manually done
  104761. */
  104762. onXRSessionEnded: Observable<any>;
  104763. /**
  104764. * Underlying xr session
  104765. */
  104766. session: XRSession;
  104767. /**
  104768. * Type of reference space used when creating the session
  104769. */
  104770. referenceSpace: XRReferenceSpace;
  104771. /** @hidden */
  104772. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  104773. /**
  104774. * Current XR frame
  104775. */
  104776. currentFrame: Nullable<XRFrame>;
  104777. private _xrNavigator;
  104778. private baseLayer;
  104779. /**
  104780. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  104781. * @param scene The scene which the session should be created for
  104782. */
  104783. constructor(scene: Scene);
  104784. /**
  104785. * Initializes the manager
  104786. * After initialization enterXR can be called to start an XR session
  104787. * @returns Promise which resolves after it is initialized
  104788. */
  104789. initializeAsync(): Promise<void>;
  104790. /**
  104791. * Initializes an xr session
  104792. * @param xrSessionMode mode to initialize
  104793. * @returns a promise which will resolve once the session has been initialized
  104794. */
  104795. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  104796. /**
  104797. * Sets the reference space on the xr session
  104798. * @param referenceSpace space to set
  104799. * @returns a promise that will resolve once the reference space has been set
  104800. */
  104801. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  104802. /**
  104803. * Updates the render state of the session
  104804. * @param state state to set
  104805. * @returns a promise that resolves once the render state has been updated
  104806. */
  104807. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  104808. /**
  104809. * Starts rendering to the xr layer
  104810. * @returns a promise that will resolve once rendering has started
  104811. */
  104812. startRenderingToXRAsync(): Promise<void>;
  104813. /**
  104814. * Stops the xrSession and restores the renderloop
  104815. * @returns Promise which resolves after it exits XR
  104816. */
  104817. exitXRAsync(): Promise<unknown>;
  104818. /**
  104819. * Checks if a session would be supported for the creation options specified
  104820. * @param sessionMode session mode to check if supported eg. immersive-vr
  104821. * @returns true if supported
  104822. */
  104823. supportsSessionAsync(sessionMode: XRSessionMode): any;
  104824. /**
  104825. * @hidden
  104826. * Converts the render layer of xrSession to a render target
  104827. * @param session session to create render target for
  104828. * @param scene scene the new render target should be created for
  104829. */
  104830. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  104831. /**
  104832. * Disposes of the session manager
  104833. */
  104834. dispose(): void;
  104835. }
  104836. }
  104837. declare module BABYLON {
  104838. /**
  104839. * WebXR Camera which holds the views for the xrSession
  104840. * @see https://doc.babylonjs.com/how_to/webxr
  104841. */
  104842. export class WebXRCamera extends FreeCamera {
  104843. private static _TmpMatrix;
  104844. /**
  104845. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  104846. * @param name the name of the camera
  104847. * @param scene the scene to add the camera to
  104848. */
  104849. constructor(name: string, scene: Scene);
  104850. private _updateNumberOfRigCameras;
  104851. /** @hidden */
  104852. _updateForDualEyeDebugging(pupilDistance?: number): void;
  104853. /**
  104854. * Updates the cameras position from the current pose information of the XR session
  104855. * @param xrSessionManager the session containing pose information
  104856. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  104857. */
  104858. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  104859. }
  104860. }
  104861. declare module BABYLON {
  104862. /**
  104863. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  104864. */
  104865. export class WebXRManagedOutputCanvas implements IDisposable {
  104866. private helper;
  104867. private _canvas;
  104868. /**
  104869. * xrpresent context of the canvas which can be used to display/mirror xr content
  104870. */
  104871. canvasContext: WebGLRenderingContext;
  104872. /**
  104873. * xr layer for the canvas
  104874. */
  104875. xrLayer: Nullable<XRWebGLLayer>;
  104876. /**
  104877. * Initializes the xr layer for the session
  104878. * @param xrSession xr session
  104879. * @returns a promise that will resolve once the XR Layer has been created
  104880. */
  104881. initializeXRLayerAsync(xrSession: any): any;
  104882. /**
  104883. * Initializes the canvas to be added/removed upon entering/exiting xr
  104884. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  104885. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  104886. */
  104887. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  104888. /**
  104889. * Disposes of the object
  104890. */
  104891. dispose(): void;
  104892. private _setManagedOutputCanvas;
  104893. private _addCanvas;
  104894. private _removeCanvas;
  104895. }
  104896. }
  104897. declare module BABYLON {
  104898. /**
  104899. * States of the webXR experience
  104900. */
  104901. export enum WebXRState {
  104902. /**
  104903. * Transitioning to being in XR mode
  104904. */
  104905. ENTERING_XR = 0,
  104906. /**
  104907. * Transitioning to non XR mode
  104908. */
  104909. EXITING_XR = 1,
  104910. /**
  104911. * In XR mode and presenting
  104912. */
  104913. IN_XR = 2,
  104914. /**
  104915. * Not entered XR mode
  104916. */
  104917. NOT_IN_XR = 3
  104918. }
  104919. /**
  104920. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  104921. * @see https://doc.babylonjs.com/how_to/webxr
  104922. */
  104923. export class WebXRExperienceHelper implements IDisposable {
  104924. private scene;
  104925. /**
  104926. * Container which stores the xr camera and controllers as children. This can be used to move the camera/user as the camera's position is updated by the xr device
  104927. */
  104928. container: AbstractMesh;
  104929. /**
  104930. * Camera used to render xr content
  104931. */
  104932. camera: WebXRCamera;
  104933. /**
  104934. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  104935. */
  104936. state: WebXRState;
  104937. private _setState;
  104938. private static _TmpVector;
  104939. /**
  104940. * Fires when the state of the experience helper has changed
  104941. */
  104942. onStateChangedObservable: Observable<WebXRState>;
  104943. /** Session manager used to keep track of xr session */
  104944. sessionManager: WebXRSessionManager;
  104945. private _nonVRCamera;
  104946. private _originalSceneAutoClear;
  104947. private _supported;
  104948. /**
  104949. * Creates the experience helper
  104950. * @param scene the scene to attach the experience helper to
  104951. * @returns a promise for the experience helper
  104952. */
  104953. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  104954. /**
  104955. * Creates a WebXRExperienceHelper
  104956. * @param scene The scene the helper should be created in
  104957. */
  104958. private constructor();
  104959. /**
  104960. * Exits XR mode and returns the scene to its original state
  104961. * @returns promise that resolves after xr mode has exited
  104962. */
  104963. exitXRAsync(): Promise<unknown>;
  104964. /**
  104965. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  104966. * @param sessionCreationOptions options for the XR session
  104967. * @param referenceSpaceType frame of reference of the XR session
  104968. * @param outputCanvas the output canvas that will be used to enter XR mode
  104969. * @returns promise that resolves after xr mode has entered
  104970. */
  104971. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  104972. /**
  104973. * Updates the global position of the camera by moving the camera's container
  104974. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  104975. * @param position The desired global position of the camera
  104976. */
  104977. setPositionOfCameraUsingContainer(position: Vector3): void;
  104978. /**
  104979. * Rotates the xr camera by rotating the camera's container around the camera's position
  104980. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  104981. * @param rotation the desired quaternion rotation to apply to the camera
  104982. */
  104983. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  104984. /**
  104985. * Disposes of the experience helper
  104986. */
  104987. dispose(): void;
  104988. }
  104989. }
  104990. declare module BABYLON {
  104991. /**
  104992. * Button which can be used to enter a different mode of XR
  104993. */
  104994. export class WebXREnterExitUIButton {
  104995. /** button element */
  104996. element: HTMLElement;
  104997. /** XR initialization options for the button */
  104998. sessionMode: XRSessionMode;
  104999. /** Reference space type */
  105000. referenceSpaceType: XRReferenceSpaceType;
  105001. /**
  105002. * Creates a WebXREnterExitUIButton
  105003. * @param element button element
  105004. * @param sessionMode XR initialization session mode
  105005. * @param referenceSpaceType the type of reference space to be used
  105006. */
  105007. constructor(
  105008. /** button element */
  105009. element: HTMLElement,
  105010. /** XR initialization options for the button */
  105011. sessionMode: XRSessionMode,
  105012. /** Reference space type */
  105013. referenceSpaceType: XRReferenceSpaceType);
  105014. /**
  105015. * Overwritable function which can be used to update the button's visuals when the state changes
  105016. * @param activeButton the current active button in the UI
  105017. */
  105018. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  105019. }
  105020. /**
  105021. * Options to create the webXR UI
  105022. */
  105023. export class WebXREnterExitUIOptions {
  105024. /**
  105025. * Context to enter xr with
  105026. */
  105027. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  105028. /**
  105029. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  105030. */
  105031. customButtons?: Array<WebXREnterExitUIButton>;
  105032. }
  105033. /**
  105034. * UI to allow the user to enter/exit XR mode
  105035. */
  105036. export class WebXREnterExitUI implements IDisposable {
  105037. private scene;
  105038. private _overlay;
  105039. private _buttons;
  105040. private _activeButton;
  105041. /**
  105042. * Fired every time the active button is changed.
  105043. *
  105044. * When xr is entered via a button that launches xr that button will be the callback parameter
  105045. *
  105046. * When exiting xr the callback parameter will be null)
  105047. */
  105048. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  105049. /**
  105050. * Creates UI to allow the user to enter/exit XR mode
  105051. * @param scene the scene to add the ui to
  105052. * @param helper the xr experience helper to enter/exit xr with
  105053. * @param options options to configure the UI
  105054. * @returns the created ui
  105055. */
  105056. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  105057. private constructor();
  105058. private _updateButtons;
  105059. /**
  105060. * Disposes of the object
  105061. */
  105062. dispose(): void;
  105063. }
  105064. }
  105065. declare module BABYLON {
  105066. /**
  105067. * Represents an XR input
  105068. */
  105069. export class WebXRController {
  105070. private scene;
  105071. /** The underlying input source for the controller */
  105072. inputSource: XRInputSource;
  105073. private parentContainer;
  105074. /**
  105075. * Represents the part of the controller that is held. This may not exist if the controller is the head mounted display itself, if thats the case only the pointer from the head will be availible
  105076. */
  105077. grip?: AbstractMesh;
  105078. /**
  105079. * Pointer which can be used to select objects or attach a visible laser to
  105080. */
  105081. pointer: AbstractMesh;
  105082. /**
  105083. * Event that fires when the controller is removed/disposed
  105084. */
  105085. onDisposeObservable: Observable<{}>;
  105086. private _tmpMatrix;
  105087. private _tmpQuaternion;
  105088. private _tmpVector;
  105089. /**
  105090. * Creates the controller
  105091. * @see https://doc.babylonjs.com/how_to/webxr
  105092. * @param scene the scene which the controller should be associated to
  105093. * @param inputSource the underlying input source for the controller
  105094. * @param parentContainer parent that the controller meshes should be children of
  105095. */
  105096. constructor(scene: Scene,
  105097. /** The underlying input source for the controller */
  105098. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  105099. /**
  105100. * Updates the controller pose based on the given XRFrame
  105101. * @param xrFrame xr frame to update the pose with
  105102. * @param referenceSpace reference space to use
  105103. */
  105104. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  105105. /**
  105106. * Gets a world space ray coming from the controller
  105107. * @param result the resulting ray
  105108. */
  105109. getWorldPointerRayToRef(result: Ray): void;
  105110. /**
  105111. * Disposes of the object
  105112. */
  105113. dispose(): void;
  105114. }
  105115. }
  105116. declare module BABYLON {
  105117. /**
  105118. * XR input used to track XR inputs such as controllers/rays
  105119. */
  105120. export class WebXRInput implements IDisposable {
  105121. /**
  105122. * Base experience the input listens to
  105123. */
  105124. baseExperience: WebXRExperienceHelper;
  105125. /**
  105126. * XR controllers being tracked
  105127. */
  105128. controllers: Array<WebXRController>;
  105129. private _frameObserver;
  105130. private _stateObserver;
  105131. /**
  105132. * Event when a controller has been connected/added
  105133. */
  105134. onControllerAddedObservable: Observable<WebXRController>;
  105135. /**
  105136. * Event when a controller has been removed/disconnected
  105137. */
  105138. onControllerRemovedObservable: Observable<WebXRController>;
  105139. /**
  105140. * Initializes the WebXRInput
  105141. * @param baseExperience experience helper which the input should be created for
  105142. */
  105143. constructor(
  105144. /**
  105145. * Base experience the input listens to
  105146. */
  105147. baseExperience: WebXRExperienceHelper);
  105148. private _onInputSourcesChange;
  105149. private _addAndRemoveControllers;
  105150. /**
  105151. * Disposes of the object
  105152. */
  105153. dispose(): void;
  105154. }
  105155. }
  105156. declare module BABYLON {
  105157. /**
  105158. * Enables teleportation
  105159. */
  105160. export class WebXRControllerTeleportation {
  105161. private _teleportationFillColor;
  105162. private _teleportationBorderColor;
  105163. private _tmpRay;
  105164. private _tmpVector;
  105165. /**
  105166. * Creates a WebXRControllerTeleportation
  105167. * @param input input manager to add teleportation to
  105168. * @param floorMeshes floormeshes which can be teleported to
  105169. */
  105170. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  105171. }
  105172. }
  105173. declare module BABYLON {
  105174. /**
  105175. * Handles pointer input automatically for the pointer of XR controllers
  105176. */
  105177. export class WebXRControllerPointerSelection {
  105178. private static _idCounter;
  105179. private _tmpRay;
  105180. /**
  105181. * Creates a WebXRControllerPointerSelection
  105182. * @param input input manager to setup pointer selection
  105183. */
  105184. constructor(input: WebXRInput);
  105185. private _convertNormalToDirectionOfRay;
  105186. private _updatePointerDistance;
  105187. }
  105188. }
  105189. declare module BABYLON {
  105190. /**
  105191. * Class used to represent data loading progression
  105192. */
  105193. export class SceneLoaderProgressEvent {
  105194. /** defines if data length to load can be evaluated */
  105195. readonly lengthComputable: boolean;
  105196. /** defines the loaded data length */
  105197. readonly loaded: number;
  105198. /** defines the data length to load */
  105199. readonly total: number;
  105200. /**
  105201. * Create a new progress event
  105202. * @param lengthComputable defines if data length to load can be evaluated
  105203. * @param loaded defines the loaded data length
  105204. * @param total defines the data length to load
  105205. */
  105206. constructor(
  105207. /** defines if data length to load can be evaluated */
  105208. lengthComputable: boolean,
  105209. /** defines the loaded data length */
  105210. loaded: number,
  105211. /** defines the data length to load */
  105212. total: number);
  105213. /**
  105214. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  105215. * @param event defines the source event
  105216. * @returns a new SceneLoaderProgressEvent
  105217. */
  105218. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  105219. }
  105220. /**
  105221. * Interface used by SceneLoader plugins to define supported file extensions
  105222. */
  105223. export interface ISceneLoaderPluginExtensions {
  105224. /**
  105225. * Defines the list of supported extensions
  105226. */
  105227. [extension: string]: {
  105228. isBinary: boolean;
  105229. };
  105230. }
  105231. /**
  105232. * Interface used by SceneLoader plugin factory
  105233. */
  105234. export interface ISceneLoaderPluginFactory {
  105235. /**
  105236. * Defines the name of the factory
  105237. */
  105238. name: string;
  105239. /**
  105240. * Function called to create a new plugin
  105241. * @return the new plugin
  105242. */
  105243. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  105244. /**
  105245. * Boolean indicating if the plugin can direct load specific data
  105246. */
  105247. canDirectLoad?: (data: string) => boolean;
  105248. }
  105249. /**
  105250. * Interface used to define a SceneLoader plugin
  105251. */
  105252. export interface ISceneLoaderPlugin {
  105253. /**
  105254. * The friendly name of this plugin.
  105255. */
  105256. name: string;
  105257. /**
  105258. * The file extensions supported by this plugin.
  105259. */
  105260. extensions: string | ISceneLoaderPluginExtensions;
  105261. /**
  105262. * Import meshes into a scene.
  105263. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  105264. * @param scene The scene to import into
  105265. * @param data The data to import
  105266. * @param rootUrl The root url for scene and resources
  105267. * @param meshes The meshes array to import into
  105268. * @param particleSystems The particle systems array to import into
  105269. * @param skeletons The skeletons array to import into
  105270. * @param onError The callback when import fails
  105271. * @returns True if successful or false otherwise
  105272. */
  105273. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  105274. /**
  105275. * Load into a scene.
  105276. * @param scene The scene to load into
  105277. * @param data The data to import
  105278. * @param rootUrl The root url for scene and resources
  105279. * @param onError The callback when import fails
  105280. * @returns true if successful or false otherwise
  105281. */
  105282. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  105283. /**
  105284. * The callback that returns true if the data can be directly loaded.
  105285. */
  105286. canDirectLoad?: (data: string) => boolean;
  105287. /**
  105288. * The callback that allows custom handling of the root url based on the response url.
  105289. */
  105290. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  105291. /**
  105292. * Load into an asset container.
  105293. * @param scene The scene to load into
  105294. * @param data The data to import
  105295. * @param rootUrl The root url for scene and resources
  105296. * @param onError The callback when import fails
  105297. * @returns The loaded asset container
  105298. */
  105299. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  105300. }
  105301. /**
  105302. * Interface used to define an async SceneLoader plugin
  105303. */
  105304. export interface ISceneLoaderPluginAsync {
  105305. /**
  105306. * The friendly name of this plugin.
  105307. */
  105308. name: string;
  105309. /**
  105310. * The file extensions supported by this plugin.
  105311. */
  105312. extensions: string | ISceneLoaderPluginExtensions;
  105313. /**
  105314. * Import meshes into a scene.
  105315. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  105316. * @param scene The scene to import into
  105317. * @param data The data to import
  105318. * @param rootUrl The root url for scene and resources
  105319. * @param onProgress The callback when the load progresses
  105320. * @param fileName Defines the name of the file to load
  105321. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  105322. */
  105323. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  105324. meshes: AbstractMesh[];
  105325. particleSystems: IParticleSystem[];
  105326. skeletons: Skeleton[];
  105327. animationGroups: AnimationGroup[];
  105328. }>;
  105329. /**
  105330. * Load into a scene.
  105331. * @param scene The scene to load into
  105332. * @param data The data to import
  105333. * @param rootUrl The root url for scene and resources
  105334. * @param onProgress The callback when the load progresses
  105335. * @param fileName Defines the name of the file to load
  105336. * @returns Nothing
  105337. */
  105338. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  105339. /**
  105340. * The callback that returns true if the data can be directly loaded.
  105341. */
  105342. canDirectLoad?: (data: string) => boolean;
  105343. /**
  105344. * The callback that allows custom handling of the root url based on the response url.
  105345. */
  105346. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  105347. /**
  105348. * Load into an asset container.
  105349. * @param scene The scene to load into
  105350. * @param data The data to import
  105351. * @param rootUrl The root url for scene and resources
  105352. * @param onProgress The callback when the load progresses
  105353. * @param fileName Defines the name of the file to load
  105354. * @returns The loaded asset container
  105355. */
  105356. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  105357. }
  105358. /**
  105359. * Class used to load scene from various file formats using registered plugins
  105360. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  105361. */
  105362. export class SceneLoader {
  105363. /**
  105364. * No logging while loading
  105365. */
  105366. static readonly NO_LOGGING: number;
  105367. /**
  105368. * Minimal logging while loading
  105369. */
  105370. static readonly MINIMAL_LOGGING: number;
  105371. /**
  105372. * Summary logging while loading
  105373. */
  105374. static readonly SUMMARY_LOGGING: number;
  105375. /**
  105376. * Detailled logging while loading
  105377. */
  105378. static readonly DETAILED_LOGGING: number;
  105379. /**
  105380. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  105381. */
  105382. static ForceFullSceneLoadingForIncremental: boolean;
  105383. /**
  105384. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  105385. */
  105386. static ShowLoadingScreen: boolean;
  105387. /**
  105388. * Defines the current logging level (while loading the scene)
  105389. * @ignorenaming
  105390. */
  105391. static loggingLevel: number;
  105392. /**
  105393. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  105394. */
  105395. static CleanBoneMatrixWeights: boolean;
  105396. /**
  105397. * Event raised when a plugin is used to load a scene
  105398. */
  105399. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  105400. private static _registeredPlugins;
  105401. private static _getDefaultPlugin;
  105402. private static _getPluginForExtension;
  105403. private static _getPluginForDirectLoad;
  105404. private static _getPluginForFilename;
  105405. private static _getDirectLoad;
  105406. private static _loadData;
  105407. private static _getFileInfo;
  105408. /**
  105409. * Gets a plugin that can load the given extension
  105410. * @param extension defines the extension to load
  105411. * @returns a plugin or null if none works
  105412. */
  105413. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  105414. /**
  105415. * Gets a boolean indicating that the given extension can be loaded
  105416. * @param extension defines the extension to load
  105417. * @returns true if the extension is supported
  105418. */
  105419. static IsPluginForExtensionAvailable(extension: string): boolean;
  105420. /**
  105421. * Adds a new plugin to the list of registered plugins
  105422. * @param plugin defines the plugin to add
  105423. */
  105424. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  105425. /**
  105426. * Import meshes into a scene
  105427. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  105428. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  105429. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  105430. * @param scene the instance of BABYLON.Scene to append to
  105431. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  105432. * @param onProgress a callback with a progress event for each file being loaded
  105433. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  105434. * @param pluginExtension the extension used to determine the plugin
  105435. * @returns The loaded plugin
  105436. */
  105437. static ImportMesh(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[]) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  105438. /**
  105439. * Import meshes into a scene
  105440. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  105441. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  105442. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  105443. * @param scene the instance of BABYLON.Scene to append to
  105444. * @param onProgress a callback with a progress event for each file being loaded
  105445. * @param pluginExtension the extension used to determine the plugin
  105446. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  105447. */
  105448. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  105449. meshes: AbstractMesh[];
  105450. particleSystems: IParticleSystem[];
  105451. skeletons: Skeleton[];
  105452. animationGroups: AnimationGroup[];
  105453. }>;
  105454. /**
  105455. * Load a scene
  105456. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  105457. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  105458. * @param engine is the instance of BABYLON.Engine to use to create the scene
  105459. * @param onSuccess a callback with the scene when import succeeds
  105460. * @param onProgress a callback with a progress event for each file being loaded
  105461. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  105462. * @param pluginExtension the extension used to determine the plugin
  105463. * @returns The loaded plugin
  105464. */
  105465. static Load(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  105466. /**
  105467. * Load a scene
  105468. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  105469. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  105470. * @param engine is the instance of BABYLON.Engine to use to create the scene
  105471. * @param onProgress a callback with a progress event for each file being loaded
  105472. * @param pluginExtension the extension used to determine the plugin
  105473. * @returns The loaded scene
  105474. */
  105475. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  105476. /**
  105477. * Append a scene
  105478. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  105479. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  105480. * @param scene is the instance of BABYLON.Scene to append to
  105481. * @param onSuccess a callback with the scene when import succeeds
  105482. * @param onProgress a callback with a progress event for each file being loaded
  105483. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  105484. * @param pluginExtension the extension used to determine the plugin
  105485. * @returns The loaded plugin
  105486. */
  105487. static Append(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  105488. /**
  105489. * Append a scene
  105490. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  105491. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  105492. * @param scene is the instance of BABYLON.Scene to append to
  105493. * @param onProgress a callback with a progress event for each file being loaded
  105494. * @param pluginExtension the extension used to determine the plugin
  105495. * @returns The given scene
  105496. */
  105497. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  105498. /**
  105499. * Load a scene into an asset container
  105500. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  105501. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  105502. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  105503. * @param onSuccess a callback with the scene when import succeeds
  105504. * @param onProgress a callback with a progress event for each file being loaded
  105505. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  105506. * @param pluginExtension the extension used to determine the plugin
  105507. * @returns The loaded plugin
  105508. */
  105509. static LoadAssetContainer(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(assets: AssetContainer) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  105510. /**
  105511. * Load a scene into an asset container
  105512. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  105513. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  105514. * @param scene is the instance of Scene to append to
  105515. * @param onProgress a callback with a progress event for each file being loaded
  105516. * @param pluginExtension the extension used to determine the plugin
  105517. * @returns The loaded asset container
  105518. */
  105519. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  105520. }
  105521. }
  105522. declare module BABYLON {
  105523. /**
  105524. * Generic Controller
  105525. */
  105526. export class GenericController extends WebVRController {
  105527. /**
  105528. * Base Url for the controller model.
  105529. */
  105530. static readonly MODEL_BASE_URL: string;
  105531. /**
  105532. * File name for the controller model.
  105533. */
  105534. static readonly MODEL_FILENAME: string;
  105535. /**
  105536. * Creates a new GenericController from a gamepad
  105537. * @param vrGamepad the gamepad that the controller should be created from
  105538. */
  105539. constructor(vrGamepad: any);
  105540. /**
  105541. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  105542. * @param scene scene in which to add meshes
  105543. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  105544. */
  105545. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  105546. /**
  105547. * Called once for each button that changed state since the last frame
  105548. * @param buttonIdx Which button index changed
  105549. * @param state New state of the button
  105550. * @param changes Which properties on the state changed since last frame
  105551. */
  105552. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  105553. }
  105554. }
  105555. declare module BABYLON {
  105556. /**
  105557. * Defines the WindowsMotionController object that the state of the windows motion controller
  105558. */
  105559. export class WindowsMotionController extends WebVRController {
  105560. /**
  105561. * The base url used to load the left and right controller models
  105562. */
  105563. static MODEL_BASE_URL: string;
  105564. /**
  105565. * The name of the left controller model file
  105566. */
  105567. static MODEL_LEFT_FILENAME: string;
  105568. /**
  105569. * The name of the right controller model file
  105570. */
  105571. static MODEL_RIGHT_FILENAME: string;
  105572. /**
  105573. * The controller name prefix for this controller type
  105574. */
  105575. static readonly GAMEPAD_ID_PREFIX: string;
  105576. /**
  105577. * The controller id pattern for this controller type
  105578. */
  105579. private static readonly GAMEPAD_ID_PATTERN;
  105580. private _loadedMeshInfo;
  105581. private readonly _mapping;
  105582. /**
  105583. * Fired when the trackpad on this controller is clicked
  105584. */
  105585. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  105586. /**
  105587. * Fired when the trackpad on this controller is modified
  105588. */
  105589. onTrackpadValuesChangedObservable: Observable<StickValues>;
  105590. /**
  105591. * The current x and y values of this controller's trackpad
  105592. */
  105593. trackpad: StickValues;
  105594. /**
  105595. * Creates a new WindowsMotionController from a gamepad
  105596. * @param vrGamepad the gamepad that the controller should be created from
  105597. */
  105598. constructor(vrGamepad: any);
  105599. /**
  105600. * Fired when the trigger on this controller is modified
  105601. */
  105602. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105603. /**
  105604. * Fired when the menu button on this controller is modified
  105605. */
  105606. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105607. /**
  105608. * Fired when the grip button on this controller is modified
  105609. */
  105610. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105611. /**
  105612. * Fired when the thumbstick button on this controller is modified
  105613. */
  105614. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105615. /**
  105616. * Fired when the touchpad button on this controller is modified
  105617. */
  105618. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105619. /**
  105620. * Fired when the touchpad values on this controller are modified
  105621. */
  105622. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  105623. private _updateTrackpad;
  105624. /**
  105625. * Called once per frame by the engine.
  105626. */
  105627. update(): void;
  105628. /**
  105629. * Called once for each button that changed state since the last frame
  105630. * @param buttonIdx Which button index changed
  105631. * @param state New state of the button
  105632. * @param changes Which properties on the state changed since last frame
  105633. */
  105634. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  105635. /**
  105636. * Moves the buttons on the controller mesh based on their current state
  105637. * @param buttonName the name of the button to move
  105638. * @param buttonValue the value of the button which determines the buttons new position
  105639. */
  105640. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  105641. /**
  105642. * Moves the axis on the controller mesh based on its current state
  105643. * @param axis the index of the axis
  105644. * @param axisValue the value of the axis which determines the meshes new position
  105645. * @hidden
  105646. */
  105647. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  105648. /**
  105649. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  105650. * @param scene scene in which to add meshes
  105651. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  105652. */
  105653. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  105654. /**
  105655. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  105656. * can be transformed by button presses and axes values, based on this._mapping.
  105657. *
  105658. * @param scene scene in which the meshes exist
  105659. * @param meshes list of meshes that make up the controller model to process
  105660. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  105661. */
  105662. private processModel;
  105663. private createMeshInfo;
  105664. /**
  105665. * Gets the ray of the controller in the direction the controller is pointing
  105666. * @param length the length the resulting ray should be
  105667. * @returns a ray in the direction the controller is pointing
  105668. */
  105669. getForwardRay(length?: number): Ray;
  105670. /**
  105671. * Disposes of the controller
  105672. */
  105673. dispose(): void;
  105674. }
  105675. }
  105676. declare module BABYLON {
  105677. /**
  105678. * Oculus Touch Controller
  105679. */
  105680. export class OculusTouchController extends WebVRController {
  105681. /**
  105682. * Base Url for the controller model.
  105683. */
  105684. static MODEL_BASE_URL: string;
  105685. /**
  105686. * File name for the left controller model.
  105687. */
  105688. static MODEL_LEFT_FILENAME: string;
  105689. /**
  105690. * File name for the right controller model.
  105691. */
  105692. static MODEL_RIGHT_FILENAME: string;
  105693. /**
  105694. * Base Url for the Quest controller model.
  105695. */
  105696. static QUEST_MODEL_BASE_URL: string;
  105697. /**
  105698. * @hidden
  105699. * If the controllers are running on a device that needs the updated Quest controller models
  105700. */
  105701. static _IsQuest: boolean;
  105702. /**
  105703. * Fired when the secondary trigger on this controller is modified
  105704. */
  105705. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  105706. /**
  105707. * Fired when the thumb rest on this controller is modified
  105708. */
  105709. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  105710. /**
  105711. * Creates a new OculusTouchController from a gamepad
  105712. * @param vrGamepad the gamepad that the controller should be created from
  105713. */
  105714. constructor(vrGamepad: any);
  105715. /**
  105716. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  105717. * @param scene scene in which to add meshes
  105718. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  105719. */
  105720. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  105721. /**
  105722. * Fired when the A button on this controller is modified
  105723. */
  105724. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105725. /**
  105726. * Fired when the B button on this controller is modified
  105727. */
  105728. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105729. /**
  105730. * Fired when the X button on this controller is modified
  105731. */
  105732. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105733. /**
  105734. * Fired when the Y button on this controller is modified
  105735. */
  105736. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105737. /**
  105738. * Called once for each button that changed state since the last frame
  105739. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  105740. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  105741. * 2) secondary trigger (same)
  105742. * 3) A (right) X (left), touch, pressed = value
  105743. * 4) B / Y
  105744. * 5) thumb rest
  105745. * @param buttonIdx Which button index changed
  105746. * @param state New state of the button
  105747. * @param changes Which properties on the state changed since last frame
  105748. */
  105749. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  105750. }
  105751. }
  105752. declare module BABYLON {
  105753. /**
  105754. * Vive Controller
  105755. */
  105756. export class ViveController extends WebVRController {
  105757. /**
  105758. * Base Url for the controller model.
  105759. */
  105760. static MODEL_BASE_URL: string;
  105761. /**
  105762. * File name for the controller model.
  105763. */
  105764. static MODEL_FILENAME: string;
  105765. /**
  105766. * Creates a new ViveController from a gamepad
  105767. * @param vrGamepad the gamepad that the controller should be created from
  105768. */
  105769. constructor(vrGamepad: any);
  105770. /**
  105771. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  105772. * @param scene scene in which to add meshes
  105773. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  105774. */
  105775. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  105776. /**
  105777. * Fired when the left button on this controller is modified
  105778. */
  105779. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105780. /**
  105781. * Fired when the right button on this controller is modified
  105782. */
  105783. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105784. /**
  105785. * Fired when the menu button on this controller is modified
  105786. */
  105787. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105788. /**
  105789. * Called once for each button that changed state since the last frame
  105790. * Vive mapping:
  105791. * 0: touchpad
  105792. * 1: trigger
  105793. * 2: left AND right buttons
  105794. * 3: menu button
  105795. * @param buttonIdx Which button index changed
  105796. * @param state New state of the button
  105797. * @param changes Which properties on the state changed since last frame
  105798. */
  105799. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  105800. }
  105801. }
  105802. declare module BABYLON {
  105803. /**
  105804. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  105805. */
  105806. export class WebXRControllerModelLoader {
  105807. /**
  105808. * Creates the WebXRControllerModelLoader
  105809. * @param input xr input that creates the controllers
  105810. */
  105811. constructor(input: WebXRInput);
  105812. }
  105813. }
  105814. declare module BABYLON {
  105815. /**
  105816. * Contains an array of blocks representing the octree
  105817. */
  105818. export interface IOctreeContainer<T> {
  105819. /**
  105820. * Blocks within the octree
  105821. */
  105822. blocks: Array<OctreeBlock<T>>;
  105823. }
  105824. /**
  105825. * Class used to store a cell in an octree
  105826. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105827. */
  105828. export class OctreeBlock<T> {
  105829. /**
  105830. * Gets the content of the current block
  105831. */
  105832. entries: T[];
  105833. /**
  105834. * Gets the list of block children
  105835. */
  105836. blocks: Array<OctreeBlock<T>>;
  105837. private _depth;
  105838. private _maxDepth;
  105839. private _capacity;
  105840. private _minPoint;
  105841. private _maxPoint;
  105842. private _boundingVectors;
  105843. private _creationFunc;
  105844. /**
  105845. * Creates a new block
  105846. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  105847. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  105848. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  105849. * @param depth defines the current depth of this block in the octree
  105850. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  105851. * @param creationFunc defines a callback to call when an element is added to the block
  105852. */
  105853. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  105854. /**
  105855. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  105856. */
  105857. readonly capacity: number;
  105858. /**
  105859. * Gets the minimum vector (in world space) of the block's bounding box
  105860. */
  105861. readonly minPoint: Vector3;
  105862. /**
  105863. * Gets the maximum vector (in world space) of the block's bounding box
  105864. */
  105865. readonly maxPoint: Vector3;
  105866. /**
  105867. * Add a new element to this block
  105868. * @param entry defines the element to add
  105869. */
  105870. addEntry(entry: T): void;
  105871. /**
  105872. * Remove an element from this block
  105873. * @param entry defines the element to remove
  105874. */
  105875. removeEntry(entry: T): void;
  105876. /**
  105877. * Add an array of elements to this block
  105878. * @param entries defines the array of elements to add
  105879. */
  105880. addEntries(entries: T[]): void;
  105881. /**
  105882. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  105883. * @param frustumPlanes defines the frustum planes to test
  105884. * @param selection defines the array to store current content if selection is positive
  105885. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105886. */
  105887. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  105888. /**
  105889. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  105890. * @param sphereCenter defines the bounding sphere center
  105891. * @param sphereRadius defines the bounding sphere radius
  105892. * @param selection defines the array to store current content if selection is positive
  105893. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105894. */
  105895. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  105896. /**
  105897. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  105898. * @param ray defines the ray to test with
  105899. * @param selection defines the array to store current content if selection is positive
  105900. */
  105901. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  105902. /**
  105903. * Subdivide the content into child blocks (this block will then be empty)
  105904. */
  105905. createInnerBlocks(): void;
  105906. /**
  105907. * @hidden
  105908. */
  105909. 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;
  105910. }
  105911. }
  105912. declare module BABYLON {
  105913. /**
  105914. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  105915. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105916. */
  105917. export class Octree<T> {
  105918. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  105919. maxDepth: number;
  105920. /**
  105921. * Blocks within the octree containing objects
  105922. */
  105923. blocks: Array<OctreeBlock<T>>;
  105924. /**
  105925. * Content stored in the octree
  105926. */
  105927. dynamicContent: T[];
  105928. private _maxBlockCapacity;
  105929. private _selectionContent;
  105930. private _creationFunc;
  105931. /**
  105932. * Creates a octree
  105933. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105934. * @param creationFunc function to be used to instatiate the octree
  105935. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  105936. * @param maxDepth defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)
  105937. */
  105938. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  105939. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  105940. maxDepth?: number);
  105941. /**
  105942. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  105943. * @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  105944. * @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  105945. * @param entries meshes to be added to the octree blocks
  105946. */
  105947. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  105948. /**
  105949. * Adds a mesh to the octree
  105950. * @param entry Mesh to add to the octree
  105951. */
  105952. addMesh(entry: T): void;
  105953. /**
  105954. * Remove an element from the octree
  105955. * @param entry defines the element to remove
  105956. */
  105957. removeMesh(entry: T): void;
  105958. /**
  105959. * Selects an array of meshes within the frustum
  105960. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  105961. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  105962. * @returns array of meshes within the frustum
  105963. */
  105964. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  105965. /**
  105966. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  105967. * @param sphereCenter defines the bounding sphere center
  105968. * @param sphereRadius defines the bounding sphere radius
  105969. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105970. * @returns an array of objects that intersect the sphere
  105971. */
  105972. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  105973. /**
  105974. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  105975. * @param ray defines the ray to test with
  105976. * @returns array of intersected objects
  105977. */
  105978. intersectsRay(ray: Ray): SmartArray<T>;
  105979. /**
  105980. * Adds a mesh into the octree block if it intersects the block
  105981. */
  105982. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  105983. /**
  105984. * Adds a submesh into the octree block if it intersects the block
  105985. */
  105986. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  105987. }
  105988. }
  105989. declare module BABYLON {
  105990. interface Scene {
  105991. /**
  105992. * @hidden
  105993. * Backing Filed
  105994. */
  105995. _selectionOctree: Octree<AbstractMesh>;
  105996. /**
  105997. * Gets the octree used to boost mesh selection (picking)
  105998. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105999. */
  106000. selectionOctree: Octree<AbstractMesh>;
  106001. /**
  106002. * Creates or updates the octree used to boost selection (picking)
  106003. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106004. * @param maxCapacity defines the maximum capacity per leaf
  106005. * @param maxDepth defines the maximum depth of the octree
  106006. * @returns an octree of AbstractMesh
  106007. */
  106008. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  106009. }
  106010. interface AbstractMesh {
  106011. /**
  106012. * @hidden
  106013. * Backing Field
  106014. */
  106015. _submeshesOctree: Octree<SubMesh>;
  106016. /**
  106017. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  106018. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  106019. * @param maxCapacity defines the maximum size of each block (64 by default)
  106020. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  106021. * @returns the new octree
  106022. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  106023. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106024. */
  106025. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  106026. }
  106027. /**
  106028. * Defines the octree scene component responsible to manage any octrees
  106029. * in a given scene.
  106030. */
  106031. export class OctreeSceneComponent {
  106032. /**
  106033. * The component name help to identify the component in the list of scene components.
  106034. */
  106035. readonly name: string;
  106036. /**
  106037. * The scene the component belongs to.
  106038. */
  106039. scene: Scene;
  106040. /**
  106041. * Indicates if the meshes have been checked to make sure they are isEnabled()
  106042. */
  106043. readonly checksIsEnabled: boolean;
  106044. /**
  106045. * Creates a new instance of the component for the given scene
  106046. * @param scene Defines the scene to register the component in
  106047. */
  106048. constructor(scene: Scene);
  106049. /**
  106050. * Registers the component in a given scene
  106051. */
  106052. register(): void;
  106053. /**
  106054. * Return the list of active meshes
  106055. * @returns the list of active meshes
  106056. */
  106057. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  106058. /**
  106059. * Return the list of active sub meshes
  106060. * @param mesh The mesh to get the candidates sub meshes from
  106061. * @returns the list of active sub meshes
  106062. */
  106063. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  106064. private _tempRay;
  106065. /**
  106066. * Return the list of sub meshes intersecting with a given local ray
  106067. * @param mesh defines the mesh to find the submesh for
  106068. * @param localRay defines the ray in local space
  106069. * @returns the list of intersecting sub meshes
  106070. */
  106071. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  106072. /**
  106073. * Return the list of sub meshes colliding with a collider
  106074. * @param mesh defines the mesh to find the submesh for
  106075. * @param collider defines the collider to evaluate the collision against
  106076. * @returns the list of colliding sub meshes
  106077. */
  106078. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  106079. /**
  106080. * Rebuilds the elements related to this component in case of
  106081. * context lost for instance.
  106082. */
  106083. rebuild(): void;
  106084. /**
  106085. * Disposes the component and the associated ressources.
  106086. */
  106087. dispose(): void;
  106088. }
  106089. }
  106090. declare module BABYLON {
  106091. /**
  106092. * Renders a layer on top of an existing scene
  106093. */
  106094. export class UtilityLayerRenderer implements IDisposable {
  106095. /** the original scene that will be rendered on top of */
  106096. originalScene: Scene;
  106097. private _pointerCaptures;
  106098. private _lastPointerEvents;
  106099. private static _DefaultUtilityLayer;
  106100. private static _DefaultKeepDepthUtilityLayer;
  106101. private _sharedGizmoLight;
  106102. private _renderCamera;
  106103. /**
  106104. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  106105. * @returns the camera that is used when rendering the utility layer
  106106. */
  106107. getRenderCamera(): Nullable<Camera>;
  106108. /**
  106109. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  106110. * @param cam the camera that should be used when rendering the utility layer
  106111. */
  106112. setRenderCamera(cam: Nullable<Camera>): void;
  106113. /**
  106114. * @hidden
  106115. * Light which used by gizmos to get light shading
  106116. */
  106117. _getSharedGizmoLight(): HemisphericLight;
  106118. /**
  106119. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  106120. */
  106121. pickUtilitySceneFirst: boolean;
  106122. /**
  106123. * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
  106124. */
  106125. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  106126. /**
  106127. * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
  106128. */
  106129. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  106130. /**
  106131. * The scene that is rendered on top of the original scene
  106132. */
  106133. utilityLayerScene: Scene;
  106134. /**
  106135. * If the utility layer should automatically be rendered on top of existing scene
  106136. */
  106137. shouldRender: boolean;
  106138. /**
  106139. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  106140. */
  106141. onlyCheckPointerDownEvents: boolean;
  106142. /**
  106143. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  106144. */
  106145. processAllEvents: boolean;
  106146. /**
  106147. * Observable raised when the pointer move from the utility layer scene to the main scene
  106148. */
  106149. onPointerOutObservable: Observable<number>;
  106150. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  106151. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  106152. private _afterRenderObserver;
  106153. private _sceneDisposeObserver;
  106154. private _originalPointerObserver;
  106155. /**
  106156. * Instantiates a UtilityLayerRenderer
  106157. * @param originalScene the original scene that will be rendered on top of
  106158. * @param handleEvents boolean indicating if the utility layer should handle events
  106159. */
  106160. constructor(
  106161. /** the original scene that will be rendered on top of */
  106162. originalScene: Scene, handleEvents?: boolean);
  106163. private _notifyObservers;
  106164. /**
  106165. * Renders the utility layers scene on top of the original scene
  106166. */
  106167. render(): void;
  106168. /**
  106169. * Disposes of the renderer
  106170. */
  106171. dispose(): void;
  106172. private _updateCamera;
  106173. }
  106174. }
  106175. declare module BABYLON {
  106176. /**
  106177. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  106178. */
  106179. export class Gizmo implements IDisposable {
  106180. /** The utility layer the gizmo will be added to */
  106181. gizmoLayer: UtilityLayerRenderer;
  106182. /**
  106183. * The root mesh of the gizmo
  106184. */
  106185. _rootMesh: Mesh;
  106186. private _attachedMesh;
  106187. /**
  106188. * Ratio for the scale of the gizmo (Default: 1)
  106189. */
  106190. scaleRatio: number;
  106191. /**
  106192. * If a custom mesh has been set (Default: false)
  106193. */
  106194. protected _customMeshSet: boolean;
  106195. /**
  106196. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  106197. * * When set, interactions will be enabled
  106198. */
  106199. attachedMesh: Nullable<AbstractMesh>;
  106200. /**
  106201. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  106202. * @param mesh The mesh to replace the default mesh of the gizmo
  106203. */
  106204. setCustomMesh(mesh: Mesh): void;
  106205. /**
  106206. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  106207. */
  106208. updateGizmoRotationToMatchAttachedMesh: boolean;
  106209. /**
  106210. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  106211. */
  106212. updateGizmoPositionToMatchAttachedMesh: boolean;
  106213. /**
  106214. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  106215. */
  106216. updateScale: boolean;
  106217. protected _interactionsEnabled: boolean;
  106218. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  106219. private _beforeRenderObserver;
  106220. private _tempVector;
  106221. /**
  106222. * Creates a gizmo
  106223. * @param gizmoLayer The utility layer the gizmo will be added to
  106224. */
  106225. constructor(
  106226. /** The utility layer the gizmo will be added to */
  106227. gizmoLayer?: UtilityLayerRenderer);
  106228. /**
  106229. * Updates the gizmo to match the attached mesh's position/rotation
  106230. */
  106231. protected _update(): void;
  106232. /**
  106233. * Disposes of the gizmo
  106234. */
  106235. dispose(): void;
  106236. }
  106237. }
  106238. declare module BABYLON {
  106239. /**
  106240. * Single plane drag gizmo
  106241. */
  106242. export class PlaneDragGizmo extends Gizmo {
  106243. /**
  106244. * Drag behavior responsible for the gizmos dragging interactions
  106245. */
  106246. dragBehavior: PointerDragBehavior;
  106247. private _pointerObserver;
  106248. /**
  106249. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  106250. */
  106251. snapDistance: number;
  106252. /**
  106253. * Event that fires each time the gizmo snaps to a new location.
  106254. * * snapDistance is the the change in distance
  106255. */
  106256. onSnapObservable: Observable<{
  106257. snapDistance: number;
  106258. }>;
  106259. private _plane;
  106260. private _coloredMaterial;
  106261. private _hoverMaterial;
  106262. private _isEnabled;
  106263. private _parent;
  106264. /** @hidden */
  106265. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  106266. /** @hidden */
  106267. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  106268. /**
  106269. * Creates a PlaneDragGizmo
  106270. * @param gizmoLayer The utility layer the gizmo will be added to
  106271. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  106272. * @param color The color of the gizmo
  106273. */
  106274. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  106275. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  106276. /**
  106277. * If the gizmo is enabled
  106278. */
  106279. isEnabled: boolean;
  106280. /**
  106281. * Disposes of the gizmo
  106282. */
  106283. dispose(): void;
  106284. }
  106285. }
  106286. declare module BABYLON {
  106287. /**
  106288. * Gizmo that enables dragging a mesh along 3 axis
  106289. */
  106290. export class PositionGizmo extends Gizmo {
  106291. /**
  106292. * Internal gizmo used for interactions on the x axis
  106293. */
  106294. xGizmo: AxisDragGizmo;
  106295. /**
  106296. * Internal gizmo used for interactions on the y axis
  106297. */
  106298. yGizmo: AxisDragGizmo;
  106299. /**
  106300. * Internal gizmo used for interactions on the z axis
  106301. */
  106302. zGizmo: AxisDragGizmo;
  106303. /**
  106304. * Internal gizmo used for interactions on the yz plane
  106305. */
  106306. xPlaneGizmo: PlaneDragGizmo;
  106307. /**
  106308. * Internal gizmo used for interactions on the xz plane
  106309. */
  106310. yPlaneGizmo: PlaneDragGizmo;
  106311. /**
  106312. * Internal gizmo used for interactions on the xy plane
  106313. */
  106314. zPlaneGizmo: PlaneDragGizmo;
  106315. /**
  106316. * private variables
  106317. */
  106318. private _meshAttached;
  106319. private _updateGizmoRotationToMatchAttachedMesh;
  106320. private _snapDistance;
  106321. private _scaleRatio;
  106322. /** Fires an event when any of it's sub gizmos are dragged */
  106323. onDragStartObservable: Observable<unknown>;
  106324. /** Fires an event when any of it's sub gizmos are released from dragging */
  106325. onDragEndObservable: Observable<unknown>;
  106326. /**
  106327. * If set to true, planar drag is enabled
  106328. */
  106329. private _planarGizmoEnabled;
  106330. attachedMesh: Nullable<AbstractMesh>;
  106331. /**
  106332. * Creates a PositionGizmo
  106333. * @param gizmoLayer The utility layer the gizmo will be added to
  106334. */
  106335. constructor(gizmoLayer?: UtilityLayerRenderer);
  106336. /**
  106337. * If the planar drag gizmo is enabled
  106338. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  106339. */
  106340. planarGizmoEnabled: boolean;
  106341. updateGizmoRotationToMatchAttachedMesh: boolean;
  106342. /**
  106343. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  106344. */
  106345. snapDistance: number;
  106346. /**
  106347. * Ratio for the scale of the gizmo (Default: 1)
  106348. */
  106349. scaleRatio: number;
  106350. /**
  106351. * Disposes of the gizmo
  106352. */
  106353. dispose(): void;
  106354. /**
  106355. * CustomMeshes are not supported by this gizmo
  106356. * @param mesh The mesh to replace the default mesh of the gizmo
  106357. */
  106358. setCustomMesh(mesh: Mesh): void;
  106359. }
  106360. }
  106361. declare module BABYLON {
  106362. /**
  106363. * Single axis drag gizmo
  106364. */
  106365. export class AxisDragGizmo extends Gizmo {
  106366. /**
  106367. * Drag behavior responsible for the gizmos dragging interactions
  106368. */
  106369. dragBehavior: PointerDragBehavior;
  106370. private _pointerObserver;
  106371. /**
  106372. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  106373. */
  106374. snapDistance: number;
  106375. /**
  106376. * Event that fires each time the gizmo snaps to a new location.
  106377. * * snapDistance is the the change in distance
  106378. */
  106379. onSnapObservable: Observable<{
  106380. snapDistance: number;
  106381. }>;
  106382. private _isEnabled;
  106383. private _parent;
  106384. private _arrow;
  106385. private _coloredMaterial;
  106386. private _hoverMaterial;
  106387. /** @hidden */
  106388. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  106389. /** @hidden */
  106390. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  106391. /**
  106392. * Creates an AxisDragGizmo
  106393. * @param gizmoLayer The utility layer the gizmo will be added to
  106394. * @param dragAxis The axis which the gizmo will be able to drag on
  106395. * @param color The color of the gizmo
  106396. */
  106397. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  106398. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  106399. /**
  106400. * If the gizmo is enabled
  106401. */
  106402. isEnabled: boolean;
  106403. /**
  106404. * Disposes of the gizmo
  106405. */
  106406. dispose(): void;
  106407. }
  106408. }
  106409. declare module BABYLON.Debug {
  106410. /**
  106411. * The Axes viewer will show 3 axes in a specific point in space
  106412. */
  106413. export class AxesViewer {
  106414. private _xAxis;
  106415. private _yAxis;
  106416. private _zAxis;
  106417. private _scaleLinesFactor;
  106418. private _instanced;
  106419. /**
  106420. * Gets the hosting scene
  106421. */
  106422. scene: Scene;
  106423. /**
  106424. * Gets or sets a number used to scale line length
  106425. */
  106426. scaleLines: number;
  106427. /** Gets the node hierarchy used to render x-axis */
  106428. readonly xAxis: TransformNode;
  106429. /** Gets the node hierarchy used to render y-axis */
  106430. readonly yAxis: TransformNode;
  106431. /** Gets the node hierarchy used to render z-axis */
  106432. readonly zAxis: TransformNode;
  106433. /**
  106434. * Creates a new AxesViewer
  106435. * @param scene defines the hosting scene
  106436. * @param scaleLines defines a number used to scale line length (1 by default)
  106437. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  106438. * @param xAxis defines the node hierarchy used to render the x-axis
  106439. * @param yAxis defines the node hierarchy used to render the y-axis
  106440. * @param zAxis defines the node hierarchy used to render the z-axis
  106441. */
  106442. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  106443. /**
  106444. * Force the viewer to update
  106445. * @param position defines the position of the viewer
  106446. * @param xaxis defines the x axis of the viewer
  106447. * @param yaxis defines the y axis of the viewer
  106448. * @param zaxis defines the z axis of the viewer
  106449. */
  106450. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  106451. /**
  106452. * Creates an instance of this axes viewer.
  106453. * @returns a new axes viewer with instanced meshes
  106454. */
  106455. createInstance(): AxesViewer;
  106456. /** Releases resources */
  106457. dispose(): void;
  106458. private static _SetRenderingGroupId;
  106459. }
  106460. }
  106461. declare module BABYLON.Debug {
  106462. /**
  106463. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  106464. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  106465. */
  106466. export class BoneAxesViewer extends AxesViewer {
  106467. /**
  106468. * Gets or sets the target mesh where to display the axes viewer
  106469. */
  106470. mesh: Nullable<Mesh>;
  106471. /**
  106472. * Gets or sets the target bone where to display the axes viewer
  106473. */
  106474. bone: Nullable<Bone>;
  106475. /** Gets current position */
  106476. pos: Vector3;
  106477. /** Gets direction of X axis */
  106478. xaxis: Vector3;
  106479. /** Gets direction of Y axis */
  106480. yaxis: Vector3;
  106481. /** Gets direction of Z axis */
  106482. zaxis: Vector3;
  106483. /**
  106484. * Creates a new BoneAxesViewer
  106485. * @param scene defines the hosting scene
  106486. * @param bone defines the target bone
  106487. * @param mesh defines the target mesh
  106488. * @param scaleLines defines a scaling factor for line length (1 by default)
  106489. */
  106490. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  106491. /**
  106492. * Force the viewer to update
  106493. */
  106494. update(): void;
  106495. /** Releases resources */
  106496. dispose(): void;
  106497. }
  106498. }
  106499. declare module BABYLON {
  106500. /**
  106501. * Interface used to define scene explorer extensibility option
  106502. */
  106503. export interface IExplorerExtensibilityOption {
  106504. /**
  106505. * Define the option label
  106506. */
  106507. label: string;
  106508. /**
  106509. * Defines the action to execute on click
  106510. */
  106511. action: (entity: any) => void;
  106512. }
  106513. /**
  106514. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  106515. */
  106516. export interface IExplorerExtensibilityGroup {
  106517. /**
  106518. * Defines a predicate to test if a given type mut be extended
  106519. */
  106520. predicate: (entity: any) => boolean;
  106521. /**
  106522. * Gets the list of options added to a type
  106523. */
  106524. entries: IExplorerExtensibilityOption[];
  106525. }
  106526. /**
  106527. * Interface used to define the options to use to create the Inspector
  106528. */
  106529. export interface IInspectorOptions {
  106530. /**
  106531. * Display in overlay mode (default: false)
  106532. */
  106533. overlay?: boolean;
  106534. /**
  106535. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  106536. */
  106537. globalRoot?: HTMLElement;
  106538. /**
  106539. * Display the Scene explorer
  106540. */
  106541. showExplorer?: boolean;
  106542. /**
  106543. * Display the property inspector
  106544. */
  106545. showInspector?: boolean;
  106546. /**
  106547. * Display in embed mode (both panes on the right)
  106548. */
  106549. embedMode?: boolean;
  106550. /**
  106551. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  106552. */
  106553. handleResize?: boolean;
  106554. /**
  106555. * Allow the panes to popup (default: true)
  106556. */
  106557. enablePopup?: boolean;
  106558. /**
  106559. * Allow the panes to be closed by users (default: true)
  106560. */
  106561. enableClose?: boolean;
  106562. /**
  106563. * Optional list of extensibility entries
  106564. */
  106565. explorerExtensibility?: IExplorerExtensibilityGroup[];
  106566. /**
  106567. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  106568. */
  106569. inspectorURL?: string;
  106570. }
  106571. interface Scene {
  106572. /**
  106573. * @hidden
  106574. * Backing field
  106575. */
  106576. _debugLayer: DebugLayer;
  106577. /**
  106578. * Gets the debug layer (aka Inspector) associated with the scene
  106579. * @see http://doc.babylonjs.com/features/playground_debuglayer
  106580. */
  106581. debugLayer: DebugLayer;
  106582. }
  106583. /**
  106584. * The debug layer (aka Inspector) is the go to tool in order to better understand
  106585. * what is happening in your scene
  106586. * @see http://doc.babylonjs.com/features/playground_debuglayer
  106587. */
  106588. export class DebugLayer {
  106589. /**
  106590. * Define the url to get the inspector script from.
  106591. * By default it uses the babylonjs CDN.
  106592. * @ignoreNaming
  106593. */
  106594. static InspectorURL: string;
  106595. private _scene;
  106596. private BJSINSPECTOR;
  106597. private _onPropertyChangedObservable?;
  106598. /**
  106599. * Observable triggered when a property is changed through the inspector.
  106600. */
  106601. readonly onPropertyChangedObservable: any;
  106602. /**
  106603. * Instantiates a new debug layer.
  106604. * The debug layer (aka Inspector) is the go to tool in order to better understand
  106605. * what is happening in your scene
  106606. * @see http://doc.babylonjs.com/features/playground_debuglayer
  106607. * @param scene Defines the scene to inspect
  106608. */
  106609. constructor(scene: Scene);
  106610. /** Creates the inspector window. */
  106611. private _createInspector;
  106612. /**
  106613. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  106614. * @param entity defines the entity to select
  106615. * @param lineContainerTitle defines the specific block to highlight
  106616. */
  106617. select(entity: any, lineContainerTitle?: string): void;
  106618. /** Get the inspector from bundle or global */
  106619. private _getGlobalInspector;
  106620. /**
  106621. * Get if the inspector is visible or not.
  106622. * @returns true if visible otherwise, false
  106623. */
  106624. isVisible(): boolean;
  106625. /**
  106626. * Hide the inspector and close its window.
  106627. */
  106628. hide(): void;
  106629. /**
  106630. * Launch the debugLayer.
  106631. * @param config Define the configuration of the inspector
  106632. * @return a promise fulfilled when the debug layer is visible
  106633. */
  106634. show(config?: IInspectorOptions): Promise<DebugLayer>;
  106635. }
  106636. }
  106637. declare module BABYLON {
  106638. /**
  106639. * Class containing static functions to help procedurally build meshes
  106640. */
  106641. export class BoxBuilder {
  106642. /**
  106643. * Creates a box mesh
  106644. * * The parameter `size` sets the size (float) of each box side (default 1)
  106645. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  106646. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  106647. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  106648. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106649. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  106650. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106651. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  106652. * @param name defines the name of the mesh
  106653. * @param options defines the options used to create the mesh
  106654. * @param scene defines the hosting scene
  106655. * @returns the box mesh
  106656. */
  106657. static CreateBox(name: string, options: {
  106658. size?: number;
  106659. width?: number;
  106660. height?: number;
  106661. depth?: number;
  106662. faceUV?: Vector4[];
  106663. faceColors?: Color4[];
  106664. sideOrientation?: number;
  106665. frontUVs?: Vector4;
  106666. backUVs?: Vector4;
  106667. wrap?: boolean;
  106668. topBaseAt?: number;
  106669. bottomBaseAt?: number;
  106670. updatable?: boolean;
  106671. }, scene?: Nullable<Scene>): Mesh;
  106672. }
  106673. }
  106674. declare module BABYLON {
  106675. /**
  106676. * Class containing static functions to help procedurally build meshes
  106677. */
  106678. export class SphereBuilder {
  106679. /**
  106680. * Creates a sphere mesh
  106681. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  106682. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  106683. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  106684. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  106685. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  106686. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106687. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  106688. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106689. * @param name defines the name of the mesh
  106690. * @param options defines the options used to create the mesh
  106691. * @param scene defines the hosting scene
  106692. * @returns the sphere mesh
  106693. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  106694. */
  106695. static CreateSphere(name: string, options: {
  106696. segments?: number;
  106697. diameter?: number;
  106698. diameterX?: number;
  106699. diameterY?: number;
  106700. diameterZ?: number;
  106701. arc?: number;
  106702. slice?: number;
  106703. sideOrientation?: number;
  106704. frontUVs?: Vector4;
  106705. backUVs?: Vector4;
  106706. updatable?: boolean;
  106707. }, scene: any): Mesh;
  106708. }
  106709. }
  106710. declare module BABYLON.Debug {
  106711. /**
  106712. * Used to show the physics impostor around the specific mesh
  106713. */
  106714. export class PhysicsViewer {
  106715. /** @hidden */
  106716. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  106717. /** @hidden */
  106718. protected _meshes: Array<Nullable<AbstractMesh>>;
  106719. /** @hidden */
  106720. protected _scene: Nullable<Scene>;
  106721. /** @hidden */
  106722. protected _numMeshes: number;
  106723. /** @hidden */
  106724. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  106725. private _renderFunction;
  106726. private _utilityLayer;
  106727. private _debugBoxMesh;
  106728. private _debugSphereMesh;
  106729. private _debugCylinderMesh;
  106730. private _debugMaterial;
  106731. private _debugMeshMeshes;
  106732. /**
  106733. * Creates a new PhysicsViewer
  106734. * @param scene defines the hosting scene
  106735. */
  106736. constructor(scene: Scene);
  106737. /** @hidden */
  106738. protected _updateDebugMeshes(): void;
  106739. /**
  106740. * Renders a specified physic impostor
  106741. * @param impostor defines the impostor to render
  106742. * @param targetMesh defines the mesh represented by the impostor
  106743. * @returns the new debug mesh used to render the impostor
  106744. */
  106745. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  106746. /**
  106747. * Hides a specified physic impostor
  106748. * @param impostor defines the impostor to hide
  106749. */
  106750. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  106751. private _getDebugMaterial;
  106752. private _getDebugBoxMesh;
  106753. private _getDebugSphereMesh;
  106754. private _getDebugCylinderMesh;
  106755. private _getDebugMeshMesh;
  106756. private _getDebugMesh;
  106757. /** Releases all resources */
  106758. dispose(): void;
  106759. }
  106760. }
  106761. declare module BABYLON {
  106762. /**
  106763. * Class containing static functions to help procedurally build meshes
  106764. */
  106765. export class LinesBuilder {
  106766. /**
  106767. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  106768. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  106769. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  106770. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  106771. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  106772. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  106773. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  106774. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  106775. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  106776. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106777. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  106778. * @param name defines the name of the new line system
  106779. * @param options defines the options used to create the line system
  106780. * @param scene defines the hosting scene
  106781. * @returns a new line system mesh
  106782. */
  106783. static CreateLineSystem(name: string, options: {
  106784. lines: Vector3[][];
  106785. updatable?: boolean;
  106786. instance?: Nullable<LinesMesh>;
  106787. colors?: Nullable<Color4[][]>;
  106788. useVertexAlpha?: boolean;
  106789. }, scene: Nullable<Scene>): LinesMesh;
  106790. /**
  106791. * Creates a line mesh
  106792. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  106793. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  106794. * * The parameter `points` is an array successive Vector3
  106795. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  106796. * * The optional parameter `colors` is an array of successive Color4, one per line point
  106797. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  106798. * * When updating an instance, remember that only point positions can change, not the number of points
  106799. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106800. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  106801. * @param name defines the name of the new line system
  106802. * @param options defines the options used to create the line system
  106803. * @param scene defines the hosting scene
  106804. * @returns a new line mesh
  106805. */
  106806. static CreateLines(name: string, options: {
  106807. points: Vector3[];
  106808. updatable?: boolean;
  106809. instance?: Nullable<LinesMesh>;
  106810. colors?: Color4[];
  106811. useVertexAlpha?: boolean;
  106812. }, scene?: Nullable<Scene>): LinesMesh;
  106813. /**
  106814. * Creates a dashed line mesh
  106815. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  106816. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  106817. * * The parameter `points` is an array successive Vector3
  106818. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  106819. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  106820. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  106821. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  106822. * * When updating an instance, remember that only point positions can change, not the number of points
  106823. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106824. * @param name defines the name of the mesh
  106825. * @param options defines the options used to create the mesh
  106826. * @param scene defines the hosting scene
  106827. * @returns the dashed line mesh
  106828. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  106829. */
  106830. static CreateDashedLines(name: string, options: {
  106831. points: Vector3[];
  106832. dashSize?: number;
  106833. gapSize?: number;
  106834. dashNb?: number;
  106835. updatable?: boolean;
  106836. instance?: LinesMesh;
  106837. }, scene?: Nullable<Scene>): LinesMesh;
  106838. }
  106839. }
  106840. declare module BABYLON {
  106841. /**
  106842. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  106843. * in order to better appreciate the issue one might have.
  106844. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  106845. */
  106846. export class RayHelper {
  106847. /**
  106848. * Defines the ray we are currently tryin to visualize.
  106849. */
  106850. ray: Nullable<Ray>;
  106851. private _renderPoints;
  106852. private _renderLine;
  106853. private _renderFunction;
  106854. private _scene;
  106855. private _updateToMeshFunction;
  106856. private _attachedToMesh;
  106857. private _meshSpaceDirection;
  106858. private _meshSpaceOrigin;
  106859. /**
  106860. * Helper function to create a colored helper in a scene in one line.
  106861. * @param ray Defines the ray we are currently tryin to visualize
  106862. * @param scene Defines the scene the ray is used in
  106863. * @param color Defines the color we want to see the ray in
  106864. * @returns The newly created ray helper.
  106865. */
  106866. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  106867. /**
  106868. * Instantiate a new ray helper.
  106869. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  106870. * in order to better appreciate the issue one might have.
  106871. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  106872. * @param ray Defines the ray we are currently tryin to visualize
  106873. */
  106874. constructor(ray: Ray);
  106875. /**
  106876. * Shows the ray we are willing to debug.
  106877. * @param scene Defines the scene the ray needs to be rendered in
  106878. * @param color Defines the color the ray needs to be rendered in
  106879. */
  106880. show(scene: Scene, color?: Color3): void;
  106881. /**
  106882. * Hides the ray we are debugging.
  106883. */
  106884. hide(): void;
  106885. private _render;
  106886. /**
  106887. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  106888. * @param mesh Defines the mesh we want the helper attached to
  106889. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  106890. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  106891. * @param length Defines the length of the ray
  106892. */
  106893. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  106894. /**
  106895. * Detach the ray helper from the mesh it has previously been attached to.
  106896. */
  106897. detachFromMesh(): void;
  106898. private _updateToMesh;
  106899. /**
  106900. * Dispose the helper and release its associated resources.
  106901. */
  106902. dispose(): void;
  106903. }
  106904. }
  106905. declare module BABYLON.Debug {
  106906. /**
  106907. * Class used to render a debug view of a given skeleton
  106908. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  106909. */
  106910. export class SkeletonViewer {
  106911. /** defines the skeleton to render */
  106912. skeleton: Skeleton;
  106913. /** defines the mesh attached to the skeleton */
  106914. mesh: AbstractMesh;
  106915. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  106916. autoUpdateBonesMatrices: boolean;
  106917. /** defines the rendering group id to use with the viewer */
  106918. renderingGroupId: number;
  106919. /** Gets or sets the color used to render the skeleton */
  106920. color: Color3;
  106921. private _scene;
  106922. private _debugLines;
  106923. private _debugMesh;
  106924. private _isEnabled;
  106925. private _renderFunction;
  106926. private _utilityLayer;
  106927. /**
  106928. * Returns the mesh used to render the bones
  106929. */
  106930. readonly debugMesh: Nullable<LinesMesh>;
  106931. /**
  106932. * Creates a new SkeletonViewer
  106933. * @param skeleton defines the skeleton to render
  106934. * @param mesh defines the mesh attached to the skeleton
  106935. * @param scene defines the hosting scene
  106936. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  106937. * @param renderingGroupId defines the rendering group id to use with the viewer
  106938. */
  106939. constructor(
  106940. /** defines the skeleton to render */
  106941. skeleton: Skeleton,
  106942. /** defines the mesh attached to the skeleton */
  106943. mesh: AbstractMesh, scene: Scene,
  106944. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  106945. autoUpdateBonesMatrices?: boolean,
  106946. /** defines the rendering group id to use with the viewer */
  106947. renderingGroupId?: number);
  106948. /** Gets or sets a boolean indicating if the viewer is enabled */
  106949. isEnabled: boolean;
  106950. private _getBonePosition;
  106951. private _getLinesForBonesWithLength;
  106952. private _getLinesForBonesNoLength;
  106953. /** Update the viewer to sync with current skeleton state */
  106954. update(): void;
  106955. /** Release associated resources */
  106956. dispose(): void;
  106957. }
  106958. }
  106959. declare module BABYLON {
  106960. /**
  106961. * Options to create the null engine
  106962. */
  106963. export class NullEngineOptions {
  106964. /**
  106965. * Render width (Default: 512)
  106966. */
  106967. renderWidth: number;
  106968. /**
  106969. * Render height (Default: 256)
  106970. */
  106971. renderHeight: number;
  106972. /**
  106973. * Texture size (Default: 512)
  106974. */
  106975. textureSize: number;
  106976. /**
  106977. * If delta time between frames should be constant
  106978. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  106979. */
  106980. deterministicLockstep: boolean;
  106981. /**
  106982. * Maximum about of steps between frames (Default: 4)
  106983. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  106984. */
  106985. lockstepMaxSteps: number;
  106986. }
  106987. /**
  106988. * The null engine class provides support for headless version of babylon.js.
  106989. * This can be used in server side scenario or for testing purposes
  106990. */
  106991. export class NullEngine extends Engine {
  106992. private _options;
  106993. /**
  106994. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  106995. */
  106996. isDeterministicLockStep(): boolean;
  106997. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  106998. getLockstepMaxSteps(): number;
  106999. /**
  107000. * Sets hardware scaling, used to save performance if needed
  107001. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  107002. */
  107003. getHardwareScalingLevel(): number;
  107004. constructor(options?: NullEngineOptions);
  107005. createVertexBuffer(vertices: FloatArray): DataBuffer;
  107006. createIndexBuffer(indices: IndicesArray): DataBuffer;
  107007. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  107008. getRenderWidth(useScreen?: boolean): number;
  107009. getRenderHeight(useScreen?: boolean): number;
  107010. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  107011. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  107012. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  107013. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  107014. bindSamplers(effect: Effect): void;
  107015. enableEffect(effect: Effect): void;
  107016. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  107017. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  107018. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  107019. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  107020. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  107021. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  107022. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  107023. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  107024. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  107025. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  107026. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  107027. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  107028. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  107029. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  107030. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  107031. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  107032. setFloat(uniform: WebGLUniformLocation, value: number): void;
  107033. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  107034. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  107035. setBool(uniform: WebGLUniformLocation, bool: number): void;
  107036. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  107037. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  107038. bindBuffers(vertexBuffers: {
  107039. [key: string]: VertexBuffer;
  107040. }, indexBuffer: DataBuffer, effect: Effect): void;
  107041. wipeCaches(bruteForce?: boolean): void;
  107042. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  107043. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  107044. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  107045. /** @hidden */
  107046. _createTexture(): WebGLTexture;
  107047. /** @hidden */
  107048. _releaseTexture(texture: InternalTexture): void;
  107049. createTexture(urlArg: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<ArrayBuffer | HTMLImageElement>, fallBack?: InternalTexture, format?: number): InternalTexture;
  107050. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  107051. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  107052. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  107053. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  107054. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  107055. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  107056. areAllEffectsReady(): boolean;
  107057. /**
  107058. * @hidden
  107059. * Get the current error code of the webGL context
  107060. * @returns the error code
  107061. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  107062. */
  107063. getError(): number;
  107064. /** @hidden */
  107065. _getUnpackAlignement(): number;
  107066. /** @hidden */
  107067. _unpackFlipY(value: boolean): void;
  107068. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  107069. /**
  107070. * Updates a dynamic vertex buffer.
  107071. * @param vertexBuffer the vertex buffer to update
  107072. * @param data the data used to update the vertex buffer
  107073. * @param byteOffset the byte offset of the data (optional)
  107074. * @param byteLength the byte length of the data (optional)
  107075. */
  107076. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  107077. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  107078. /** @hidden */
  107079. _bindTexture(channel: number, texture: InternalTexture): void;
  107080. /** @hidden */
  107081. _releaseBuffer(buffer: DataBuffer): boolean;
  107082. releaseEffects(): void;
  107083. displayLoadingUI(): void;
  107084. hideLoadingUI(): void;
  107085. /** @hidden */
  107086. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  107087. /** @hidden */
  107088. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  107089. /** @hidden */
  107090. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  107091. /** @hidden */
  107092. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  107093. }
  107094. }
  107095. declare module BABYLON {
  107096. /** @hidden */
  107097. export class _OcclusionDataStorage {
  107098. /** @hidden */
  107099. occlusionInternalRetryCounter: number;
  107100. /** @hidden */
  107101. isOcclusionQueryInProgress: boolean;
  107102. /** @hidden */
  107103. isOccluded: boolean;
  107104. /** @hidden */
  107105. occlusionRetryCount: number;
  107106. /** @hidden */
  107107. occlusionType: number;
  107108. /** @hidden */
  107109. occlusionQueryAlgorithmType: number;
  107110. }
  107111. interface Engine {
  107112. /**
  107113. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  107114. * @return the new query
  107115. */
  107116. createQuery(): WebGLQuery;
  107117. /**
  107118. * Delete and release a webGL query
  107119. * @param query defines the query to delete
  107120. * @return the current engine
  107121. */
  107122. deleteQuery(query: WebGLQuery): Engine;
  107123. /**
  107124. * Check if a given query has resolved and got its value
  107125. * @param query defines the query to check
  107126. * @returns true if the query got its value
  107127. */
  107128. isQueryResultAvailable(query: WebGLQuery): boolean;
  107129. /**
  107130. * Gets the value of a given query
  107131. * @param query defines the query to check
  107132. * @returns the value of the query
  107133. */
  107134. getQueryResult(query: WebGLQuery): number;
  107135. /**
  107136. * Initiates an occlusion query
  107137. * @param algorithmType defines the algorithm to use
  107138. * @param query defines the query to use
  107139. * @returns the current engine
  107140. * @see http://doc.babylonjs.com/features/occlusionquery
  107141. */
  107142. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  107143. /**
  107144. * Ends an occlusion query
  107145. * @see http://doc.babylonjs.com/features/occlusionquery
  107146. * @param algorithmType defines the algorithm to use
  107147. * @returns the current engine
  107148. */
  107149. endOcclusionQuery(algorithmType: number): Engine;
  107150. /**
  107151. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  107152. * Please note that only one query can be issued at a time
  107153. * @returns a time token used to track the time span
  107154. */
  107155. startTimeQuery(): Nullable<_TimeToken>;
  107156. /**
  107157. * Ends a time query
  107158. * @param token defines the token used to measure the time span
  107159. * @returns the time spent (in ns)
  107160. */
  107161. endTimeQuery(token: _TimeToken): int;
  107162. /** @hidden */
  107163. _currentNonTimestampToken: Nullable<_TimeToken>;
  107164. /** @hidden */
  107165. _createTimeQuery(): WebGLQuery;
  107166. /** @hidden */
  107167. _deleteTimeQuery(query: WebGLQuery): void;
  107168. /** @hidden */
  107169. _getGlAlgorithmType(algorithmType: number): number;
  107170. /** @hidden */
  107171. _getTimeQueryResult(query: WebGLQuery): any;
  107172. /** @hidden */
  107173. _getTimeQueryAvailability(query: WebGLQuery): any;
  107174. }
  107175. interface AbstractMesh {
  107176. /**
  107177. * Backing filed
  107178. * @hidden
  107179. */
  107180. __occlusionDataStorage: _OcclusionDataStorage;
  107181. /**
  107182. * Access property
  107183. * @hidden
  107184. */
  107185. _occlusionDataStorage: _OcclusionDataStorage;
  107186. /**
  107187. * This number indicates the number of allowed retries before stop the occlusion query, this is useful if the occlusion query is taking long time before to the query result is retireved, the query result indicates if the object is visible within the scene or not and based on that Babylon.Js engine decideds to show or hide the object.
  107188. * The default value is -1 which means don't break the query and wait till the result
  107189. * @see http://doc.babylonjs.com/features/occlusionquery
  107190. */
  107191. occlusionRetryCount: number;
  107192. /**
  107193. * This property is responsible for starting the occlusion query within the Mesh or not, this property is also used to determine what should happen when the occlusionRetryCount is reached. It has supports 3 values:
  107194. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  107195. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  107196. * * OCCLUSION_TYPE_STRICT: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken restore the last state of the mesh occlusion if the mesh was visible then show the mesh if was hidden then hide don't show.
  107197. * @see http://doc.babylonjs.com/features/occlusionquery
  107198. */
  107199. occlusionType: number;
  107200. /**
  107201. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  107202. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  107203. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE (Default Value) which is mapped to GL_ANY_SAMPLES_PASSED_CONSERVATIVE which is a false positive algorithm that is faster than GL_ANY_SAMPLES_PASSED but less accurate.
  107204. * @see http://doc.babylonjs.com/features/occlusionquery
  107205. */
  107206. occlusionQueryAlgorithmType: number;
  107207. /**
  107208. * Gets or sets whether the mesh is occluded or not, it is used also to set the intial state of the mesh to be occluded or not
  107209. * @see http://doc.babylonjs.com/features/occlusionquery
  107210. */
  107211. isOccluded: boolean;
  107212. /**
  107213. * Flag to check the progress status of the query
  107214. * @see http://doc.babylonjs.com/features/occlusionquery
  107215. */
  107216. isOcclusionQueryInProgress: boolean;
  107217. }
  107218. }
  107219. declare module BABYLON {
  107220. /** @hidden */
  107221. export var _forceTransformFeedbackToBundle: boolean;
  107222. interface Engine {
  107223. /**
  107224. * Creates a webGL transform feedback object
  107225. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  107226. * @returns the webGL transform feedback object
  107227. */
  107228. createTransformFeedback(): WebGLTransformFeedback;
  107229. /**
  107230. * Delete a webGL transform feedback object
  107231. * @param value defines the webGL transform feedback object to delete
  107232. */
  107233. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  107234. /**
  107235. * Bind a webGL transform feedback object to the webgl context
  107236. * @param value defines the webGL transform feedback object to bind
  107237. */
  107238. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  107239. /**
  107240. * Begins a transform feedback operation
  107241. * @param usePoints defines if points or triangles must be used
  107242. */
  107243. beginTransformFeedback(usePoints: boolean): void;
  107244. /**
  107245. * Ends a transform feedback operation
  107246. */
  107247. endTransformFeedback(): void;
  107248. /**
  107249. * Specify the varyings to use with transform feedback
  107250. * @param program defines the associated webGL program
  107251. * @param value defines the list of strings representing the varying names
  107252. */
  107253. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  107254. /**
  107255. * Bind a webGL buffer for a transform feedback operation
  107256. * @param value defines the webGL buffer to bind
  107257. */
  107258. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  107259. }
  107260. }
  107261. declare module BABYLON {
  107262. /**
  107263. * Creation options of the multi render target texture.
  107264. */
  107265. export interface IMultiRenderTargetOptions {
  107266. /**
  107267. * Define if the texture needs to create mip maps after render.
  107268. */
  107269. generateMipMaps?: boolean;
  107270. /**
  107271. * Define the types of all the draw buffers we want to create
  107272. */
  107273. types?: number[];
  107274. /**
  107275. * Define the sampling modes of all the draw buffers we want to create
  107276. */
  107277. samplingModes?: number[];
  107278. /**
  107279. * Define if a depth buffer is required
  107280. */
  107281. generateDepthBuffer?: boolean;
  107282. /**
  107283. * Define if a stencil buffer is required
  107284. */
  107285. generateStencilBuffer?: boolean;
  107286. /**
  107287. * Define if a depth texture is required instead of a depth buffer
  107288. */
  107289. generateDepthTexture?: boolean;
  107290. /**
  107291. * Define the number of desired draw buffers
  107292. */
  107293. textureCount?: number;
  107294. /**
  107295. * Define if aspect ratio should be adapted to the texture or stay the scene one
  107296. */
  107297. doNotChangeAspectRatio?: boolean;
  107298. /**
  107299. * Define the default type of the buffers we are creating
  107300. */
  107301. defaultType?: number;
  107302. }
  107303. /**
  107304. * A multi render target, like a render target provides the ability to render to a texture.
  107305. * Unlike the render target, it can render to several draw buffers in one draw.
  107306. * This is specially interesting in deferred rendering or for any effects requiring more than
  107307. * just one color from a single pass.
  107308. */
  107309. export class MultiRenderTarget extends RenderTargetTexture {
  107310. private _internalTextures;
  107311. private _textures;
  107312. private _multiRenderTargetOptions;
  107313. /**
  107314. * Get if draw buffers are currently supported by the used hardware and browser.
  107315. */
  107316. readonly isSupported: boolean;
  107317. /**
  107318. * Get the list of textures generated by the multi render target.
  107319. */
  107320. readonly textures: Texture[];
  107321. /**
  107322. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  107323. */
  107324. readonly depthTexture: Texture;
  107325. /**
  107326. * Set the wrapping mode on U of all the textures we are rendering to.
  107327. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  107328. */
  107329. wrapU: number;
  107330. /**
  107331. * Set the wrapping mode on V of all the textures we are rendering to.
  107332. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  107333. */
  107334. wrapV: number;
  107335. /**
  107336. * Instantiate a new multi render target texture.
  107337. * A multi render target, like a render target provides the ability to render to a texture.
  107338. * Unlike the render target, it can render to several draw buffers in one draw.
  107339. * This is specially interesting in deferred rendering or for any effects requiring more than
  107340. * just one color from a single pass.
  107341. * @param name Define the name of the texture
  107342. * @param size Define the size of the buffers to render to
  107343. * @param count Define the number of target we are rendering into
  107344. * @param scene Define the scene the texture belongs to
  107345. * @param options Define the options used to create the multi render target
  107346. */
  107347. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  107348. /** @hidden */
  107349. _rebuild(): void;
  107350. private _createInternalTextures;
  107351. private _createTextures;
  107352. /**
  107353. * Define the number of samples used if MSAA is enabled.
  107354. */
  107355. samples: number;
  107356. /**
  107357. * Resize all the textures in the multi render target.
  107358. * Be carrefull as it will recreate all the data in the new texture.
  107359. * @param size Define the new size
  107360. */
  107361. resize(size: any): void;
  107362. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  107363. /**
  107364. * Dispose the render targets and their associated resources
  107365. */
  107366. dispose(): void;
  107367. /**
  107368. * Release all the underlying texture used as draw buffers.
  107369. */
  107370. releaseInternalTextures(): void;
  107371. }
  107372. }
  107373. declare module BABYLON {
  107374. interface Engine {
  107375. /**
  107376. * Unbind a list of render target textures from the webGL context
  107377. * This is used only when drawBuffer extension or webGL2 are active
  107378. * @param textures defines the render target textures to unbind
  107379. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  107380. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  107381. */
  107382. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  107383. /**
  107384. * Create a multi render target texture
  107385. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  107386. * @param size defines the size of the texture
  107387. * @param options defines the creation options
  107388. * @returns the cube texture as an InternalTexture
  107389. */
  107390. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  107391. /**
  107392. * Update the sample count for a given multiple render target texture
  107393. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  107394. * @param textures defines the textures to update
  107395. * @param samples defines the sample count to set
  107396. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  107397. */
  107398. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  107399. }
  107400. }
  107401. declare module BABYLON {
  107402. /**
  107403. * Gather the list of clipboard event types as constants.
  107404. */
  107405. export class ClipboardEventTypes {
  107406. /**
  107407. * The clipboard event is fired when a copy command is active (pressed).
  107408. */
  107409. static readonly COPY: number;
  107410. /**
  107411. * The clipboard event is fired when a cut command is active (pressed).
  107412. */
  107413. static readonly CUT: number;
  107414. /**
  107415. * The clipboard event is fired when a paste command is active (pressed).
  107416. */
  107417. static readonly PASTE: number;
  107418. }
  107419. /**
  107420. * This class is used to store clipboard related info for the onClipboardObservable event.
  107421. */
  107422. export class ClipboardInfo {
  107423. /**
  107424. * Defines the type of event (BABYLON.ClipboardEventTypes)
  107425. */
  107426. type: number;
  107427. /**
  107428. * Defines the related dom event
  107429. */
  107430. event: ClipboardEvent;
  107431. /**
  107432. *Creates an instance of ClipboardInfo.
  107433. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  107434. * @param event Defines the related dom event
  107435. */
  107436. constructor(
  107437. /**
  107438. * Defines the type of event (BABYLON.ClipboardEventTypes)
  107439. */
  107440. type: number,
  107441. /**
  107442. * Defines the related dom event
  107443. */
  107444. event: ClipboardEvent);
  107445. /**
  107446. * Get the clipboard event's type from the keycode.
  107447. * @param keyCode Defines the keyCode for the current keyboard event.
  107448. * @return {number}
  107449. */
  107450. static GetTypeFromCharacter(keyCode: number): number;
  107451. }
  107452. }
  107453. declare module BABYLON {
  107454. /**
  107455. * Google Daydream controller
  107456. */
  107457. export class DaydreamController extends WebVRController {
  107458. /**
  107459. * Base Url for the controller model.
  107460. */
  107461. static MODEL_BASE_URL: string;
  107462. /**
  107463. * File name for the controller model.
  107464. */
  107465. static MODEL_FILENAME: string;
  107466. /**
  107467. * Gamepad Id prefix used to identify Daydream Controller.
  107468. */
  107469. static readonly GAMEPAD_ID_PREFIX: string;
  107470. /**
  107471. * Creates a new DaydreamController from a gamepad
  107472. * @param vrGamepad the gamepad that the controller should be created from
  107473. */
  107474. constructor(vrGamepad: any);
  107475. /**
  107476. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107477. * @param scene scene in which to add meshes
  107478. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107479. */
  107480. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107481. /**
  107482. * Called once for each button that changed state since the last frame
  107483. * @param buttonIdx Which button index changed
  107484. * @param state New state of the button
  107485. * @param changes Which properties on the state changed since last frame
  107486. */
  107487. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107488. }
  107489. }
  107490. declare module BABYLON {
  107491. /**
  107492. * Gear VR Controller
  107493. */
  107494. export class GearVRController extends WebVRController {
  107495. /**
  107496. * Base Url for the controller model.
  107497. */
  107498. static MODEL_BASE_URL: string;
  107499. /**
  107500. * File name for the controller model.
  107501. */
  107502. static MODEL_FILENAME: string;
  107503. /**
  107504. * Gamepad Id prefix used to identify this controller.
  107505. */
  107506. static readonly GAMEPAD_ID_PREFIX: string;
  107507. private readonly _buttonIndexToObservableNameMap;
  107508. /**
  107509. * Creates a new GearVRController from a gamepad
  107510. * @param vrGamepad the gamepad that the controller should be created from
  107511. */
  107512. constructor(vrGamepad: any);
  107513. /**
  107514. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107515. * @param scene scene in which to add meshes
  107516. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107517. */
  107518. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107519. /**
  107520. * Called once for each button that changed state since the last frame
  107521. * @param buttonIdx Which button index changed
  107522. * @param state New state of the button
  107523. * @param changes Which properties on the state changed since last frame
  107524. */
  107525. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107526. }
  107527. }
  107528. declare module BABYLON {
  107529. /**
  107530. * Class containing static functions to help procedurally build meshes
  107531. */
  107532. export class PolyhedronBuilder {
  107533. /**
  107534. * Creates a polyhedron mesh
  107535. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  107536. * * The parameter `size` (positive float, default 1) sets the polygon size
  107537. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  107538. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  107539. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  107540. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  107541. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  107542. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  107543. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  107544. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  107545. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107546. * @param name defines the name of the mesh
  107547. * @param options defines the options used to create the mesh
  107548. * @param scene defines the hosting scene
  107549. * @returns the polyhedron mesh
  107550. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  107551. */
  107552. static CreatePolyhedron(name: string, options: {
  107553. type?: number;
  107554. size?: number;
  107555. sizeX?: number;
  107556. sizeY?: number;
  107557. sizeZ?: number;
  107558. custom?: any;
  107559. faceUV?: Vector4[];
  107560. faceColors?: Color4[];
  107561. flat?: boolean;
  107562. updatable?: boolean;
  107563. sideOrientation?: number;
  107564. frontUVs?: Vector4;
  107565. backUVs?: Vector4;
  107566. }, scene?: Nullable<Scene>): Mesh;
  107567. }
  107568. }
  107569. declare module BABYLON {
  107570. /**
  107571. * Gizmo that enables scaling a mesh along 3 axis
  107572. */
  107573. export class ScaleGizmo extends Gizmo {
  107574. /**
  107575. * Internal gizmo used for interactions on the x axis
  107576. */
  107577. xGizmo: AxisScaleGizmo;
  107578. /**
  107579. * Internal gizmo used for interactions on the y axis
  107580. */
  107581. yGizmo: AxisScaleGizmo;
  107582. /**
  107583. * Internal gizmo used for interactions on the z axis
  107584. */
  107585. zGizmo: AxisScaleGizmo;
  107586. /**
  107587. * Internal gizmo used to scale all axis equally
  107588. */
  107589. uniformScaleGizmo: AxisScaleGizmo;
  107590. private _meshAttached;
  107591. private _updateGizmoRotationToMatchAttachedMesh;
  107592. private _snapDistance;
  107593. private _scaleRatio;
  107594. private _uniformScalingMesh;
  107595. private _octahedron;
  107596. /** Fires an event when any of it's sub gizmos are dragged */
  107597. onDragStartObservable: Observable<unknown>;
  107598. /** Fires an event when any of it's sub gizmos are released from dragging */
  107599. onDragEndObservable: Observable<unknown>;
  107600. attachedMesh: Nullable<AbstractMesh>;
  107601. /**
  107602. * Creates a ScaleGizmo
  107603. * @param gizmoLayer The utility layer the gizmo will be added to
  107604. */
  107605. constructor(gizmoLayer?: UtilityLayerRenderer);
  107606. updateGizmoRotationToMatchAttachedMesh: boolean;
  107607. /**
  107608. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107609. */
  107610. snapDistance: number;
  107611. /**
  107612. * Ratio for the scale of the gizmo (Default: 1)
  107613. */
  107614. scaleRatio: number;
  107615. /**
  107616. * Disposes of the gizmo
  107617. */
  107618. dispose(): void;
  107619. }
  107620. }
  107621. declare module BABYLON {
  107622. /**
  107623. * Single axis scale gizmo
  107624. */
  107625. export class AxisScaleGizmo extends Gizmo {
  107626. /**
  107627. * Drag behavior responsible for the gizmos dragging interactions
  107628. */
  107629. dragBehavior: PointerDragBehavior;
  107630. private _pointerObserver;
  107631. /**
  107632. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107633. */
  107634. snapDistance: number;
  107635. /**
  107636. * Event that fires each time the gizmo snaps to a new location.
  107637. * * snapDistance is the the change in distance
  107638. */
  107639. onSnapObservable: Observable<{
  107640. snapDistance: number;
  107641. }>;
  107642. /**
  107643. * If the scaling operation should be done on all axis (default: false)
  107644. */
  107645. uniformScaling: boolean;
  107646. private _isEnabled;
  107647. private _parent;
  107648. private _arrow;
  107649. private _coloredMaterial;
  107650. private _hoverMaterial;
  107651. /**
  107652. * Creates an AxisScaleGizmo
  107653. * @param gizmoLayer The utility layer the gizmo will be added to
  107654. * @param dragAxis The axis which the gizmo will be able to scale on
  107655. * @param color The color of the gizmo
  107656. */
  107657. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  107658. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107659. /**
  107660. * If the gizmo is enabled
  107661. */
  107662. isEnabled: boolean;
  107663. /**
  107664. * Disposes of the gizmo
  107665. */
  107666. dispose(): void;
  107667. /**
  107668. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  107669. * @param mesh The mesh to replace the default mesh of the gizmo
  107670. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  107671. */
  107672. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  107673. }
  107674. }
  107675. declare module BABYLON {
  107676. /**
  107677. * Bounding box gizmo
  107678. */
  107679. export class BoundingBoxGizmo extends Gizmo {
  107680. private _lineBoundingBox;
  107681. private _rotateSpheresParent;
  107682. private _scaleBoxesParent;
  107683. private _boundingDimensions;
  107684. private _renderObserver;
  107685. private _pointerObserver;
  107686. private _scaleDragSpeed;
  107687. private _tmpQuaternion;
  107688. private _tmpVector;
  107689. private _tmpRotationMatrix;
  107690. /**
  107691. * If child meshes should be ignored when calculating the boudning box. This should be set to true to avoid perf hits with heavily nested meshes (Default: false)
  107692. */
  107693. ignoreChildren: boolean;
  107694. /**
  107695. * Returns true if a descendant should be included when computing the bounding box. When null, all descendants are included. If ignoreChildren is set this will be ignored. (Default: null)
  107696. */
  107697. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  107698. /**
  107699. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  107700. */
  107701. rotationSphereSize: number;
  107702. /**
  107703. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  107704. */
  107705. scaleBoxSize: number;
  107706. /**
  107707. * If set, the rotation spheres and scale boxes will increase in size based on the distance away from the camera to have a consistent screen size (Default: false)
  107708. */
  107709. fixedDragMeshScreenSize: boolean;
  107710. /**
  107711. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  107712. */
  107713. fixedDragMeshScreenSizeDistanceFactor: number;
  107714. /**
  107715. * Fired when a rotation sphere or scale box is dragged
  107716. */
  107717. onDragStartObservable: Observable<{}>;
  107718. /**
  107719. * Fired when a scale box is dragged
  107720. */
  107721. onScaleBoxDragObservable: Observable<{}>;
  107722. /**
  107723. * Fired when a scale box drag is ended
  107724. */
  107725. onScaleBoxDragEndObservable: Observable<{}>;
  107726. /**
  107727. * Fired when a rotation sphere is dragged
  107728. */
  107729. onRotationSphereDragObservable: Observable<{}>;
  107730. /**
  107731. * Fired when a rotation sphere drag is ended
  107732. */
  107733. onRotationSphereDragEndObservable: Observable<{}>;
  107734. /**
  107735. * Relative bounding box pivot used when scaling the attached mesh. When null object with scale from the opposite corner. 0.5,0.5,0.5 for center and 0.5,0,0.5 for bottom (Default: null)
  107736. */
  107737. scalePivot: Nullable<Vector3>;
  107738. /**
  107739. * Mesh used as a pivot to rotate the attached mesh
  107740. */
  107741. private _anchorMesh;
  107742. private _existingMeshScale;
  107743. private _dragMesh;
  107744. private pointerDragBehavior;
  107745. private coloredMaterial;
  107746. private hoverColoredMaterial;
  107747. /**
  107748. * Sets the color of the bounding box gizmo
  107749. * @param color the color to set
  107750. */
  107751. setColor(color: Color3): void;
  107752. /**
  107753. * Creates an BoundingBoxGizmo
  107754. * @param gizmoLayer The utility layer the gizmo will be added to
  107755. * @param color The color of the gizmo
  107756. */
  107757. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  107758. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107759. private _selectNode;
  107760. /**
  107761. * Updates the bounding box information for the Gizmo
  107762. */
  107763. updateBoundingBox(): void;
  107764. private _updateRotationSpheres;
  107765. private _updateScaleBoxes;
  107766. /**
  107767. * Enables rotation on the specified axis and disables rotation on the others
  107768. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  107769. */
  107770. setEnabledRotationAxis(axis: string): void;
  107771. /**
  107772. * Enables/disables scaling
  107773. * @param enable if scaling should be enabled
  107774. */
  107775. setEnabledScaling(enable: boolean): void;
  107776. private _updateDummy;
  107777. /**
  107778. * Enables a pointer drag behavior on the bounding box of the gizmo
  107779. */
  107780. enableDragBehavior(): void;
  107781. /**
  107782. * Disposes of the gizmo
  107783. */
  107784. dispose(): void;
  107785. /**
  107786. * Makes a mesh not pickable and wraps the mesh inside of a bounding box mesh that is pickable. (This is useful to avoid picking within complex geometry)
  107787. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  107788. * @returns the bounding box mesh with the passed in mesh as a child
  107789. */
  107790. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  107791. /**
  107792. * CustomMeshes are not supported by this gizmo
  107793. * @param mesh The mesh to replace the default mesh of the gizmo
  107794. */
  107795. setCustomMesh(mesh: Mesh): void;
  107796. }
  107797. }
  107798. declare module BABYLON {
  107799. /**
  107800. * Single plane rotation gizmo
  107801. */
  107802. export class PlaneRotationGizmo extends Gizmo {
  107803. /**
  107804. * Drag behavior responsible for the gizmos dragging interactions
  107805. */
  107806. dragBehavior: PointerDragBehavior;
  107807. private _pointerObserver;
  107808. /**
  107809. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  107810. */
  107811. snapDistance: number;
  107812. /**
  107813. * Event that fires each time the gizmo snaps to a new location.
  107814. * * snapDistance is the the change in distance
  107815. */
  107816. onSnapObservable: Observable<{
  107817. snapDistance: number;
  107818. }>;
  107819. private _isEnabled;
  107820. private _parent;
  107821. /**
  107822. * Creates a PlaneRotationGizmo
  107823. * @param gizmoLayer The utility layer the gizmo will be added to
  107824. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  107825. * @param color The color of the gizmo
  107826. * @param tessellation Amount of tessellation to be used when creating rotation circles
  107827. */
  107828. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>);
  107829. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107830. /**
  107831. * If the gizmo is enabled
  107832. */
  107833. isEnabled: boolean;
  107834. /**
  107835. * Disposes of the gizmo
  107836. */
  107837. dispose(): void;
  107838. }
  107839. }
  107840. declare module BABYLON {
  107841. /**
  107842. * Gizmo that enables rotating a mesh along 3 axis
  107843. */
  107844. export class RotationGizmo extends Gizmo {
  107845. /**
  107846. * Internal gizmo used for interactions on the x axis
  107847. */
  107848. xGizmo: PlaneRotationGizmo;
  107849. /**
  107850. * Internal gizmo used for interactions on the y axis
  107851. */
  107852. yGizmo: PlaneRotationGizmo;
  107853. /**
  107854. * Internal gizmo used for interactions on the z axis
  107855. */
  107856. zGizmo: PlaneRotationGizmo;
  107857. /** Fires an event when any of it's sub gizmos are dragged */
  107858. onDragStartObservable: Observable<unknown>;
  107859. /** Fires an event when any of it's sub gizmos are released from dragging */
  107860. onDragEndObservable: Observable<unknown>;
  107861. private _meshAttached;
  107862. attachedMesh: Nullable<AbstractMesh>;
  107863. /**
  107864. * Creates a RotationGizmo
  107865. * @param gizmoLayer The utility layer the gizmo will be added to
  107866. * @param tessellation Amount of tessellation to be used when creating rotation circles
  107867. */
  107868. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number);
  107869. updateGizmoRotationToMatchAttachedMesh: boolean;
  107870. /**
  107871. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107872. */
  107873. snapDistance: number;
  107874. /**
  107875. * Ratio for the scale of the gizmo (Default: 1)
  107876. */
  107877. scaleRatio: number;
  107878. /**
  107879. * Disposes of the gizmo
  107880. */
  107881. dispose(): void;
  107882. /**
  107883. * CustomMeshes are not supported by this gizmo
  107884. * @param mesh The mesh to replace the default mesh of the gizmo
  107885. */
  107886. setCustomMesh(mesh: Mesh): void;
  107887. }
  107888. }
  107889. declare module BABYLON {
  107890. /**
  107891. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  107892. */
  107893. export class GizmoManager implements IDisposable {
  107894. private scene;
  107895. /**
  107896. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  107897. */
  107898. gizmos: {
  107899. positionGizmo: Nullable<PositionGizmo>;
  107900. rotationGizmo: Nullable<RotationGizmo>;
  107901. scaleGizmo: Nullable<ScaleGizmo>;
  107902. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  107903. };
  107904. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  107905. clearGizmoOnEmptyPointerEvent: boolean;
  107906. /** Fires an event when the manager is attached to a mesh */
  107907. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  107908. private _gizmosEnabled;
  107909. private _pointerObserver;
  107910. private _attachedMesh;
  107911. private _boundingBoxColor;
  107912. private _defaultUtilityLayer;
  107913. private _defaultKeepDepthUtilityLayer;
  107914. /**
  107915. * When bounding box gizmo is enabled, this can be used to track drag/end events
  107916. */
  107917. boundingBoxDragBehavior: SixDofDragBehavior;
  107918. /**
  107919. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  107920. */
  107921. attachableMeshes: Nullable<Array<AbstractMesh>>;
  107922. /**
  107923. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  107924. */
  107925. usePointerToAttachGizmos: boolean;
  107926. /**
  107927. * Utility layer that the bounding box gizmo belongs to
  107928. */
  107929. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  107930. /**
  107931. * Utility layer that all gizmos besides bounding box belong to
  107932. */
  107933. readonly utilityLayer: UtilityLayerRenderer;
  107934. /**
  107935. * Instatiates a gizmo manager
  107936. * @param scene the scene to overlay the gizmos on top of
  107937. */
  107938. constructor(scene: Scene);
  107939. /**
  107940. * Attaches a set of gizmos to the specified mesh
  107941. * @param mesh The mesh the gizmo's should be attached to
  107942. */
  107943. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  107944. /**
  107945. * If the position gizmo is enabled
  107946. */
  107947. positionGizmoEnabled: boolean;
  107948. /**
  107949. * If the rotation gizmo is enabled
  107950. */
  107951. rotationGizmoEnabled: boolean;
  107952. /**
  107953. * If the scale gizmo is enabled
  107954. */
  107955. scaleGizmoEnabled: boolean;
  107956. /**
  107957. * If the boundingBox gizmo is enabled
  107958. */
  107959. boundingBoxGizmoEnabled: boolean;
  107960. /**
  107961. * Disposes of the gizmo manager
  107962. */
  107963. dispose(): void;
  107964. }
  107965. }
  107966. declare module BABYLON {
  107967. /**
  107968. * A directional light is defined by a direction (what a surprise!).
  107969. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  107970. * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.
  107971. * Documentation: https://doc.babylonjs.com/babylon101/lights
  107972. */
  107973. export class DirectionalLight extends ShadowLight {
  107974. private _shadowFrustumSize;
  107975. /**
  107976. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  107977. */
  107978. /**
  107979. * Specifies a fix frustum size for the shadow generation.
  107980. */
  107981. shadowFrustumSize: number;
  107982. private _shadowOrthoScale;
  107983. /**
  107984. * Gets the shadow projection scale against the optimal computed one.
  107985. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  107986. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  107987. */
  107988. /**
  107989. * Sets the shadow projection scale against the optimal computed one.
  107990. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  107991. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  107992. */
  107993. shadowOrthoScale: number;
  107994. /**
  107995. * Automatically compute the projection matrix to best fit (including all the casters)
  107996. * on each frame.
  107997. */
  107998. autoUpdateExtends: boolean;
  107999. private _orthoLeft;
  108000. private _orthoRight;
  108001. private _orthoTop;
  108002. private _orthoBottom;
  108003. /**
  108004. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  108005. * The directional light is emitted from everywhere in the given direction.
  108006. * It can cast shadows.
  108007. * Documentation : https://doc.babylonjs.com/babylon101/lights
  108008. * @param name The friendly name of the light
  108009. * @param direction The direction of the light
  108010. * @param scene The scene the light belongs to
  108011. */
  108012. constructor(name: string, direction: Vector3, scene: Scene);
  108013. /**
  108014. * Returns the string "DirectionalLight".
  108015. * @return The class name
  108016. */
  108017. getClassName(): string;
  108018. /**
  108019. * Returns the integer 1.
  108020. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  108021. */
  108022. getTypeID(): number;
  108023. /**
  108024. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  108025. * Returns the DirectionalLight Shadow projection matrix.
  108026. */
  108027. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  108028. /**
  108029. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  108030. * Returns the DirectionalLight Shadow projection matrix.
  108031. */
  108032. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  108033. /**
  108034. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  108035. * Returns the DirectionalLight Shadow projection matrix.
  108036. */
  108037. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  108038. protected _buildUniformLayout(): void;
  108039. /**
  108040. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  108041. * @param effect The effect to update
  108042. * @param lightIndex The index of the light in the effect to update
  108043. * @returns The directional light
  108044. */
  108045. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  108046. /**
  108047. * Gets the minZ used for shadow according to both the scene and the light.
  108048. *
  108049. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  108050. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  108051. * @param activeCamera The camera we are returning the min for
  108052. * @returns the depth min z
  108053. */
  108054. getDepthMinZ(activeCamera: Camera): number;
  108055. /**
  108056. * Gets the maxZ used for shadow according to both the scene and the light.
  108057. *
  108058. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  108059. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  108060. * @param activeCamera The camera we are returning the max for
  108061. * @returns the depth max z
  108062. */
  108063. getDepthMaxZ(activeCamera: Camera): number;
  108064. /**
  108065. * Prepares the list of defines specific to the light type.
  108066. * @param defines the list of defines
  108067. * @param lightIndex defines the index of the light for the effect
  108068. */
  108069. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  108070. }
  108071. }
  108072. declare module BABYLON {
  108073. /**
  108074. * Class containing static functions to help procedurally build meshes
  108075. */
  108076. export class HemisphereBuilder {
  108077. /**
  108078. * Creates a hemisphere mesh
  108079. * @param name defines the name of the mesh
  108080. * @param options defines the options used to create the mesh
  108081. * @param scene defines the hosting scene
  108082. * @returns the hemisphere mesh
  108083. */
  108084. static CreateHemisphere(name: string, options: {
  108085. segments?: number;
  108086. diameter?: number;
  108087. sideOrientation?: number;
  108088. }, scene: any): Mesh;
  108089. }
  108090. }
  108091. declare module BABYLON {
  108092. /**
  108093. * A spot light is defined by a position, a direction, an angle, and an exponent.
  108094. * These values define a cone of light starting from the position, emitting toward the direction.
  108095. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  108096. * and the exponent defines the speed of the decay of the light with distance (reach).
  108097. * Documentation: https://doc.babylonjs.com/babylon101/lights
  108098. */
  108099. export class SpotLight extends ShadowLight {
  108100. private _angle;
  108101. private _innerAngle;
  108102. private _cosHalfAngle;
  108103. private _lightAngleScale;
  108104. private _lightAngleOffset;
  108105. /**
  108106. * Gets the cone angle of the spot light in Radians.
  108107. */
  108108. /**
  108109. * Sets the cone angle of the spot light in Radians.
  108110. */
  108111. angle: number;
  108112. /**
  108113. * Only used in gltf falloff mode, this defines the angle where
  108114. * the directional falloff will start before cutting at angle which could be seen
  108115. * as outer angle.
  108116. */
  108117. /**
  108118. * Only used in gltf falloff mode, this defines the angle where
  108119. * the directional falloff will start before cutting at angle which could be seen
  108120. * as outer angle.
  108121. */
  108122. innerAngle: number;
  108123. private _shadowAngleScale;
  108124. /**
  108125. * Allows scaling the angle of the light for shadow generation only.
  108126. */
  108127. /**
  108128. * Allows scaling the angle of the light for shadow generation only.
  108129. */
  108130. shadowAngleScale: number;
  108131. /**
  108132. * The light decay speed with the distance from the emission spot.
  108133. */
  108134. exponent: number;
  108135. private _projectionTextureMatrix;
  108136. /**
  108137. * Allows reading the projecton texture
  108138. */
  108139. readonly projectionTextureMatrix: Matrix;
  108140. protected _projectionTextureLightNear: number;
  108141. /**
  108142. * Gets the near clip of the Spotlight for texture projection.
  108143. */
  108144. /**
  108145. * Sets the near clip of the Spotlight for texture projection.
  108146. */
  108147. projectionTextureLightNear: number;
  108148. protected _projectionTextureLightFar: number;
  108149. /**
  108150. * Gets the far clip of the Spotlight for texture projection.
  108151. */
  108152. /**
  108153. * Sets the far clip of the Spotlight for texture projection.
  108154. */
  108155. projectionTextureLightFar: number;
  108156. protected _projectionTextureUpDirection: Vector3;
  108157. /**
  108158. * Gets the Up vector of the Spotlight for texture projection.
  108159. */
  108160. /**
  108161. * Sets the Up vector of the Spotlight for texture projection.
  108162. */
  108163. projectionTextureUpDirection: Vector3;
  108164. private _projectionTexture;
  108165. /**
  108166. * Gets the projection texture of the light.
  108167. */
  108168. /**
  108169. * Sets the projection texture of the light.
  108170. */
  108171. projectionTexture: Nullable<BaseTexture>;
  108172. private _projectionTextureViewLightDirty;
  108173. private _projectionTextureProjectionLightDirty;
  108174. private _projectionTextureDirty;
  108175. private _projectionTextureViewTargetVector;
  108176. private _projectionTextureViewLightMatrix;
  108177. private _projectionTextureProjectionLightMatrix;
  108178. private _projectionTextureScalingMatrix;
  108179. /**
  108180. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  108181. * It can cast shadows.
  108182. * Documentation : https://doc.babylonjs.com/babylon101/lights
  108183. * @param name The light friendly name
  108184. * @param position The position of the spot light in the scene
  108185. * @param direction The direction of the light in the scene
  108186. * @param angle The cone angle of the light in Radians
  108187. * @param exponent The light decay speed with the distance from the emission spot
  108188. * @param scene The scene the lights belongs to
  108189. */
  108190. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  108191. /**
  108192. * Returns the string "SpotLight".
  108193. * @returns the class name
  108194. */
  108195. getClassName(): string;
  108196. /**
  108197. * Returns the integer 2.
  108198. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  108199. */
  108200. getTypeID(): number;
  108201. /**
  108202. * Overrides the direction setter to recompute the projection texture view light Matrix.
  108203. */
  108204. protected _setDirection(value: Vector3): void;
  108205. /**
  108206. * Overrides the position setter to recompute the projection texture view light Matrix.
  108207. */
  108208. protected _setPosition(value: Vector3): void;
  108209. /**
  108210. * Sets the passed matrix "matrix" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.
  108211. * Returns the SpotLight.
  108212. */
  108213. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  108214. protected _computeProjectionTextureViewLightMatrix(): void;
  108215. protected _computeProjectionTextureProjectionLightMatrix(): void;
  108216. /**
  108217. * Main function for light texture projection matrix computing.
  108218. */
  108219. protected _computeProjectionTextureMatrix(): void;
  108220. protected _buildUniformLayout(): void;
  108221. private _computeAngleValues;
  108222. /**
  108223. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  108224. * @param effect The effect to update
  108225. * @param lightIndex The index of the light in the effect to update
  108226. * @returns The spot light
  108227. */
  108228. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  108229. /**
  108230. * Disposes the light and the associated resources.
  108231. */
  108232. dispose(): void;
  108233. /**
  108234. * Prepares the list of defines specific to the light type.
  108235. * @param defines the list of defines
  108236. * @param lightIndex defines the index of the light for the effect
  108237. */
  108238. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  108239. }
  108240. }
  108241. declare module BABYLON {
  108242. /**
  108243. * Gizmo that enables viewing a light
  108244. */
  108245. export class LightGizmo extends Gizmo {
  108246. private _lightMesh;
  108247. private _material;
  108248. private cachedPosition;
  108249. private cachedForward;
  108250. /**
  108251. * Creates a LightGizmo
  108252. * @param gizmoLayer The utility layer the gizmo will be added to
  108253. */
  108254. constructor(gizmoLayer?: UtilityLayerRenderer);
  108255. private _light;
  108256. /**
  108257. * The light that the gizmo is attached to
  108258. */
  108259. light: Nullable<Light>;
  108260. /**
  108261. * @hidden
  108262. * Updates the gizmo to match the attached mesh's position/rotation
  108263. */
  108264. protected _update(): void;
  108265. private static _Scale;
  108266. /**
  108267. * Creates the lines for a light mesh
  108268. */
  108269. private static _createLightLines;
  108270. /**
  108271. * Disposes of the light gizmo
  108272. */
  108273. dispose(): void;
  108274. private static _CreateHemisphericLightMesh;
  108275. private static _CreatePointLightMesh;
  108276. private static _CreateSpotLightMesh;
  108277. private static _CreateDirectionalLightMesh;
  108278. }
  108279. }
  108280. declare module BABYLON {
  108281. /** @hidden */
  108282. export var backgroundFragmentDeclaration: {
  108283. name: string;
  108284. shader: string;
  108285. };
  108286. }
  108287. declare module BABYLON {
  108288. /** @hidden */
  108289. export var backgroundUboDeclaration: {
  108290. name: string;
  108291. shader: string;
  108292. };
  108293. }
  108294. declare module BABYLON {
  108295. /** @hidden */
  108296. export var backgroundPixelShader: {
  108297. name: string;
  108298. shader: string;
  108299. };
  108300. }
  108301. declare module BABYLON {
  108302. /** @hidden */
  108303. export var backgroundVertexDeclaration: {
  108304. name: string;
  108305. shader: string;
  108306. };
  108307. }
  108308. declare module BABYLON {
  108309. /** @hidden */
  108310. export var backgroundVertexShader: {
  108311. name: string;
  108312. shader: string;
  108313. };
  108314. }
  108315. declare module BABYLON {
  108316. /**
  108317. * Background material used to create an efficient environement around your scene.
  108318. */
  108319. export class BackgroundMaterial extends PushMaterial {
  108320. /**
  108321. * Standard reflectance value at parallel view angle.
  108322. */
  108323. static StandardReflectance0: number;
  108324. /**
  108325. * Standard reflectance value at grazing angle.
  108326. */
  108327. static StandardReflectance90: number;
  108328. protected _primaryColor: Color3;
  108329. /**
  108330. * Key light Color (multiply against the environement texture)
  108331. */
  108332. primaryColor: Color3;
  108333. protected __perceptualColor: Nullable<Color3>;
  108334. /**
  108335. * Experimental Internal Use Only.
  108336. *
  108337. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  108338. * This acts as a helper to set the primary color to a more "human friendly" value.
  108339. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  108340. * output color as close as possible from the chosen value.
  108341. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  108342. * part of lighting setup.)
  108343. */
  108344. _perceptualColor: Nullable<Color3>;
  108345. protected _primaryColorShadowLevel: float;
  108346. /**
  108347. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  108348. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  108349. */
  108350. primaryColorShadowLevel: float;
  108351. protected _primaryColorHighlightLevel: float;
  108352. /**
  108353. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  108354. * The primary color is used at the level chosen to define what the white area would look.
  108355. */
  108356. primaryColorHighlightLevel: float;
  108357. protected _reflectionTexture: Nullable<BaseTexture>;
  108358. /**
  108359. * Reflection Texture used in the material.
  108360. * Should be author in a specific way for the best result (refer to the documentation).
  108361. */
  108362. reflectionTexture: Nullable<BaseTexture>;
  108363. protected _reflectionBlur: float;
  108364. /**
  108365. * Reflection Texture level of blur.
  108366. *
  108367. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  108368. * texture twice.
  108369. */
  108370. reflectionBlur: float;
  108371. protected _diffuseTexture: Nullable<BaseTexture>;
  108372. /**
  108373. * Diffuse Texture used in the material.
  108374. * Should be author in a specific way for the best result (refer to the documentation).
  108375. */
  108376. diffuseTexture: Nullable<BaseTexture>;
  108377. protected _shadowLights: Nullable<IShadowLight[]>;
  108378. /**
  108379. * Specify the list of lights casting shadow on the material.
  108380. * All scene shadow lights will be included if null.
  108381. */
  108382. shadowLights: Nullable<IShadowLight[]>;
  108383. protected _shadowLevel: float;
  108384. /**
  108385. * Helps adjusting the shadow to a softer level if required.
  108386. * 0 means black shadows and 1 means no shadows.
  108387. */
  108388. shadowLevel: float;
  108389. protected _sceneCenter: Vector3;
  108390. /**
  108391. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  108392. * It is usually zero but might be interesting to modify according to your setup.
  108393. */
  108394. sceneCenter: Vector3;
  108395. protected _opacityFresnel: boolean;
  108396. /**
  108397. * This helps specifying that the material is falling off to the sky box at grazing angle.
  108398. * This helps ensuring a nice transition when the camera goes under the ground.
  108399. */
  108400. opacityFresnel: boolean;
  108401. protected _reflectionFresnel: boolean;
  108402. /**
  108403. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  108404. * This helps adding a mirror texture on the ground.
  108405. */
  108406. reflectionFresnel: boolean;
  108407. protected _reflectionFalloffDistance: number;
  108408. /**
  108409. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  108410. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  108411. */
  108412. reflectionFalloffDistance: number;
  108413. protected _reflectionAmount: number;
  108414. /**
  108415. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  108416. */
  108417. reflectionAmount: number;
  108418. protected _reflectionReflectance0: number;
  108419. /**
  108420. * This specifies the weight of the reflection at grazing angle.
  108421. */
  108422. reflectionReflectance0: number;
  108423. protected _reflectionReflectance90: number;
  108424. /**
  108425. * This specifies the weight of the reflection at a perpendicular point of view.
  108426. */
  108427. reflectionReflectance90: number;
  108428. /**
  108429. * Sets the reflection reflectance fresnel values according to the default standard
  108430. * empirically know to work well :-)
  108431. */
  108432. reflectionStandardFresnelWeight: number;
  108433. protected _useRGBColor: boolean;
  108434. /**
  108435. * Helps to directly use the maps channels instead of their level.
  108436. */
  108437. useRGBColor: boolean;
  108438. protected _enableNoise: boolean;
  108439. /**
  108440. * This helps reducing the banding effect that could occur on the background.
  108441. */
  108442. enableNoise: boolean;
  108443. /**
  108444. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  108445. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  108446. * Recommended to be keep at 1.0 except for special cases.
  108447. */
  108448. fovMultiplier: number;
  108449. private _fovMultiplier;
  108450. /**
  108451. * Enable the FOV adjustment feature controlled by fovMultiplier.
  108452. */
  108453. useEquirectangularFOV: boolean;
  108454. private _maxSimultaneousLights;
  108455. /**
  108456. * Number of Simultaneous lights allowed on the material.
  108457. */
  108458. maxSimultaneousLights: int;
  108459. /**
  108460. * Default configuration related to image processing available in the Background Material.
  108461. */
  108462. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  108463. /**
  108464. * Keep track of the image processing observer to allow dispose and replace.
  108465. */
  108466. private _imageProcessingObserver;
  108467. /**
  108468. * Attaches a new image processing configuration to the PBR Material.
  108469. * @param configuration (if null the scene configuration will be use)
  108470. */
  108471. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  108472. /**
  108473. * Gets the image processing configuration used either in this material.
  108474. */
  108475. /**
  108476. * Sets the Default image processing configuration used either in the this material.
  108477. *
  108478. * If sets to null, the scene one is in use.
  108479. */
  108480. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  108481. /**
  108482. * Gets wether the color curves effect is enabled.
  108483. */
  108484. /**
  108485. * Sets wether the color curves effect is enabled.
  108486. */
  108487. cameraColorCurvesEnabled: boolean;
  108488. /**
  108489. * Gets wether the color grading effect is enabled.
  108490. */
  108491. /**
  108492. * Gets wether the color grading effect is enabled.
  108493. */
  108494. cameraColorGradingEnabled: boolean;
  108495. /**
  108496. * Gets wether tonemapping is enabled or not.
  108497. */
  108498. /**
  108499. * Sets wether tonemapping is enabled or not
  108500. */
  108501. cameraToneMappingEnabled: boolean;
  108502. /**
  108503. * The camera exposure used on this material.
  108504. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  108505. * This corresponds to a photographic exposure.
  108506. */
  108507. /**
  108508. * The camera exposure used on this material.
  108509. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  108510. * This corresponds to a photographic exposure.
  108511. */
  108512. cameraExposure: float;
  108513. /**
  108514. * Gets The camera contrast used on this material.
  108515. */
  108516. /**
  108517. * Sets The camera contrast used on this material.
  108518. */
  108519. cameraContrast: float;
  108520. /**
  108521. * Gets the Color Grading 2D Lookup Texture.
  108522. */
  108523. /**
  108524. * Sets the Color Grading 2D Lookup Texture.
  108525. */
  108526. cameraColorGradingTexture: Nullable<BaseTexture>;
  108527. /**
  108528. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  108529. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  108530. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  108531. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  108532. */
  108533. /**
  108534. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  108535. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  108536. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  108537. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  108538. */
  108539. cameraColorCurves: Nullable<ColorCurves>;
  108540. /**
  108541. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  108542. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  108543. */
  108544. switchToBGR: boolean;
  108545. private _renderTargets;
  108546. private _reflectionControls;
  108547. private _white;
  108548. private _primaryShadowColor;
  108549. private _primaryHighlightColor;
  108550. /**
  108551. * Instantiates a Background Material in the given scene
  108552. * @param name The friendly name of the material
  108553. * @param scene The scene to add the material to
  108554. */
  108555. constructor(name: string, scene: Scene);
  108556. /**
  108557. * Gets a boolean indicating that current material needs to register RTT
  108558. */
  108559. readonly hasRenderTargetTextures: boolean;
  108560. /**
  108561. * The entire material has been created in order to prevent overdraw.
  108562. * @returns false
  108563. */
  108564. needAlphaTesting(): boolean;
  108565. /**
  108566. * The entire material has been created in order to prevent overdraw.
  108567. * @returns true if blending is enable
  108568. */
  108569. needAlphaBlending(): boolean;
  108570. /**
  108571. * Checks wether the material is ready to be rendered for a given mesh.
  108572. * @param mesh The mesh to render
  108573. * @param subMesh The submesh to check against
  108574. * @param useInstances Specify wether or not the material is used with instances
  108575. * @returns true if all the dependencies are ready (Textures, Effects...)
  108576. */
  108577. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  108578. /**
  108579. * Compute the primary color according to the chosen perceptual color.
  108580. */
  108581. private _computePrimaryColorFromPerceptualColor;
  108582. /**
  108583. * Compute the highlights and shadow colors according to their chosen levels.
  108584. */
  108585. private _computePrimaryColors;
  108586. /**
  108587. * Build the uniform buffer used in the material.
  108588. */
  108589. buildUniformLayout(): void;
  108590. /**
  108591. * Unbind the material.
  108592. */
  108593. unbind(): void;
  108594. /**
  108595. * Bind only the world matrix to the material.
  108596. * @param world The world matrix to bind.
  108597. */
  108598. bindOnlyWorldMatrix(world: Matrix): void;
  108599. /**
  108600. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  108601. * @param world The world matrix to bind.
  108602. * @param subMesh The submesh to bind for.
  108603. */
  108604. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  108605. /**
  108606. * Dispose the material.
  108607. * @param forceDisposeEffect Force disposal of the associated effect.
  108608. * @param forceDisposeTextures Force disposal of the associated textures.
  108609. */
  108610. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  108611. /**
  108612. * Clones the material.
  108613. * @param name The cloned name.
  108614. * @returns The cloned material.
  108615. */
  108616. clone(name: string): BackgroundMaterial;
  108617. /**
  108618. * Serializes the current material to its JSON representation.
  108619. * @returns The JSON representation.
  108620. */
  108621. serialize(): any;
  108622. /**
  108623. * Gets the class name of the material
  108624. * @returns "BackgroundMaterial"
  108625. */
  108626. getClassName(): string;
  108627. /**
  108628. * Parse a JSON input to create back a background material.
  108629. * @param source The JSON data to parse
  108630. * @param scene The scene to create the parsed material in
  108631. * @param rootUrl The root url of the assets the material depends upon
  108632. * @returns the instantiated BackgroundMaterial.
  108633. */
  108634. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  108635. }
  108636. }
  108637. declare module BABYLON {
  108638. /**
  108639. * Represents the different options available during the creation of
  108640. * a Environment helper.
  108641. *
  108642. * This can control the default ground, skybox and image processing setup of your scene.
  108643. */
  108644. export interface IEnvironmentHelperOptions {
  108645. /**
  108646. * Specifies wether or not to create a ground.
  108647. * True by default.
  108648. */
  108649. createGround: boolean;
  108650. /**
  108651. * Specifies the ground size.
  108652. * 15 by default.
  108653. */
  108654. groundSize: number;
  108655. /**
  108656. * The texture used on the ground for the main color.
  108657. * Comes from the BabylonJS CDN by default.
  108658. *
  108659. * Remarks: Can be either a texture or a url.
  108660. */
  108661. groundTexture: string | BaseTexture;
  108662. /**
  108663. * The color mixed in the ground texture by default.
  108664. * BabylonJS clearColor by default.
  108665. */
  108666. groundColor: Color3;
  108667. /**
  108668. * Specifies the ground opacity.
  108669. * 1 by default.
  108670. */
  108671. groundOpacity: number;
  108672. /**
  108673. * Enables the ground to receive shadows.
  108674. * True by default.
  108675. */
  108676. enableGroundShadow: boolean;
  108677. /**
  108678. * Helps preventing the shadow to be fully black on the ground.
  108679. * 0.5 by default.
  108680. */
  108681. groundShadowLevel: number;
  108682. /**
  108683. * Creates a mirror texture attach to the ground.
  108684. * false by default.
  108685. */
  108686. enableGroundMirror: boolean;
  108687. /**
  108688. * Specifies the ground mirror size ratio.
  108689. * 0.3 by default as the default kernel is 64.
  108690. */
  108691. groundMirrorSizeRatio: number;
  108692. /**
  108693. * Specifies the ground mirror blur kernel size.
  108694. * 64 by default.
  108695. */
  108696. groundMirrorBlurKernel: number;
  108697. /**
  108698. * Specifies the ground mirror visibility amount.
  108699. * 1 by default
  108700. */
  108701. groundMirrorAmount: number;
  108702. /**
  108703. * Specifies the ground mirror reflectance weight.
  108704. * This uses the standard weight of the background material to setup the fresnel effect
  108705. * of the mirror.
  108706. * 1 by default.
  108707. */
  108708. groundMirrorFresnelWeight: number;
  108709. /**
  108710. * Specifies the ground mirror Falloff distance.
  108711. * This can helps reducing the size of the reflection.
  108712. * 0 by Default.
  108713. */
  108714. groundMirrorFallOffDistance: number;
  108715. /**
  108716. * Specifies the ground mirror texture type.
  108717. * Unsigned Int by Default.
  108718. */
  108719. groundMirrorTextureType: number;
  108720. /**
  108721. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  108722. * the shown objects.
  108723. */
  108724. groundYBias: number;
  108725. /**
  108726. * Specifies wether or not to create a skybox.
  108727. * True by default.
  108728. */
  108729. createSkybox: boolean;
  108730. /**
  108731. * Specifies the skybox size.
  108732. * 20 by default.
  108733. */
  108734. skyboxSize: number;
  108735. /**
  108736. * The texture used on the skybox for the main color.
  108737. * Comes from the BabylonJS CDN by default.
  108738. *
  108739. * Remarks: Can be either a texture or a url.
  108740. */
  108741. skyboxTexture: string | BaseTexture;
  108742. /**
  108743. * The color mixed in the skybox texture by default.
  108744. * BabylonJS clearColor by default.
  108745. */
  108746. skyboxColor: Color3;
  108747. /**
  108748. * The background rotation around the Y axis of the scene.
  108749. * This helps aligning the key lights of your scene with the background.
  108750. * 0 by default.
  108751. */
  108752. backgroundYRotation: number;
  108753. /**
  108754. * Compute automatically the size of the elements to best fit with the scene.
  108755. */
  108756. sizeAuto: boolean;
  108757. /**
  108758. * Default position of the rootMesh if autoSize is not true.
  108759. */
  108760. rootPosition: Vector3;
  108761. /**
  108762. * Sets up the image processing in the scene.
  108763. * true by default.
  108764. */
  108765. setupImageProcessing: boolean;
  108766. /**
  108767. * The texture used as your environment texture in the scene.
  108768. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  108769. *
  108770. * Remarks: Can be either a texture or a url.
  108771. */
  108772. environmentTexture: string | BaseTexture;
  108773. /**
  108774. * The value of the exposure to apply to the scene.
  108775. * 0.6 by default if setupImageProcessing is true.
  108776. */
  108777. cameraExposure: number;
  108778. /**
  108779. * The value of the contrast to apply to the scene.
  108780. * 1.6 by default if setupImageProcessing is true.
  108781. */
  108782. cameraContrast: number;
  108783. /**
  108784. * Specifies wether or not tonemapping should be enabled in the scene.
  108785. * true by default if setupImageProcessing is true.
  108786. */
  108787. toneMappingEnabled: boolean;
  108788. }
  108789. /**
  108790. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  108791. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  108792. * It also helps with the default setup of your imageProcessing configuration.
  108793. */
  108794. export class EnvironmentHelper {
  108795. /**
  108796. * Default ground texture URL.
  108797. */
  108798. private static _groundTextureCDNUrl;
  108799. /**
  108800. * Default skybox texture URL.
  108801. */
  108802. private static _skyboxTextureCDNUrl;
  108803. /**
  108804. * Default environment texture URL.
  108805. */
  108806. private static _environmentTextureCDNUrl;
  108807. /**
  108808. * Creates the default options for the helper.
  108809. */
  108810. private static _getDefaultOptions;
  108811. private _rootMesh;
  108812. /**
  108813. * Gets the root mesh created by the helper.
  108814. */
  108815. readonly rootMesh: Mesh;
  108816. private _skybox;
  108817. /**
  108818. * Gets the skybox created by the helper.
  108819. */
  108820. readonly skybox: Nullable<Mesh>;
  108821. private _skyboxTexture;
  108822. /**
  108823. * Gets the skybox texture created by the helper.
  108824. */
  108825. readonly skyboxTexture: Nullable<BaseTexture>;
  108826. private _skyboxMaterial;
  108827. /**
  108828. * Gets the skybox material created by the helper.
  108829. */
  108830. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  108831. private _ground;
  108832. /**
  108833. * Gets the ground mesh created by the helper.
  108834. */
  108835. readonly ground: Nullable<Mesh>;
  108836. private _groundTexture;
  108837. /**
  108838. * Gets the ground texture created by the helper.
  108839. */
  108840. readonly groundTexture: Nullable<BaseTexture>;
  108841. private _groundMirror;
  108842. /**
  108843. * Gets the ground mirror created by the helper.
  108844. */
  108845. readonly groundMirror: Nullable<MirrorTexture>;
  108846. /**
  108847. * Gets the ground mirror render list to helps pushing the meshes
  108848. * you wish in the ground reflection.
  108849. */
  108850. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  108851. private _groundMaterial;
  108852. /**
  108853. * Gets the ground material created by the helper.
  108854. */
  108855. readonly groundMaterial: Nullable<BackgroundMaterial>;
  108856. /**
  108857. * Stores the creation options.
  108858. */
  108859. private readonly _scene;
  108860. private _options;
  108861. /**
  108862. * This observable will be notified with any error during the creation of the environment,
  108863. * mainly texture creation errors.
  108864. */
  108865. onErrorObservable: Observable<{
  108866. message?: string;
  108867. exception?: any;
  108868. }>;
  108869. /**
  108870. * constructor
  108871. * @param options Defines the options we want to customize the helper
  108872. * @param scene The scene to add the material to
  108873. */
  108874. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  108875. /**
  108876. * Updates the background according to the new options
  108877. * @param options
  108878. */
  108879. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  108880. /**
  108881. * Sets the primary color of all the available elements.
  108882. * @param color the main color to affect to the ground and the background
  108883. */
  108884. setMainColor(color: Color3): void;
  108885. /**
  108886. * Setup the image processing according to the specified options.
  108887. */
  108888. private _setupImageProcessing;
  108889. /**
  108890. * Setup the environment texture according to the specified options.
  108891. */
  108892. private _setupEnvironmentTexture;
  108893. /**
  108894. * Setup the background according to the specified options.
  108895. */
  108896. private _setupBackground;
  108897. /**
  108898. * Get the scene sizes according to the setup.
  108899. */
  108900. private _getSceneSize;
  108901. /**
  108902. * Setup the ground according to the specified options.
  108903. */
  108904. private _setupGround;
  108905. /**
  108906. * Setup the ground material according to the specified options.
  108907. */
  108908. private _setupGroundMaterial;
  108909. /**
  108910. * Setup the ground diffuse texture according to the specified options.
  108911. */
  108912. private _setupGroundDiffuseTexture;
  108913. /**
  108914. * Setup the ground mirror texture according to the specified options.
  108915. */
  108916. private _setupGroundMirrorTexture;
  108917. /**
  108918. * Setup the ground to receive the mirror texture.
  108919. */
  108920. private _setupMirrorInGroundMaterial;
  108921. /**
  108922. * Setup the skybox according to the specified options.
  108923. */
  108924. private _setupSkybox;
  108925. /**
  108926. * Setup the skybox material according to the specified options.
  108927. */
  108928. private _setupSkyboxMaterial;
  108929. /**
  108930. * Setup the skybox reflection texture according to the specified options.
  108931. */
  108932. private _setupSkyboxReflectionTexture;
  108933. private _errorHandler;
  108934. /**
  108935. * Dispose all the elements created by the Helper.
  108936. */
  108937. dispose(): void;
  108938. }
  108939. }
  108940. declare module BABYLON {
  108941. /**
  108942. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  108943. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  108944. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  108945. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  108946. */
  108947. export class PhotoDome extends TransformNode {
  108948. /**
  108949. * Define the image as a Monoscopic panoramic 360 image.
  108950. */
  108951. static readonly MODE_MONOSCOPIC: number;
  108952. /**
  108953. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  108954. */
  108955. static readonly MODE_TOPBOTTOM: number;
  108956. /**
  108957. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  108958. */
  108959. static readonly MODE_SIDEBYSIDE: number;
  108960. private _useDirectMapping;
  108961. /**
  108962. * The texture being displayed on the sphere
  108963. */
  108964. protected _photoTexture: Texture;
  108965. /**
  108966. * Gets or sets the texture being displayed on the sphere
  108967. */
  108968. photoTexture: Texture;
  108969. /**
  108970. * Observable raised when an error occured while loading the 360 image
  108971. */
  108972. onLoadErrorObservable: Observable<string>;
  108973. /**
  108974. * The skybox material
  108975. */
  108976. protected _material: BackgroundMaterial;
  108977. /**
  108978. * The surface used for the skybox
  108979. */
  108980. protected _mesh: Mesh;
  108981. /**
  108982. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  108983. * Also see the options.resolution property.
  108984. */
  108985. fovMultiplier: number;
  108986. private _imageMode;
  108987. /**
  108988. * Gets or set the current video mode for the video. It can be:
  108989. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  108990. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  108991. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  108992. */
  108993. imageMode: number;
  108994. /**
  108995. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  108996. * @param name Element's name, child elements will append suffixes for their own names.
  108997. * @param urlsOfPhoto defines the url of the photo to display
  108998. * @param options defines an object containing optional or exposed sub element properties
  108999. * @param onError defines a callback called when an error occured while loading the texture
  109000. */
  109001. constructor(name: string, urlOfPhoto: string, options: {
  109002. resolution?: number;
  109003. size?: number;
  109004. useDirectMapping?: boolean;
  109005. faceForward?: boolean;
  109006. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  109007. private _onBeforeCameraRenderObserver;
  109008. private _changeImageMode;
  109009. /**
  109010. * Releases resources associated with this node.
  109011. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  109012. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  109013. */
  109014. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  109015. }
  109016. }
  109017. declare module BABYLON {
  109018. /** @hidden */
  109019. export var rgbdDecodePixelShader: {
  109020. name: string;
  109021. shader: string;
  109022. };
  109023. }
  109024. declare module BABYLON {
  109025. /**
  109026. * Class used to host texture specific utilities
  109027. */
  109028. export class BRDFTextureTools {
  109029. /**
  109030. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  109031. * @param texture the texture to expand.
  109032. */
  109033. private static _ExpandDefaultBRDFTexture;
  109034. /**
  109035. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  109036. * @param scene defines the hosting scene
  109037. * @returns the environment BRDF texture
  109038. */
  109039. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  109040. private static _environmentBRDFBase64Texture;
  109041. }
  109042. }
  109043. declare module BABYLON {
  109044. /**
  109045. * @hidden
  109046. */
  109047. export interface IMaterialClearCoatDefines {
  109048. CLEARCOAT: boolean;
  109049. CLEARCOAT_DEFAULTIOR: boolean;
  109050. CLEARCOAT_TEXTURE: boolean;
  109051. CLEARCOAT_TEXTUREDIRECTUV: number;
  109052. CLEARCOAT_BUMP: boolean;
  109053. CLEARCOAT_BUMPDIRECTUV: number;
  109054. CLEARCOAT_TINT: boolean;
  109055. CLEARCOAT_TINT_TEXTURE: boolean;
  109056. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  109057. /** @hidden */
  109058. _areTexturesDirty: boolean;
  109059. }
  109060. /**
  109061. * Define the code related to the clear coat parameters of the pbr material.
  109062. */
  109063. export class PBRClearCoatConfiguration {
  109064. /**
  109065. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  109066. * The default fits with a polyurethane material.
  109067. */
  109068. private static readonly _DefaultIndexOfRefraction;
  109069. private _isEnabled;
  109070. /**
  109071. * Defines if the clear coat is enabled in the material.
  109072. */
  109073. isEnabled: boolean;
  109074. /**
  109075. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  109076. */
  109077. intensity: number;
  109078. /**
  109079. * Defines the clear coat layer roughness.
  109080. */
  109081. roughness: number;
  109082. private _indexOfRefraction;
  109083. /**
  109084. * Defines the index of refraction of the clear coat.
  109085. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  109086. * The default fits with a polyurethane material.
  109087. * Changing the default value is more performance intensive.
  109088. */
  109089. indexOfRefraction: number;
  109090. private _texture;
  109091. /**
  109092. * Stores the clear coat values in a texture.
  109093. */
  109094. texture: Nullable<BaseTexture>;
  109095. private _bumpTexture;
  109096. /**
  109097. * Define the clear coat specific bump texture.
  109098. */
  109099. bumpTexture: Nullable<BaseTexture>;
  109100. private _isTintEnabled;
  109101. /**
  109102. * Defines if the clear coat tint is enabled in the material.
  109103. */
  109104. isTintEnabled: boolean;
  109105. /**
  109106. * Defines the clear coat tint of the material.
  109107. * This is only use if tint is enabled
  109108. */
  109109. tintColor: Color3;
  109110. /**
  109111. * Defines the distance at which the tint color should be found in the
  109112. * clear coat media.
  109113. * This is only use if tint is enabled
  109114. */
  109115. tintColorAtDistance: number;
  109116. /**
  109117. * Defines the clear coat layer thickness.
  109118. * This is only use if tint is enabled
  109119. */
  109120. tintThickness: number;
  109121. private _tintTexture;
  109122. /**
  109123. * Stores the clear tint values in a texture.
  109124. * rgb is tint
  109125. * a is a thickness factor
  109126. */
  109127. tintTexture: Nullable<BaseTexture>;
  109128. /** @hidden */
  109129. private _internalMarkAllSubMeshesAsTexturesDirty;
  109130. /** @hidden */
  109131. _markAllSubMeshesAsTexturesDirty(): void;
  109132. /**
  109133. * Instantiate a new istance of clear coat configuration.
  109134. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  109135. */
  109136. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  109137. /**
  109138. * Gets wehter the submesh is ready to be used or not.
  109139. * @param defines the list of "defines" to update.
  109140. * @param scene defines the scene the material belongs to.
  109141. * @param engine defines the engine the material belongs to.
  109142. * @param disableBumpMap defines wether the material disables bump or not.
  109143. * @returns - boolean indicating that the submesh is ready or not.
  109144. */
  109145. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  109146. /**
  109147. * Checks to see if a texture is used in the material.
  109148. * @param defines the list of "defines" to update.
  109149. * @param scene defines the scene to the material belongs to.
  109150. */
  109151. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  109152. /**
  109153. * Binds the material data.
  109154. * @param uniformBuffer defines the Uniform buffer to fill in.
  109155. * @param scene defines the scene the material belongs to.
  109156. * @param engine defines the engine the material belongs to.
  109157. * @param disableBumpMap defines wether the material disables bump or not.
  109158. * @param isFrozen defines wether the material is frozen or not.
  109159. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  109160. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  109161. */
  109162. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  109163. /**
  109164. * Checks to see if a texture is used in the material.
  109165. * @param texture - Base texture to use.
  109166. * @returns - Boolean specifying if a texture is used in the material.
  109167. */
  109168. hasTexture(texture: BaseTexture): boolean;
  109169. /**
  109170. * Returns an array of the actively used textures.
  109171. * @param activeTextures Array of BaseTextures
  109172. */
  109173. getActiveTextures(activeTextures: BaseTexture[]): void;
  109174. /**
  109175. * Returns the animatable textures.
  109176. * @param animatables Array of animatable textures.
  109177. */
  109178. getAnimatables(animatables: IAnimatable[]): void;
  109179. /**
  109180. * Disposes the resources of the material.
  109181. * @param forceDisposeTextures - Forces the disposal of all textures.
  109182. */
  109183. dispose(forceDisposeTextures?: boolean): void;
  109184. /**
  109185. * Get the current class name of the texture useful for serialization or dynamic coding.
  109186. * @returns "PBRClearCoatConfiguration"
  109187. */
  109188. getClassName(): string;
  109189. /**
  109190. * Add fallbacks to the effect fallbacks list.
  109191. * @param defines defines the Base texture to use.
  109192. * @param fallbacks defines the current fallback list.
  109193. * @param currentRank defines the current fallback rank.
  109194. * @returns the new fallback rank.
  109195. */
  109196. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  109197. /**
  109198. * Add the required uniforms to the current list.
  109199. * @param uniforms defines the current uniform list.
  109200. */
  109201. static AddUniforms(uniforms: string[]): void;
  109202. /**
  109203. * Add the required samplers to the current list.
  109204. * @param samplers defines the current sampler list.
  109205. */
  109206. static AddSamplers(samplers: string[]): void;
  109207. /**
  109208. * Add the required uniforms to the current buffer.
  109209. * @param uniformBuffer defines the current uniform buffer.
  109210. */
  109211. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  109212. /**
  109213. * Makes a duplicate of the current configuration into another one.
  109214. * @param clearCoatConfiguration define the config where to copy the info
  109215. */
  109216. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  109217. /**
  109218. * Serializes this clear coat configuration.
  109219. * @returns - An object with the serialized config.
  109220. */
  109221. serialize(): any;
  109222. /**
  109223. * Parses a anisotropy Configuration from a serialized object.
  109224. * @param source - Serialized object.
  109225. * @param scene Defines the scene we are parsing for
  109226. * @param rootUrl Defines the rootUrl to load from
  109227. */
  109228. parse(source: any, scene: Scene, rootUrl: string): void;
  109229. }
  109230. }
  109231. declare module BABYLON {
  109232. /**
  109233. * @hidden
  109234. */
  109235. export interface IMaterialAnisotropicDefines {
  109236. ANISOTROPIC: boolean;
  109237. ANISOTROPIC_TEXTURE: boolean;
  109238. ANISOTROPIC_TEXTUREDIRECTUV: number;
  109239. MAINUV1: boolean;
  109240. _areTexturesDirty: boolean;
  109241. _needUVs: boolean;
  109242. }
  109243. /**
  109244. * Define the code related to the anisotropic parameters of the pbr material.
  109245. */
  109246. export class PBRAnisotropicConfiguration {
  109247. private _isEnabled;
  109248. /**
  109249. * Defines if the anisotropy is enabled in the material.
  109250. */
  109251. isEnabled: boolean;
  109252. /**
  109253. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  109254. */
  109255. intensity: number;
  109256. /**
  109257. * Defines if the effect is along the tangents, bitangents or in between.
  109258. * By default, the effect is "strectching" the highlights along the tangents.
  109259. */
  109260. direction: Vector2;
  109261. private _texture;
  109262. /**
  109263. * Stores the anisotropy values in a texture.
  109264. * rg is direction (like normal from -1 to 1)
  109265. * b is a intensity
  109266. */
  109267. texture: Nullable<BaseTexture>;
  109268. /** @hidden */
  109269. private _internalMarkAllSubMeshesAsTexturesDirty;
  109270. /** @hidden */
  109271. _markAllSubMeshesAsTexturesDirty(): void;
  109272. /**
  109273. * Instantiate a new istance of anisotropy configuration.
  109274. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  109275. */
  109276. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  109277. /**
  109278. * Specifies that the submesh is ready to be used.
  109279. * @param defines the list of "defines" to update.
  109280. * @param scene defines the scene the material belongs to.
  109281. * @returns - boolean indicating that the submesh is ready or not.
  109282. */
  109283. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  109284. /**
  109285. * Checks to see if a texture is used in the material.
  109286. * @param defines the list of "defines" to update.
  109287. * @param mesh the mesh we are preparing the defines for.
  109288. * @param scene defines the scene the material belongs to.
  109289. */
  109290. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  109291. /**
  109292. * Binds the material data.
  109293. * @param uniformBuffer defines the Uniform buffer to fill in.
  109294. * @param scene defines the scene the material belongs to.
  109295. * @param isFrozen defines wether the material is frozen or not.
  109296. */
  109297. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  109298. /**
  109299. * Checks to see if a texture is used in the material.
  109300. * @param texture - Base texture to use.
  109301. * @returns - Boolean specifying if a texture is used in the material.
  109302. */
  109303. hasTexture(texture: BaseTexture): boolean;
  109304. /**
  109305. * Returns an array of the actively used textures.
  109306. * @param activeTextures Array of BaseTextures
  109307. */
  109308. getActiveTextures(activeTextures: BaseTexture[]): void;
  109309. /**
  109310. * Returns the animatable textures.
  109311. * @param animatables Array of animatable textures.
  109312. */
  109313. getAnimatables(animatables: IAnimatable[]): void;
  109314. /**
  109315. * Disposes the resources of the material.
  109316. * @param forceDisposeTextures - Forces the disposal of all textures.
  109317. */
  109318. dispose(forceDisposeTextures?: boolean): void;
  109319. /**
  109320. * Get the current class name of the texture useful for serialization or dynamic coding.
  109321. * @returns "PBRAnisotropicConfiguration"
  109322. */
  109323. getClassName(): string;
  109324. /**
  109325. * Add fallbacks to the effect fallbacks list.
  109326. * @param defines defines the Base texture to use.
  109327. * @param fallbacks defines the current fallback list.
  109328. * @param currentRank defines the current fallback rank.
  109329. * @returns the new fallback rank.
  109330. */
  109331. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  109332. /**
  109333. * Add the required uniforms to the current list.
  109334. * @param uniforms defines the current uniform list.
  109335. */
  109336. static AddUniforms(uniforms: string[]): void;
  109337. /**
  109338. * Add the required uniforms to the current buffer.
  109339. * @param uniformBuffer defines the current uniform buffer.
  109340. */
  109341. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  109342. /**
  109343. * Add the required samplers to the current list.
  109344. * @param samplers defines the current sampler list.
  109345. */
  109346. static AddSamplers(samplers: string[]): void;
  109347. /**
  109348. * Makes a duplicate of the current configuration into another one.
  109349. * @param anisotropicConfiguration define the config where to copy the info
  109350. */
  109351. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  109352. /**
  109353. * Serializes this anisotropy configuration.
  109354. * @returns - An object with the serialized config.
  109355. */
  109356. serialize(): any;
  109357. /**
  109358. * Parses a anisotropy Configuration from a serialized object.
  109359. * @param source - Serialized object.
  109360. * @param scene Defines the scene we are parsing for
  109361. * @param rootUrl Defines the rootUrl to load from
  109362. */
  109363. parse(source: any, scene: Scene, rootUrl: string): void;
  109364. }
  109365. }
  109366. declare module BABYLON {
  109367. /**
  109368. * @hidden
  109369. */
  109370. export interface IMaterialBRDFDefines {
  109371. BRDF_V_HEIGHT_CORRELATED: boolean;
  109372. MS_BRDF_ENERGY_CONSERVATION: boolean;
  109373. SPHERICAL_HARMONICS: boolean;
  109374. /** @hidden */
  109375. _areMiscDirty: boolean;
  109376. }
  109377. /**
  109378. * Define the code related to the BRDF parameters of the pbr material.
  109379. */
  109380. export class PBRBRDFConfiguration {
  109381. /**
  109382. * Default value used for the energy conservation.
  109383. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  109384. */
  109385. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  109386. /**
  109387. * Default value used for the Smith Visibility Height Correlated mode.
  109388. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  109389. */
  109390. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  109391. /**
  109392. * Default value used for the IBL diffuse part.
  109393. * This can help switching back to the polynomials mode globally which is a tiny bit
  109394. * less GPU intensive at the drawback of a lower quality.
  109395. */
  109396. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  109397. private _useEnergyConservation;
  109398. /**
  109399. * Defines if the material uses energy conservation.
  109400. */
  109401. useEnergyConservation: boolean;
  109402. private _useSmithVisibilityHeightCorrelated;
  109403. /**
  109404. * LEGACY Mode set to false
  109405. * Defines if the material uses height smith correlated visibility term.
  109406. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  109407. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  109408. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  109409. * Not relying on height correlated will also disable energy conservation.
  109410. */
  109411. useSmithVisibilityHeightCorrelated: boolean;
  109412. private _useSphericalHarmonics;
  109413. /**
  109414. * LEGACY Mode set to false
  109415. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  109416. * diffuse part of the IBL.
  109417. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  109418. * to the ground truth.
  109419. */
  109420. useSphericalHarmonics: boolean;
  109421. /** @hidden */
  109422. private _internalMarkAllSubMeshesAsMiscDirty;
  109423. /** @hidden */
  109424. _markAllSubMeshesAsMiscDirty(): void;
  109425. /**
  109426. * Instantiate a new istance of clear coat configuration.
  109427. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  109428. */
  109429. constructor(markAllSubMeshesAsMiscDirty: () => void);
  109430. /**
  109431. * Checks to see if a texture is used in the material.
  109432. * @param defines the list of "defines" to update.
  109433. */
  109434. prepareDefines(defines: IMaterialBRDFDefines): void;
  109435. /**
  109436. * Get the current class name of the texture useful for serialization or dynamic coding.
  109437. * @returns "PBRClearCoatConfiguration"
  109438. */
  109439. getClassName(): string;
  109440. /**
  109441. * Makes a duplicate of the current configuration into another one.
  109442. * @param brdfConfiguration define the config where to copy the info
  109443. */
  109444. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  109445. /**
  109446. * Serializes this BRDF configuration.
  109447. * @returns - An object with the serialized config.
  109448. */
  109449. serialize(): any;
  109450. /**
  109451. * Parses a anisotropy Configuration from a serialized object.
  109452. * @param source - Serialized object.
  109453. * @param scene Defines the scene we are parsing for
  109454. * @param rootUrl Defines the rootUrl to load from
  109455. */
  109456. parse(source: any, scene: Scene, rootUrl: string): void;
  109457. }
  109458. }
  109459. declare module BABYLON {
  109460. /**
  109461. * @hidden
  109462. */
  109463. export interface IMaterialSheenDefines {
  109464. SHEEN: boolean;
  109465. SHEEN_TEXTURE: boolean;
  109466. SHEEN_TEXTUREDIRECTUV: number;
  109467. SHEEN_LINKWITHALBEDO: boolean;
  109468. /** @hidden */
  109469. _areTexturesDirty: boolean;
  109470. }
  109471. /**
  109472. * Define the code related to the Sheen parameters of the pbr material.
  109473. */
  109474. export class PBRSheenConfiguration {
  109475. private _isEnabled;
  109476. /**
  109477. * Defines if the material uses sheen.
  109478. */
  109479. isEnabled: boolean;
  109480. private _linkSheenWithAlbedo;
  109481. /**
  109482. * Defines if the sheen is linked to the sheen color.
  109483. */
  109484. linkSheenWithAlbedo: boolean;
  109485. /**
  109486. * Defines the sheen intensity.
  109487. */
  109488. intensity: number;
  109489. /**
  109490. * Defines the sheen color.
  109491. */
  109492. color: Color3;
  109493. private _texture;
  109494. /**
  109495. * Stores the sheen tint values in a texture.
  109496. * rgb is tint
  109497. * a is a intensity
  109498. */
  109499. texture: Nullable<BaseTexture>;
  109500. /** @hidden */
  109501. private _internalMarkAllSubMeshesAsTexturesDirty;
  109502. /** @hidden */
  109503. _markAllSubMeshesAsTexturesDirty(): void;
  109504. /**
  109505. * Instantiate a new istance of clear coat configuration.
  109506. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  109507. */
  109508. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  109509. /**
  109510. * Specifies that the submesh is ready to be used.
  109511. * @param defines the list of "defines" to update.
  109512. * @param scene defines the scene the material belongs to.
  109513. * @returns - boolean indicating that the submesh is ready or not.
  109514. */
  109515. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  109516. /**
  109517. * Checks to see if a texture is used in the material.
  109518. * @param defines the list of "defines" to update.
  109519. * @param scene defines the scene the material belongs to.
  109520. */
  109521. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  109522. /**
  109523. * Binds the material data.
  109524. * @param uniformBuffer defines the Uniform buffer to fill in.
  109525. * @param scene defines the scene the material belongs to.
  109526. * @param isFrozen defines wether the material is frozen or not.
  109527. */
  109528. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  109529. /**
  109530. * Checks to see if a texture is used in the material.
  109531. * @param texture - Base texture to use.
  109532. * @returns - Boolean specifying if a texture is used in the material.
  109533. */
  109534. hasTexture(texture: BaseTexture): boolean;
  109535. /**
  109536. * Returns an array of the actively used textures.
  109537. * @param activeTextures Array of BaseTextures
  109538. */
  109539. getActiveTextures(activeTextures: BaseTexture[]): void;
  109540. /**
  109541. * Returns the animatable textures.
  109542. * @param animatables Array of animatable textures.
  109543. */
  109544. getAnimatables(animatables: IAnimatable[]): void;
  109545. /**
  109546. * Disposes the resources of the material.
  109547. * @param forceDisposeTextures - Forces the disposal of all textures.
  109548. */
  109549. dispose(forceDisposeTextures?: boolean): void;
  109550. /**
  109551. * Get the current class name of the texture useful for serialization or dynamic coding.
  109552. * @returns "PBRSheenConfiguration"
  109553. */
  109554. getClassName(): string;
  109555. /**
  109556. * Add fallbacks to the effect fallbacks list.
  109557. * @param defines defines the Base texture to use.
  109558. * @param fallbacks defines the current fallback list.
  109559. * @param currentRank defines the current fallback rank.
  109560. * @returns the new fallback rank.
  109561. */
  109562. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  109563. /**
  109564. * Add the required uniforms to the current list.
  109565. * @param uniforms defines the current uniform list.
  109566. */
  109567. static AddUniforms(uniforms: string[]): void;
  109568. /**
  109569. * Add the required uniforms to the current buffer.
  109570. * @param uniformBuffer defines the current uniform buffer.
  109571. */
  109572. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  109573. /**
  109574. * Add the required samplers to the current list.
  109575. * @param samplers defines the current sampler list.
  109576. */
  109577. static AddSamplers(samplers: string[]): void;
  109578. /**
  109579. * Makes a duplicate of the current configuration into another one.
  109580. * @param sheenConfiguration define the config where to copy the info
  109581. */
  109582. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  109583. /**
  109584. * Serializes this BRDF configuration.
  109585. * @returns - An object with the serialized config.
  109586. */
  109587. serialize(): any;
  109588. /**
  109589. * Parses a anisotropy Configuration from a serialized object.
  109590. * @param source - Serialized object.
  109591. * @param scene Defines the scene we are parsing for
  109592. * @param rootUrl Defines the rootUrl to load from
  109593. */
  109594. parse(source: any, scene: Scene, rootUrl: string): void;
  109595. }
  109596. }
  109597. declare module BABYLON {
  109598. /**
  109599. * @hidden
  109600. */
  109601. export interface IMaterialSubSurfaceDefines {
  109602. SUBSURFACE: boolean;
  109603. SS_REFRACTION: boolean;
  109604. SS_TRANSLUCENCY: boolean;
  109605. SS_SCATERRING: boolean;
  109606. SS_THICKNESSANDMASK_TEXTURE: boolean;
  109607. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  109608. SS_REFRACTIONMAP_3D: boolean;
  109609. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  109610. SS_LODINREFRACTIONALPHA: boolean;
  109611. SS_GAMMAREFRACTION: boolean;
  109612. SS_RGBDREFRACTION: boolean;
  109613. SS_LINEARSPECULARREFRACTION: boolean;
  109614. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  109615. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  109616. /** @hidden */
  109617. _areTexturesDirty: boolean;
  109618. }
  109619. /**
  109620. * Define the code related to the sub surface parameters of the pbr material.
  109621. */
  109622. export class PBRSubSurfaceConfiguration {
  109623. private _isRefractionEnabled;
  109624. /**
  109625. * Defines if the refraction is enabled in the material.
  109626. */
  109627. isRefractionEnabled: boolean;
  109628. private _isTranslucencyEnabled;
  109629. /**
  109630. * Defines if the translucency is enabled in the material.
  109631. */
  109632. isTranslucencyEnabled: boolean;
  109633. private _isScatteringEnabled;
  109634. /**
  109635. * Defines the refraction intensity of the material.
  109636. * The refraction when enabled replaces the Diffuse part of the material.
  109637. * The intensity helps transitionning between diffuse and refraction.
  109638. */
  109639. refractionIntensity: number;
  109640. /**
  109641. * Defines the translucency intensity of the material.
  109642. * When translucency has been enabled, this defines how much of the "translucency"
  109643. * is addded to the diffuse part of the material.
  109644. */
  109645. translucencyIntensity: number;
  109646. /**
  109647. * Defines the scattering intensity of the material.
  109648. * When scattering has been enabled, this defines how much of the "scattered light"
  109649. * is addded to the diffuse part of the material.
  109650. */
  109651. scatteringIntensity: number;
  109652. private _thicknessTexture;
  109653. /**
  109654. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  109655. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  109656. * 0 would mean minimumThickness
  109657. * 1 would mean maximumThickness
  109658. * The other channels might be use as a mask to vary the different effects intensity.
  109659. */
  109660. thicknessTexture: Nullable<BaseTexture>;
  109661. private _refractionTexture;
  109662. /**
  109663. * Defines the texture to use for refraction.
  109664. */
  109665. refractionTexture: Nullable<BaseTexture>;
  109666. private _indexOfRefraction;
  109667. /**
  109668. * Defines the index of refraction used in the material.
  109669. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  109670. */
  109671. indexOfRefraction: number;
  109672. private _invertRefractionY;
  109673. /**
  109674. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  109675. */
  109676. invertRefractionY: boolean;
  109677. private _linkRefractionWithTransparency;
  109678. /**
  109679. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  109680. * Materials half opaque for instance using refraction could benefit from this control.
  109681. */
  109682. linkRefractionWithTransparency: boolean;
  109683. /**
  109684. * Defines the minimum thickness stored in the thickness map.
  109685. * If no thickness map is defined, this value will be used to simulate thickness.
  109686. */
  109687. minimumThickness: number;
  109688. /**
  109689. * Defines the maximum thickness stored in the thickness map.
  109690. */
  109691. maximumThickness: number;
  109692. /**
  109693. * Defines the volume tint of the material.
  109694. * This is used for both translucency and scattering.
  109695. */
  109696. tintColor: Color3;
  109697. /**
  109698. * Defines the distance at which the tint color should be found in the media.
  109699. * This is used for refraction only.
  109700. */
  109701. tintColorAtDistance: number;
  109702. /**
  109703. * Defines how far each channel transmit through the media.
  109704. * It is defined as a color to simplify it selection.
  109705. */
  109706. diffusionDistance: Color3;
  109707. private _useMaskFromThicknessTexture;
  109708. /**
  109709. * Stores the intensity of the different subsurface effects in the thickness texture.
  109710. * * the green channel is the translucency intensity.
  109711. * * the blue channel is the scattering intensity.
  109712. * * the alpha channel is the refraction intensity.
  109713. */
  109714. useMaskFromThicknessTexture: boolean;
  109715. /** @hidden */
  109716. private _internalMarkAllSubMeshesAsTexturesDirty;
  109717. /** @hidden */
  109718. _markAllSubMeshesAsTexturesDirty(): void;
  109719. /**
  109720. * Instantiate a new istance of sub surface configuration.
  109721. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  109722. */
  109723. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  109724. /**
  109725. * Gets wehter the submesh is ready to be used or not.
  109726. * @param defines the list of "defines" to update.
  109727. * @param scene defines the scene the material belongs to.
  109728. * @returns - boolean indicating that the submesh is ready or not.
  109729. */
  109730. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  109731. /**
  109732. * Checks to see if a texture is used in the material.
  109733. * @param defines the list of "defines" to update.
  109734. * @param scene defines the scene to the material belongs to.
  109735. */
  109736. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  109737. /**
  109738. * Binds the material data.
  109739. * @param uniformBuffer defines the Uniform buffer to fill in.
  109740. * @param scene defines the scene the material belongs to.
  109741. * @param engine defines the engine the material belongs to.
  109742. * @param isFrozen defines wether the material is frozen or not.
  109743. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  109744. */
  109745. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  109746. /**
  109747. * Unbinds the material from the mesh.
  109748. * @param activeEffect defines the effect that should be unbound from.
  109749. * @returns true if unbound, otherwise false
  109750. */
  109751. unbind(activeEffect: Effect): boolean;
  109752. /**
  109753. * Returns the texture used for refraction or null if none is used.
  109754. * @param scene defines the scene the material belongs to.
  109755. * @returns - Refraction texture if present. If no refraction texture and refraction
  109756. * is linked with transparency, returns environment texture. Otherwise, returns null.
  109757. */
  109758. private _getRefractionTexture;
  109759. /**
  109760. * Returns true if alpha blending should be disabled.
  109761. */
  109762. readonly disableAlphaBlending: boolean;
  109763. /**
  109764. * Fills the list of render target textures.
  109765. * @param renderTargets the list of render targets to update
  109766. */
  109767. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  109768. /**
  109769. * Checks to see if a texture is used in the material.
  109770. * @param texture - Base texture to use.
  109771. * @returns - Boolean specifying if a texture is used in the material.
  109772. */
  109773. hasTexture(texture: BaseTexture): boolean;
  109774. /**
  109775. * Gets a boolean indicating that current material needs to register RTT
  109776. * @returns true if this uses a render target otherwise false.
  109777. */
  109778. hasRenderTargetTextures(): boolean;
  109779. /**
  109780. * Returns an array of the actively used textures.
  109781. * @param activeTextures Array of BaseTextures
  109782. */
  109783. getActiveTextures(activeTextures: BaseTexture[]): void;
  109784. /**
  109785. * Returns the animatable textures.
  109786. * @param animatables Array of animatable textures.
  109787. */
  109788. getAnimatables(animatables: IAnimatable[]): void;
  109789. /**
  109790. * Disposes the resources of the material.
  109791. * @param forceDisposeTextures - Forces the disposal of all textures.
  109792. */
  109793. dispose(forceDisposeTextures?: boolean): void;
  109794. /**
  109795. * Get the current class name of the texture useful for serialization or dynamic coding.
  109796. * @returns "PBRSubSurfaceConfiguration"
  109797. */
  109798. getClassName(): string;
  109799. /**
  109800. * Add fallbacks to the effect fallbacks list.
  109801. * @param defines defines the Base texture to use.
  109802. * @param fallbacks defines the current fallback list.
  109803. * @param currentRank defines the current fallback rank.
  109804. * @returns the new fallback rank.
  109805. */
  109806. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  109807. /**
  109808. * Add the required uniforms to the current list.
  109809. * @param uniforms defines the current uniform list.
  109810. */
  109811. static AddUniforms(uniforms: string[]): void;
  109812. /**
  109813. * Add the required samplers to the current list.
  109814. * @param samplers defines the current sampler list.
  109815. */
  109816. static AddSamplers(samplers: string[]): void;
  109817. /**
  109818. * Add the required uniforms to the current buffer.
  109819. * @param uniformBuffer defines the current uniform buffer.
  109820. */
  109821. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  109822. /**
  109823. * Makes a duplicate of the current configuration into another one.
  109824. * @param configuration define the config where to copy the info
  109825. */
  109826. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  109827. /**
  109828. * Serializes this Sub Surface configuration.
  109829. * @returns - An object with the serialized config.
  109830. */
  109831. serialize(): any;
  109832. /**
  109833. * Parses a anisotropy Configuration from a serialized object.
  109834. * @param source - Serialized object.
  109835. * @param scene Defines the scene we are parsing for
  109836. * @param rootUrl Defines the rootUrl to load from
  109837. */
  109838. parse(source: any, scene: Scene, rootUrl: string): void;
  109839. }
  109840. }
  109841. declare module BABYLON {
  109842. /** @hidden */
  109843. export var pbrFragmentDeclaration: {
  109844. name: string;
  109845. shader: string;
  109846. };
  109847. }
  109848. declare module BABYLON {
  109849. /** @hidden */
  109850. export var pbrUboDeclaration: {
  109851. name: string;
  109852. shader: string;
  109853. };
  109854. }
  109855. declare module BABYLON {
  109856. /** @hidden */
  109857. export var pbrFragmentExtraDeclaration: {
  109858. name: string;
  109859. shader: string;
  109860. };
  109861. }
  109862. declare module BABYLON {
  109863. /** @hidden */
  109864. export var pbrFragmentSamplersDeclaration: {
  109865. name: string;
  109866. shader: string;
  109867. };
  109868. }
  109869. declare module BABYLON {
  109870. /** @hidden */
  109871. export var pbrHelperFunctions: {
  109872. name: string;
  109873. shader: string;
  109874. };
  109875. }
  109876. declare module BABYLON {
  109877. /** @hidden */
  109878. export var harmonicsFunctions: {
  109879. name: string;
  109880. shader: string;
  109881. };
  109882. }
  109883. declare module BABYLON {
  109884. /** @hidden */
  109885. export var pbrDirectLightingSetupFunctions: {
  109886. name: string;
  109887. shader: string;
  109888. };
  109889. }
  109890. declare module BABYLON {
  109891. /** @hidden */
  109892. export var pbrDirectLightingFalloffFunctions: {
  109893. name: string;
  109894. shader: string;
  109895. };
  109896. }
  109897. declare module BABYLON {
  109898. /** @hidden */
  109899. export var pbrBRDFFunctions: {
  109900. name: string;
  109901. shader: string;
  109902. };
  109903. }
  109904. declare module BABYLON {
  109905. /** @hidden */
  109906. export var pbrDirectLightingFunctions: {
  109907. name: string;
  109908. shader: string;
  109909. };
  109910. }
  109911. declare module BABYLON {
  109912. /** @hidden */
  109913. export var pbrIBLFunctions: {
  109914. name: string;
  109915. shader: string;
  109916. };
  109917. }
  109918. declare module BABYLON {
  109919. /** @hidden */
  109920. export var pbrDebug: {
  109921. name: string;
  109922. shader: string;
  109923. };
  109924. }
  109925. declare module BABYLON {
  109926. /** @hidden */
  109927. export var pbrPixelShader: {
  109928. name: string;
  109929. shader: string;
  109930. };
  109931. }
  109932. declare module BABYLON {
  109933. /** @hidden */
  109934. export var pbrVertexDeclaration: {
  109935. name: string;
  109936. shader: string;
  109937. };
  109938. }
  109939. declare module BABYLON {
  109940. /** @hidden */
  109941. export var pbrVertexShader: {
  109942. name: string;
  109943. shader: string;
  109944. };
  109945. }
  109946. declare module BABYLON {
  109947. /**
  109948. * Manages the defines for the PBR Material.
  109949. * @hidden
  109950. */
  109951. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  109952. PBR: boolean;
  109953. MAINUV1: boolean;
  109954. MAINUV2: boolean;
  109955. UV1: boolean;
  109956. UV2: boolean;
  109957. ALBEDO: boolean;
  109958. ALBEDODIRECTUV: number;
  109959. VERTEXCOLOR: boolean;
  109960. AMBIENT: boolean;
  109961. AMBIENTDIRECTUV: number;
  109962. AMBIENTINGRAYSCALE: boolean;
  109963. OPACITY: boolean;
  109964. VERTEXALPHA: boolean;
  109965. OPACITYDIRECTUV: number;
  109966. OPACITYRGB: boolean;
  109967. ALPHATEST: boolean;
  109968. DEPTHPREPASS: boolean;
  109969. ALPHABLEND: boolean;
  109970. ALPHAFROMALBEDO: boolean;
  109971. ALPHATESTVALUE: string;
  109972. SPECULAROVERALPHA: boolean;
  109973. RADIANCEOVERALPHA: boolean;
  109974. ALPHAFRESNEL: boolean;
  109975. LINEARALPHAFRESNEL: boolean;
  109976. PREMULTIPLYALPHA: boolean;
  109977. EMISSIVE: boolean;
  109978. EMISSIVEDIRECTUV: number;
  109979. REFLECTIVITY: boolean;
  109980. REFLECTIVITYDIRECTUV: number;
  109981. SPECULARTERM: boolean;
  109982. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  109983. MICROSURFACEAUTOMATIC: boolean;
  109984. LODBASEDMICROSFURACE: boolean;
  109985. MICROSURFACEMAP: boolean;
  109986. MICROSURFACEMAPDIRECTUV: number;
  109987. METALLICWORKFLOW: boolean;
  109988. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  109989. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  109990. METALLNESSSTOREINMETALMAPBLUE: boolean;
  109991. AOSTOREINMETALMAPRED: boolean;
  109992. ENVIRONMENTBRDF: boolean;
  109993. ENVIRONMENTBRDF_RGBD: boolean;
  109994. NORMAL: boolean;
  109995. TANGENT: boolean;
  109996. BUMP: boolean;
  109997. BUMPDIRECTUV: number;
  109998. OBJECTSPACE_NORMALMAP: boolean;
  109999. PARALLAX: boolean;
  110000. PARALLAXOCCLUSION: boolean;
  110001. NORMALXYSCALE: boolean;
  110002. LIGHTMAP: boolean;
  110003. LIGHTMAPDIRECTUV: number;
  110004. USELIGHTMAPASSHADOWMAP: boolean;
  110005. GAMMALIGHTMAP: boolean;
  110006. REFLECTION: boolean;
  110007. REFLECTIONMAP_3D: boolean;
  110008. REFLECTIONMAP_SPHERICAL: boolean;
  110009. REFLECTIONMAP_PLANAR: boolean;
  110010. REFLECTIONMAP_CUBIC: boolean;
  110011. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  110012. REFLECTIONMAP_PROJECTION: boolean;
  110013. REFLECTIONMAP_SKYBOX: boolean;
  110014. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  110015. REFLECTIONMAP_EXPLICIT: boolean;
  110016. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  110017. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  110018. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  110019. INVERTCUBICMAP: boolean;
  110020. USESPHERICALFROMREFLECTIONMAP: boolean;
  110021. USEIRRADIANCEMAP: boolean;
  110022. SPHERICAL_HARMONICS: boolean;
  110023. USESPHERICALINVERTEX: boolean;
  110024. REFLECTIONMAP_OPPOSITEZ: boolean;
  110025. LODINREFLECTIONALPHA: boolean;
  110026. GAMMAREFLECTION: boolean;
  110027. RGBDREFLECTION: boolean;
  110028. LINEARSPECULARREFLECTION: boolean;
  110029. RADIANCEOCCLUSION: boolean;
  110030. HORIZONOCCLUSION: boolean;
  110031. INSTANCES: boolean;
  110032. NUM_BONE_INFLUENCERS: number;
  110033. BonesPerMesh: number;
  110034. BONETEXTURE: boolean;
  110035. NONUNIFORMSCALING: boolean;
  110036. MORPHTARGETS: boolean;
  110037. MORPHTARGETS_NORMAL: boolean;
  110038. MORPHTARGETS_TANGENT: boolean;
  110039. MORPHTARGETS_UV: boolean;
  110040. NUM_MORPH_INFLUENCERS: number;
  110041. IMAGEPROCESSING: boolean;
  110042. VIGNETTE: boolean;
  110043. VIGNETTEBLENDMODEMULTIPLY: boolean;
  110044. VIGNETTEBLENDMODEOPAQUE: boolean;
  110045. TONEMAPPING: boolean;
  110046. TONEMAPPING_ACES: boolean;
  110047. CONTRAST: boolean;
  110048. COLORCURVES: boolean;
  110049. COLORGRADING: boolean;
  110050. COLORGRADING3D: boolean;
  110051. SAMPLER3DGREENDEPTH: boolean;
  110052. SAMPLER3DBGRMAP: boolean;
  110053. IMAGEPROCESSINGPOSTPROCESS: boolean;
  110054. EXPOSURE: boolean;
  110055. MULTIVIEW: boolean;
  110056. USEPHYSICALLIGHTFALLOFF: boolean;
  110057. USEGLTFLIGHTFALLOFF: boolean;
  110058. TWOSIDEDLIGHTING: boolean;
  110059. SHADOWFLOAT: boolean;
  110060. CLIPPLANE: boolean;
  110061. CLIPPLANE2: boolean;
  110062. CLIPPLANE3: boolean;
  110063. CLIPPLANE4: boolean;
  110064. POINTSIZE: boolean;
  110065. FOG: boolean;
  110066. LOGARITHMICDEPTH: boolean;
  110067. FORCENORMALFORWARD: boolean;
  110068. SPECULARAA: boolean;
  110069. CLEARCOAT: boolean;
  110070. CLEARCOAT_DEFAULTIOR: boolean;
  110071. CLEARCOAT_TEXTURE: boolean;
  110072. CLEARCOAT_TEXTUREDIRECTUV: number;
  110073. CLEARCOAT_BUMP: boolean;
  110074. CLEARCOAT_BUMPDIRECTUV: number;
  110075. CLEARCOAT_TINT: boolean;
  110076. CLEARCOAT_TINT_TEXTURE: boolean;
  110077. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  110078. ANISOTROPIC: boolean;
  110079. ANISOTROPIC_TEXTURE: boolean;
  110080. ANISOTROPIC_TEXTUREDIRECTUV: number;
  110081. BRDF_V_HEIGHT_CORRELATED: boolean;
  110082. MS_BRDF_ENERGY_CONSERVATION: boolean;
  110083. SHEEN: boolean;
  110084. SHEEN_TEXTURE: boolean;
  110085. SHEEN_TEXTUREDIRECTUV: number;
  110086. SHEEN_LINKWITHALBEDO: boolean;
  110087. SUBSURFACE: boolean;
  110088. SS_REFRACTION: boolean;
  110089. SS_TRANSLUCENCY: boolean;
  110090. SS_SCATERRING: boolean;
  110091. SS_THICKNESSANDMASK_TEXTURE: boolean;
  110092. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  110093. SS_REFRACTIONMAP_3D: boolean;
  110094. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  110095. SS_LODINREFRACTIONALPHA: boolean;
  110096. SS_GAMMAREFRACTION: boolean;
  110097. SS_RGBDREFRACTION: boolean;
  110098. SS_LINEARSPECULARREFRACTION: boolean;
  110099. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  110100. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  110101. UNLIT: boolean;
  110102. DEBUGMODE: number;
  110103. /**
  110104. * Initializes the PBR Material defines.
  110105. */
  110106. constructor();
  110107. /**
  110108. * Resets the PBR Material defines.
  110109. */
  110110. reset(): void;
  110111. }
  110112. /**
  110113. * The Physically based material base class of BJS.
  110114. *
  110115. * This offers the main features of a standard PBR material.
  110116. * For more information, please refer to the documentation :
  110117. * https://doc.babylonjs.com/how_to/physically_based_rendering
  110118. */
  110119. export abstract class PBRBaseMaterial extends PushMaterial {
  110120. /**
  110121. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  110122. */
  110123. static readonly PBRMATERIAL_OPAQUE: number;
  110124. /**
  110125. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  110126. */
  110127. static readonly PBRMATERIAL_ALPHATEST: number;
  110128. /**
  110129. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  110130. */
  110131. static readonly PBRMATERIAL_ALPHABLEND: number;
  110132. /**
  110133. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  110134. * They are also discarded below the alpha cutoff threshold to improve performances.
  110135. */
  110136. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  110137. /**
  110138. * Defines the default value of how much AO map is occluding the analytical lights
  110139. * (point spot...).
  110140. */
  110141. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  110142. /**
  110143. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  110144. */
  110145. static readonly LIGHTFALLOFF_PHYSICAL: number;
  110146. /**
  110147. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  110148. * to enhance interoperability with other engines.
  110149. */
  110150. static readonly LIGHTFALLOFF_GLTF: number;
  110151. /**
  110152. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  110153. * to enhance interoperability with other materials.
  110154. */
  110155. static readonly LIGHTFALLOFF_STANDARD: number;
  110156. /**
  110157. * Intensity of the direct lights e.g. the four lights available in your scene.
  110158. * This impacts both the direct diffuse and specular highlights.
  110159. */
  110160. protected _directIntensity: number;
  110161. /**
  110162. * Intensity of the emissive part of the material.
  110163. * This helps controlling the emissive effect without modifying the emissive color.
  110164. */
  110165. protected _emissiveIntensity: number;
  110166. /**
  110167. * Intensity of the environment e.g. how much the environment will light the object
  110168. * either through harmonics for rough material or through the refelction for shiny ones.
  110169. */
  110170. protected _environmentIntensity: number;
  110171. /**
  110172. * This is a special control allowing the reduction of the specular highlights coming from the
  110173. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  110174. */
  110175. protected _specularIntensity: number;
  110176. /**
  110177. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  110178. */
  110179. private _lightingInfos;
  110180. /**
  110181. * Debug Control allowing disabling the bump map on this material.
  110182. */
  110183. protected _disableBumpMap: boolean;
  110184. /**
  110185. * AKA Diffuse Texture in standard nomenclature.
  110186. */
  110187. protected _albedoTexture: Nullable<BaseTexture>;
  110188. /**
  110189. * AKA Occlusion Texture in other nomenclature.
  110190. */
  110191. protected _ambientTexture: Nullable<BaseTexture>;
  110192. /**
  110193. * AKA Occlusion Texture Intensity in other nomenclature.
  110194. */
  110195. protected _ambientTextureStrength: number;
  110196. /**
  110197. * Defines how much the AO map is occluding the analytical lights (point spot...).
  110198. * 1 means it completely occludes it
  110199. * 0 mean it has no impact
  110200. */
  110201. protected _ambientTextureImpactOnAnalyticalLights: number;
  110202. /**
  110203. * Stores the alpha values in a texture.
  110204. */
  110205. protected _opacityTexture: Nullable<BaseTexture>;
  110206. /**
  110207. * Stores the reflection values in a texture.
  110208. */
  110209. protected _reflectionTexture: Nullable<BaseTexture>;
  110210. /**
  110211. * Stores the emissive values in a texture.
  110212. */
  110213. protected _emissiveTexture: Nullable<BaseTexture>;
  110214. /**
  110215. * AKA Specular texture in other nomenclature.
  110216. */
  110217. protected _reflectivityTexture: Nullable<BaseTexture>;
  110218. /**
  110219. * Used to switch from specular/glossiness to metallic/roughness workflow.
  110220. */
  110221. protected _metallicTexture: Nullable<BaseTexture>;
  110222. /**
  110223. * Specifies the metallic scalar of the metallic/roughness workflow.
  110224. * Can also be used to scale the metalness values of the metallic texture.
  110225. */
  110226. protected _metallic: Nullable<number>;
  110227. /**
  110228. * Specifies the roughness scalar of the metallic/roughness workflow.
  110229. * Can also be used to scale the roughness values of the metallic texture.
  110230. */
  110231. protected _roughness: Nullable<number>;
  110232. /**
  110233. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  110234. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  110235. */
  110236. protected _microSurfaceTexture: Nullable<BaseTexture>;
  110237. /**
  110238. * Stores surface normal data used to displace a mesh in a texture.
  110239. */
  110240. protected _bumpTexture: Nullable<BaseTexture>;
  110241. /**
  110242. * Stores the pre-calculated light information of a mesh in a texture.
  110243. */
  110244. protected _lightmapTexture: Nullable<BaseTexture>;
  110245. /**
  110246. * The color of a material in ambient lighting.
  110247. */
  110248. protected _ambientColor: Color3;
  110249. /**
  110250. * AKA Diffuse Color in other nomenclature.
  110251. */
  110252. protected _albedoColor: Color3;
  110253. /**
  110254. * AKA Specular Color in other nomenclature.
  110255. */
  110256. protected _reflectivityColor: Color3;
  110257. /**
  110258. * The color applied when light is reflected from a material.
  110259. */
  110260. protected _reflectionColor: Color3;
  110261. /**
  110262. * The color applied when light is emitted from a material.
  110263. */
  110264. protected _emissiveColor: Color3;
  110265. /**
  110266. * AKA Glossiness in other nomenclature.
  110267. */
  110268. protected _microSurface: number;
  110269. /**
  110270. * Specifies that the material will use the light map as a show map.
  110271. */
  110272. protected _useLightmapAsShadowmap: boolean;
  110273. /**
  110274. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  110275. * makes the reflect vector face the model (under horizon).
  110276. */
  110277. protected _useHorizonOcclusion: boolean;
  110278. /**
  110279. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  110280. * too much the area relying on ambient texture to define their ambient occlusion.
  110281. */
  110282. protected _useRadianceOcclusion: boolean;
  110283. /**
  110284. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  110285. */
  110286. protected _useAlphaFromAlbedoTexture: boolean;
  110287. /**
  110288. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  110289. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  110290. */
  110291. protected _useSpecularOverAlpha: boolean;
  110292. /**
  110293. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  110294. */
  110295. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  110296. /**
  110297. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  110298. */
  110299. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  110300. /**
  110301. * Specifies if the metallic texture contains the roughness information in its green channel.
  110302. */
  110303. protected _useRoughnessFromMetallicTextureGreen: boolean;
  110304. /**
  110305. * Specifies if the metallic texture contains the metallness information in its blue channel.
  110306. */
  110307. protected _useMetallnessFromMetallicTextureBlue: boolean;
  110308. /**
  110309. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  110310. */
  110311. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  110312. /**
  110313. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  110314. */
  110315. protected _useAmbientInGrayScale: boolean;
  110316. /**
  110317. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  110318. * The material will try to infer what glossiness each pixel should be.
  110319. */
  110320. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  110321. /**
  110322. * Defines the falloff type used in this material.
  110323. * It by default is Physical.
  110324. */
  110325. protected _lightFalloff: number;
  110326. /**
  110327. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  110328. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  110329. */
  110330. protected _useRadianceOverAlpha: boolean;
  110331. /**
  110332. * Allows using an object space normal map (instead of tangent space).
  110333. */
  110334. protected _useObjectSpaceNormalMap: boolean;
  110335. /**
  110336. * Allows using the bump map in parallax mode.
  110337. */
  110338. protected _useParallax: boolean;
  110339. /**
  110340. * Allows using the bump map in parallax occlusion mode.
  110341. */
  110342. protected _useParallaxOcclusion: boolean;
  110343. /**
  110344. * Controls the scale bias of the parallax mode.
  110345. */
  110346. protected _parallaxScaleBias: number;
  110347. /**
  110348. * If sets to true, disables all the lights affecting the material.
  110349. */
  110350. protected _disableLighting: boolean;
  110351. /**
  110352. * Number of Simultaneous lights allowed on the material.
  110353. */
  110354. protected _maxSimultaneousLights: number;
  110355. /**
  110356. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  110357. */
  110358. protected _invertNormalMapX: boolean;
  110359. /**
  110360. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  110361. */
  110362. protected _invertNormalMapY: boolean;
  110363. /**
  110364. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  110365. */
  110366. protected _twoSidedLighting: boolean;
  110367. /**
  110368. * Defines the alpha limits in alpha test mode.
  110369. */
  110370. protected _alphaCutOff: number;
  110371. /**
  110372. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  110373. */
  110374. protected _forceAlphaTest: boolean;
  110375. /**
  110376. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  110377. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  110378. */
  110379. protected _useAlphaFresnel: boolean;
  110380. /**
  110381. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  110382. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  110383. */
  110384. protected _useLinearAlphaFresnel: boolean;
  110385. /**
  110386. * The transparency mode of the material.
  110387. */
  110388. protected _transparencyMode: Nullable<number>;
  110389. /**
  110390. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  110391. * from cos thetav and roughness:
  110392. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  110393. */
  110394. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  110395. /**
  110396. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  110397. */
  110398. protected _forceIrradianceInFragment: boolean;
  110399. /**
  110400. * Force normal to face away from face.
  110401. */
  110402. protected _forceNormalForward: boolean;
  110403. /**
  110404. * Enables specular anti aliasing in the PBR shader.
  110405. * It will both interacts on the Geometry for analytical and IBL lighting.
  110406. * It also prefilter the roughness map based on the bump values.
  110407. */
  110408. protected _enableSpecularAntiAliasing: boolean;
  110409. /**
  110410. * Default configuration related to image processing available in the PBR Material.
  110411. */
  110412. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  110413. /**
  110414. * Keep track of the image processing observer to allow dispose and replace.
  110415. */
  110416. private _imageProcessingObserver;
  110417. /**
  110418. * Attaches a new image processing configuration to the PBR Material.
  110419. * @param configuration
  110420. */
  110421. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  110422. /**
  110423. * Stores the available render targets.
  110424. */
  110425. private _renderTargets;
  110426. /**
  110427. * Sets the global ambient color for the material used in lighting calculations.
  110428. */
  110429. private _globalAmbientColor;
  110430. /**
  110431. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  110432. */
  110433. private _useLogarithmicDepth;
  110434. /**
  110435. * If set to true, no lighting calculations will be applied.
  110436. */
  110437. private _unlit;
  110438. private _debugMode;
  110439. /**
  110440. * @hidden
  110441. * This is reserved for the inspector.
  110442. * Defines the material debug mode.
  110443. * It helps seeing only some components of the material while troubleshooting.
  110444. */
  110445. debugMode: number;
  110446. /**
  110447. * @hidden
  110448. * This is reserved for the inspector.
  110449. * Specify from where on screen the debug mode should start.
  110450. * The value goes from -1 (full screen) to 1 (not visible)
  110451. * It helps with side by side comparison against the final render
  110452. * This defaults to -1
  110453. */
  110454. private debugLimit;
  110455. /**
  110456. * @hidden
  110457. * This is reserved for the inspector.
  110458. * As the default viewing range might not be enough (if the ambient is really small for instance)
  110459. * You can use the factor to better multiply the final value.
  110460. */
  110461. private debugFactor;
  110462. /**
  110463. * Defines the clear coat layer parameters for the material.
  110464. */
  110465. readonly clearCoat: PBRClearCoatConfiguration;
  110466. /**
  110467. * Defines the anisotropic parameters for the material.
  110468. */
  110469. readonly anisotropy: PBRAnisotropicConfiguration;
  110470. /**
  110471. * Defines the BRDF parameters for the material.
  110472. */
  110473. readonly brdf: PBRBRDFConfiguration;
  110474. /**
  110475. * Defines the Sheen parameters for the material.
  110476. */
  110477. readonly sheen: PBRSheenConfiguration;
  110478. /**
  110479. * Defines the SubSurface parameters for the material.
  110480. */
  110481. readonly subSurface: PBRSubSurfaceConfiguration;
  110482. /**
  110483. * Custom callback helping to override the default shader used in the material.
  110484. */
  110485. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  110486. /**
  110487. * Instantiates a new PBRMaterial instance.
  110488. *
  110489. * @param name The material name
  110490. * @param scene The scene the material will be use in.
  110491. */
  110492. constructor(name: string, scene: Scene);
  110493. /**
  110494. * Gets a boolean indicating that current material needs to register RTT
  110495. */
  110496. readonly hasRenderTargetTextures: boolean;
  110497. /**
  110498. * Gets the name of the material class.
  110499. */
  110500. getClassName(): string;
  110501. /**
  110502. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  110503. */
  110504. /**
  110505. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  110506. */
  110507. useLogarithmicDepth: boolean;
  110508. /**
  110509. * Gets the current transparency mode.
  110510. */
  110511. /**
  110512. * Sets the transparency mode of the material.
  110513. *
  110514. * | Value | Type | Description |
  110515. * | ----- | ----------------------------------- | ----------- |
  110516. * | 0 | OPAQUE | |
  110517. * | 1 | ALPHATEST | |
  110518. * | 2 | ALPHABLEND | |
  110519. * | 3 | ALPHATESTANDBLEND | |
  110520. *
  110521. */
  110522. transparencyMode: Nullable<number>;
  110523. /**
  110524. * Returns true if alpha blending should be disabled.
  110525. */
  110526. private readonly _disableAlphaBlending;
  110527. /**
  110528. * Specifies whether or not this material should be rendered in alpha blend mode.
  110529. */
  110530. needAlphaBlending(): boolean;
  110531. /**
  110532. * Specifies if the mesh will require alpha blending.
  110533. * @param mesh - BJS mesh.
  110534. */
  110535. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  110536. /**
  110537. * Specifies whether or not this material should be rendered in alpha test mode.
  110538. */
  110539. needAlphaTesting(): boolean;
  110540. /**
  110541. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  110542. */
  110543. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  110544. /**
  110545. * Gets the texture used for the alpha test.
  110546. */
  110547. getAlphaTestTexture(): Nullable<BaseTexture>;
  110548. /**
  110549. * Specifies that the submesh is ready to be used.
  110550. * @param mesh - BJS mesh.
  110551. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  110552. * @param useInstances - Specifies that instances should be used.
  110553. * @returns - boolean indicating that the submesh is ready or not.
  110554. */
  110555. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  110556. /**
  110557. * Specifies if the material uses metallic roughness workflow.
  110558. * @returns boolean specifiying if the material uses metallic roughness workflow.
  110559. */
  110560. isMetallicWorkflow(): boolean;
  110561. private _prepareEffect;
  110562. private _prepareDefines;
  110563. /**
  110564. * Force shader compilation
  110565. */
  110566. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  110567. clipPlane: boolean;
  110568. }>): void;
  110569. /**
  110570. * Initializes the uniform buffer layout for the shader.
  110571. */
  110572. buildUniformLayout(): void;
  110573. /**
  110574. * Unbinds the material from the mesh
  110575. */
  110576. unbind(): void;
  110577. /**
  110578. * Binds the submesh data.
  110579. * @param world - The world matrix.
  110580. * @param mesh - The BJS mesh.
  110581. * @param subMesh - A submesh of the BJS mesh.
  110582. */
  110583. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  110584. /**
  110585. * Returns the animatable textures.
  110586. * @returns - Array of animatable textures.
  110587. */
  110588. getAnimatables(): IAnimatable[];
  110589. /**
  110590. * Returns the texture used for reflections.
  110591. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  110592. */
  110593. private _getReflectionTexture;
  110594. /**
  110595. * Returns an array of the actively used textures.
  110596. * @returns - Array of BaseTextures
  110597. */
  110598. getActiveTextures(): BaseTexture[];
  110599. /**
  110600. * Checks to see if a texture is used in the material.
  110601. * @param texture - Base texture to use.
  110602. * @returns - Boolean specifying if a texture is used in the material.
  110603. */
  110604. hasTexture(texture: BaseTexture): boolean;
  110605. /**
  110606. * Disposes the resources of the material.
  110607. * @param forceDisposeEffect - Forces the disposal of effects.
  110608. * @param forceDisposeTextures - Forces the disposal of all textures.
  110609. */
  110610. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  110611. }
  110612. }
  110613. declare module BABYLON {
  110614. /**
  110615. * The Physically based material of BJS.
  110616. *
  110617. * This offers the main features of a standard PBR material.
  110618. * For more information, please refer to the documentation :
  110619. * https://doc.babylonjs.com/how_to/physically_based_rendering
  110620. */
  110621. export class PBRMaterial extends PBRBaseMaterial {
  110622. /**
  110623. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  110624. */
  110625. static readonly PBRMATERIAL_OPAQUE: number;
  110626. /**
  110627. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  110628. */
  110629. static readonly PBRMATERIAL_ALPHATEST: number;
  110630. /**
  110631. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  110632. */
  110633. static readonly PBRMATERIAL_ALPHABLEND: number;
  110634. /**
  110635. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  110636. * They are also discarded below the alpha cutoff threshold to improve performances.
  110637. */
  110638. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  110639. /**
  110640. * Defines the default value of how much AO map is occluding the analytical lights
  110641. * (point spot...).
  110642. */
  110643. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  110644. /**
  110645. * Intensity of the direct lights e.g. the four lights available in your scene.
  110646. * This impacts both the direct diffuse and specular highlights.
  110647. */
  110648. directIntensity: number;
  110649. /**
  110650. * Intensity of the emissive part of the material.
  110651. * This helps controlling the emissive effect without modifying the emissive color.
  110652. */
  110653. emissiveIntensity: number;
  110654. /**
  110655. * Intensity of the environment e.g. how much the environment will light the object
  110656. * either through harmonics for rough material or through the refelction for shiny ones.
  110657. */
  110658. environmentIntensity: number;
  110659. /**
  110660. * This is a special control allowing the reduction of the specular highlights coming from the
  110661. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  110662. */
  110663. specularIntensity: number;
  110664. /**
  110665. * Debug Control allowing disabling the bump map on this material.
  110666. */
  110667. disableBumpMap: boolean;
  110668. /**
  110669. * AKA Diffuse Texture in standard nomenclature.
  110670. */
  110671. albedoTexture: BaseTexture;
  110672. /**
  110673. * AKA Occlusion Texture in other nomenclature.
  110674. */
  110675. ambientTexture: BaseTexture;
  110676. /**
  110677. * AKA Occlusion Texture Intensity in other nomenclature.
  110678. */
  110679. ambientTextureStrength: number;
  110680. /**
  110681. * Defines how much the AO map is occluding the analytical lights (point spot...).
  110682. * 1 means it completely occludes it
  110683. * 0 mean it has no impact
  110684. */
  110685. ambientTextureImpactOnAnalyticalLights: number;
  110686. /**
  110687. * Stores the alpha values in a texture.
  110688. */
  110689. opacityTexture: BaseTexture;
  110690. /**
  110691. * Stores the reflection values in a texture.
  110692. */
  110693. reflectionTexture: Nullable<BaseTexture>;
  110694. /**
  110695. * Stores the emissive values in a texture.
  110696. */
  110697. emissiveTexture: BaseTexture;
  110698. /**
  110699. * AKA Specular texture in other nomenclature.
  110700. */
  110701. reflectivityTexture: BaseTexture;
  110702. /**
  110703. * Used to switch from specular/glossiness to metallic/roughness workflow.
  110704. */
  110705. metallicTexture: BaseTexture;
  110706. /**
  110707. * Specifies the metallic scalar of the metallic/roughness workflow.
  110708. * Can also be used to scale the metalness values of the metallic texture.
  110709. */
  110710. metallic: Nullable<number>;
  110711. /**
  110712. * Specifies the roughness scalar of the metallic/roughness workflow.
  110713. * Can also be used to scale the roughness values of the metallic texture.
  110714. */
  110715. roughness: Nullable<number>;
  110716. /**
  110717. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  110718. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  110719. */
  110720. microSurfaceTexture: BaseTexture;
  110721. /**
  110722. * Stores surface normal data used to displace a mesh in a texture.
  110723. */
  110724. bumpTexture: BaseTexture;
  110725. /**
  110726. * Stores the pre-calculated light information of a mesh in a texture.
  110727. */
  110728. lightmapTexture: BaseTexture;
  110729. /**
  110730. * Stores the refracted light information in a texture.
  110731. */
  110732. refractionTexture: Nullable<BaseTexture>;
  110733. /**
  110734. * The color of a material in ambient lighting.
  110735. */
  110736. ambientColor: Color3;
  110737. /**
  110738. * AKA Diffuse Color in other nomenclature.
  110739. */
  110740. albedoColor: Color3;
  110741. /**
  110742. * AKA Specular Color in other nomenclature.
  110743. */
  110744. reflectivityColor: Color3;
  110745. /**
  110746. * The color reflected from the material.
  110747. */
  110748. reflectionColor: Color3;
  110749. /**
  110750. * The color emitted from the material.
  110751. */
  110752. emissiveColor: Color3;
  110753. /**
  110754. * AKA Glossiness in other nomenclature.
  110755. */
  110756. microSurface: number;
  110757. /**
  110758. * source material index of refraction (IOR)' / 'destination material IOR.
  110759. */
  110760. indexOfRefraction: number;
  110761. /**
  110762. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  110763. */
  110764. invertRefractionY: boolean;
  110765. /**
  110766. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  110767. * Materials half opaque for instance using refraction could benefit from this control.
  110768. */
  110769. linkRefractionWithTransparency: boolean;
  110770. /**
  110771. * If true, the light map contains occlusion information instead of lighting info.
  110772. */
  110773. useLightmapAsShadowmap: boolean;
  110774. /**
  110775. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  110776. */
  110777. useAlphaFromAlbedoTexture: boolean;
  110778. /**
  110779. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  110780. */
  110781. forceAlphaTest: boolean;
  110782. /**
  110783. * Defines the alpha limits in alpha test mode.
  110784. */
  110785. alphaCutOff: number;
  110786. /**
  110787. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  110788. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  110789. */
  110790. useSpecularOverAlpha: boolean;
  110791. /**
  110792. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  110793. */
  110794. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  110795. /**
  110796. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  110797. */
  110798. useRoughnessFromMetallicTextureAlpha: boolean;
  110799. /**
  110800. * Specifies if the metallic texture contains the roughness information in its green channel.
  110801. */
  110802. useRoughnessFromMetallicTextureGreen: boolean;
  110803. /**
  110804. * Specifies if the metallic texture contains the metallness information in its blue channel.
  110805. */
  110806. useMetallnessFromMetallicTextureBlue: boolean;
  110807. /**
  110808. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  110809. */
  110810. useAmbientOcclusionFromMetallicTextureRed: boolean;
  110811. /**
  110812. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  110813. */
  110814. useAmbientInGrayScale: boolean;
  110815. /**
  110816. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  110817. * The material will try to infer what glossiness each pixel should be.
  110818. */
  110819. useAutoMicroSurfaceFromReflectivityMap: boolean;
  110820. /**
  110821. * BJS is using an harcoded light falloff based on a manually sets up range.
  110822. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  110823. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  110824. */
  110825. /**
  110826. * BJS is using an harcoded light falloff based on a manually sets up range.
  110827. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  110828. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  110829. */
  110830. usePhysicalLightFalloff: boolean;
  110831. /**
  110832. * In order to support the falloff compatibility with gltf, a special mode has been added
  110833. * to reproduce the gltf light falloff.
  110834. */
  110835. /**
  110836. * In order to support the falloff compatibility with gltf, a special mode has been added
  110837. * to reproduce the gltf light falloff.
  110838. */
  110839. useGLTFLightFalloff: boolean;
  110840. /**
  110841. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  110842. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  110843. */
  110844. useRadianceOverAlpha: boolean;
  110845. /**
  110846. * Allows using an object space normal map (instead of tangent space).
  110847. */
  110848. useObjectSpaceNormalMap: boolean;
  110849. /**
  110850. * Allows using the bump map in parallax mode.
  110851. */
  110852. useParallax: boolean;
  110853. /**
  110854. * Allows using the bump map in parallax occlusion mode.
  110855. */
  110856. useParallaxOcclusion: boolean;
  110857. /**
  110858. * Controls the scale bias of the parallax mode.
  110859. */
  110860. parallaxScaleBias: number;
  110861. /**
  110862. * If sets to true, disables all the lights affecting the material.
  110863. */
  110864. disableLighting: boolean;
  110865. /**
  110866. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  110867. */
  110868. forceIrradianceInFragment: boolean;
  110869. /**
  110870. * Number of Simultaneous lights allowed on the material.
  110871. */
  110872. maxSimultaneousLights: number;
  110873. /**
  110874. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  110875. */
  110876. invertNormalMapX: boolean;
  110877. /**
  110878. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  110879. */
  110880. invertNormalMapY: boolean;
  110881. /**
  110882. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  110883. */
  110884. twoSidedLighting: boolean;
  110885. /**
  110886. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  110887. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  110888. */
  110889. useAlphaFresnel: boolean;
  110890. /**
  110891. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  110892. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  110893. */
  110894. useLinearAlphaFresnel: boolean;
  110895. /**
  110896. * Let user defines the brdf lookup texture used for IBL.
  110897. * A default 8bit version is embedded but you could point at :
  110898. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  110899. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  110900. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  110901. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  110902. */
  110903. environmentBRDFTexture: Nullable<BaseTexture>;
  110904. /**
  110905. * Force normal to face away from face.
  110906. */
  110907. forceNormalForward: boolean;
  110908. /**
  110909. * Enables specular anti aliasing in the PBR shader.
  110910. * It will both interacts on the Geometry for analytical and IBL lighting.
  110911. * It also prefilter the roughness map based on the bump values.
  110912. */
  110913. enableSpecularAntiAliasing: boolean;
  110914. /**
  110915. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  110916. * makes the reflect vector face the model (under horizon).
  110917. */
  110918. useHorizonOcclusion: boolean;
  110919. /**
  110920. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  110921. * too much the area relying on ambient texture to define their ambient occlusion.
  110922. */
  110923. useRadianceOcclusion: boolean;
  110924. /**
  110925. * If set to true, no lighting calculations will be applied.
  110926. */
  110927. unlit: boolean;
  110928. /**
  110929. * Gets the image processing configuration used either in this material.
  110930. */
  110931. /**
  110932. * Sets the Default image processing configuration used either in the this material.
  110933. *
  110934. * If sets to null, the scene one is in use.
  110935. */
  110936. imageProcessingConfiguration: ImageProcessingConfiguration;
  110937. /**
  110938. * Gets wether the color curves effect is enabled.
  110939. */
  110940. /**
  110941. * Sets wether the color curves effect is enabled.
  110942. */
  110943. cameraColorCurvesEnabled: boolean;
  110944. /**
  110945. * Gets wether the color grading effect is enabled.
  110946. */
  110947. /**
  110948. * Gets wether the color grading effect is enabled.
  110949. */
  110950. cameraColorGradingEnabled: boolean;
  110951. /**
  110952. * Gets wether tonemapping is enabled or not.
  110953. */
  110954. /**
  110955. * Sets wether tonemapping is enabled or not
  110956. */
  110957. cameraToneMappingEnabled: boolean;
  110958. /**
  110959. * The camera exposure used on this material.
  110960. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  110961. * This corresponds to a photographic exposure.
  110962. */
  110963. /**
  110964. * The camera exposure used on this material.
  110965. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  110966. * This corresponds to a photographic exposure.
  110967. */
  110968. cameraExposure: number;
  110969. /**
  110970. * Gets The camera contrast used on this material.
  110971. */
  110972. /**
  110973. * Sets The camera contrast used on this material.
  110974. */
  110975. cameraContrast: number;
  110976. /**
  110977. * Gets the Color Grading 2D Lookup Texture.
  110978. */
  110979. /**
  110980. * Sets the Color Grading 2D Lookup Texture.
  110981. */
  110982. cameraColorGradingTexture: Nullable<BaseTexture>;
  110983. /**
  110984. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  110985. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  110986. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  110987. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  110988. */
  110989. /**
  110990. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  110991. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  110992. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  110993. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  110994. */
  110995. cameraColorCurves: Nullable<ColorCurves>;
  110996. /**
  110997. * Instantiates a new PBRMaterial instance.
  110998. *
  110999. * @param name The material name
  111000. * @param scene The scene the material will be use in.
  111001. */
  111002. constructor(name: string, scene: Scene);
  111003. /**
  111004. * Returns the name of this material class.
  111005. */
  111006. getClassName(): string;
  111007. /**
  111008. * Makes a duplicate of the current material.
  111009. * @param name - name to use for the new material.
  111010. */
  111011. clone(name: string): PBRMaterial;
  111012. /**
  111013. * Serializes this PBR Material.
  111014. * @returns - An object with the serialized material.
  111015. */
  111016. serialize(): any;
  111017. /**
  111018. * Parses a PBR Material from a serialized object.
  111019. * @param source - Serialized object.
  111020. * @param scene - BJS scene instance.
  111021. * @param rootUrl - url for the scene object
  111022. * @returns - PBRMaterial
  111023. */
  111024. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  111025. }
  111026. }
  111027. declare module BABYLON {
  111028. /**
  111029. * Direct draw surface info
  111030. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  111031. */
  111032. export interface DDSInfo {
  111033. /**
  111034. * Width of the texture
  111035. */
  111036. width: number;
  111037. /**
  111038. * Width of the texture
  111039. */
  111040. height: number;
  111041. /**
  111042. * Number of Mipmaps for the texture
  111043. * @see https://en.wikipedia.org/wiki/Mipmap
  111044. */
  111045. mipmapCount: number;
  111046. /**
  111047. * If the textures format is a known fourCC format
  111048. * @see https://www.fourcc.org/
  111049. */
  111050. isFourCC: boolean;
  111051. /**
  111052. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  111053. */
  111054. isRGB: boolean;
  111055. /**
  111056. * If the texture is a lumincance format
  111057. */
  111058. isLuminance: boolean;
  111059. /**
  111060. * If this is a cube texture
  111061. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  111062. */
  111063. isCube: boolean;
  111064. /**
  111065. * If the texture is a compressed format eg. FOURCC_DXT1
  111066. */
  111067. isCompressed: boolean;
  111068. /**
  111069. * The dxgiFormat of the texture
  111070. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  111071. */
  111072. dxgiFormat: number;
  111073. /**
  111074. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  111075. */
  111076. textureType: number;
  111077. /**
  111078. * Sphericle polynomial created for the dds texture
  111079. */
  111080. sphericalPolynomial?: SphericalPolynomial;
  111081. }
  111082. /**
  111083. * Class used to provide DDS decompression tools
  111084. */
  111085. export class DDSTools {
  111086. /**
  111087. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  111088. */
  111089. static StoreLODInAlphaChannel: boolean;
  111090. /**
  111091. * Gets DDS information from an array buffer
  111092. * @param arrayBuffer defines the array buffer to read data from
  111093. * @returns the DDS information
  111094. */
  111095. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  111096. private static _FloatView;
  111097. private static _Int32View;
  111098. private static _ToHalfFloat;
  111099. private static _FromHalfFloat;
  111100. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  111101. private static _GetHalfFloatRGBAArrayBuffer;
  111102. private static _GetFloatRGBAArrayBuffer;
  111103. private static _GetFloatAsUIntRGBAArrayBuffer;
  111104. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  111105. private static _GetRGBAArrayBuffer;
  111106. private static _ExtractLongWordOrder;
  111107. private static _GetRGBArrayBuffer;
  111108. private static _GetLuminanceArrayBuffer;
  111109. /**
  111110. * Uploads DDS Levels to a Babylon Texture
  111111. * @hidden
  111112. */
  111113. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  111114. }
  111115. interface Engine {
  111116. /**
  111117. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  111118. * @param rootUrl defines the url where the file to load is located
  111119. * @param scene defines the current scene
  111120. * @param lodScale defines scale to apply to the mip map selection
  111121. * @param lodOffset defines offset to apply to the mip map selection
  111122. * @param onLoad defines an optional callback raised when the texture is loaded
  111123. * @param onError defines an optional callback raised if there is an issue to load the texture
  111124. * @param format defines the format of the data
  111125. * @param forcedExtension defines the extension to use to pick the right loader
  111126. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  111127. * @returns the cube texture as an InternalTexture
  111128. */
  111129. createPrefilteredCubeTexture(rootUrl: string, scene: Nullable<Scene>, lodScale: number, lodOffset: number, onLoad?: Nullable<(internalTexture: Nullable<InternalTexture>) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean): InternalTexture;
  111130. }
  111131. }
  111132. declare module BABYLON {
  111133. /**
  111134. * Implementation of the DDS Texture Loader.
  111135. * @hidden
  111136. */
  111137. export class _DDSTextureLoader implements IInternalTextureLoader {
  111138. /**
  111139. * Defines wether the loader supports cascade loading the different faces.
  111140. */
  111141. readonly supportCascades: boolean;
  111142. /**
  111143. * This returns if the loader support the current file information.
  111144. * @param extension defines the file extension of the file being loaded
  111145. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111146. * @param fallback defines the fallback internal texture if any
  111147. * @param isBase64 defines whether the texture is encoded as a base64
  111148. * @param isBuffer defines whether the texture data are stored as a buffer
  111149. * @returns true if the loader can load the specified file
  111150. */
  111151. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  111152. /**
  111153. * Transform the url before loading if required.
  111154. * @param rootUrl the url of the texture
  111155. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111156. * @returns the transformed texture
  111157. */
  111158. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  111159. /**
  111160. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  111161. * @param rootUrl the url of the texture
  111162. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111163. * @returns the fallback texture
  111164. */
  111165. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  111166. /**
  111167. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  111168. * @param data contains the texture data
  111169. * @param texture defines the BabylonJS internal texture
  111170. * @param createPolynomials will be true if polynomials have been requested
  111171. * @param onLoad defines the callback to trigger once the texture is ready
  111172. * @param onError defines the callback to trigger in case of error
  111173. */
  111174. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  111175. /**
  111176. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  111177. * @param data contains the texture data
  111178. * @param texture defines the BabylonJS internal texture
  111179. * @param callback defines the method to call once ready to upload
  111180. */
  111181. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  111182. }
  111183. }
  111184. declare module BABYLON {
  111185. /** @hidden */
  111186. export var rgbdEncodePixelShader: {
  111187. name: string;
  111188. shader: string;
  111189. };
  111190. }
  111191. declare module BABYLON {
  111192. /**
  111193. * Raw texture data and descriptor sufficient for WebGL texture upload
  111194. */
  111195. export interface EnvironmentTextureInfo {
  111196. /**
  111197. * Version of the environment map
  111198. */
  111199. version: number;
  111200. /**
  111201. * Width of image
  111202. */
  111203. width: number;
  111204. /**
  111205. * Irradiance information stored in the file.
  111206. */
  111207. irradiance: any;
  111208. /**
  111209. * Specular information stored in the file.
  111210. */
  111211. specular: any;
  111212. }
  111213. /**
  111214. * Sets of helpers addressing the serialization and deserialization of environment texture
  111215. * stored in a BabylonJS env file.
  111216. * Those files are usually stored as .env files.
  111217. */
  111218. export class EnvironmentTextureTools {
  111219. /**
  111220. * Magic number identifying the env file.
  111221. */
  111222. private static _MagicBytes;
  111223. /**
  111224. * Gets the environment info from an env file.
  111225. * @param data The array buffer containing the .env bytes.
  111226. * @returns the environment file info (the json header) if successfully parsed.
  111227. */
  111228. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  111229. /**
  111230. * Creates an environment texture from a loaded cube texture.
  111231. * @param texture defines the cube texture to convert in env file
  111232. * @return a promise containing the environment data if succesfull.
  111233. */
  111234. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  111235. /**
  111236. * Creates a JSON representation of the spherical data.
  111237. * @param texture defines the texture containing the polynomials
  111238. * @return the JSON representation of the spherical info
  111239. */
  111240. private static _CreateEnvTextureIrradiance;
  111241. /**
  111242. * Uploads the texture info contained in the env file to the GPU.
  111243. * @param texture defines the internal texture to upload to
  111244. * @param arrayBuffer defines the buffer cotaining the data to load
  111245. * @param info defines the texture info retrieved through the GetEnvInfo method
  111246. * @returns a promise
  111247. */
  111248. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  111249. /**
  111250. * Uploads the levels of image data to the GPU.
  111251. * @param texture defines the internal texture to upload to
  111252. * @param imageData defines the array buffer views of image data [mipmap][face]
  111253. * @returns a promise
  111254. */
  111255. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  111256. /**
  111257. * Uploads spherical polynomials information to the texture.
  111258. * @param texture defines the texture we are trying to upload the information to
  111259. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  111260. */
  111261. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  111262. /** @hidden */
  111263. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  111264. }
  111265. }
  111266. declare module BABYLON {
  111267. /**
  111268. * Implementation of the ENV Texture Loader.
  111269. * @hidden
  111270. */
  111271. export class _ENVTextureLoader implements IInternalTextureLoader {
  111272. /**
  111273. * Defines wether the loader supports cascade loading the different faces.
  111274. */
  111275. readonly supportCascades: boolean;
  111276. /**
  111277. * This returns if the loader support the current file information.
  111278. * @param extension defines the file extension of the file being loaded
  111279. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111280. * @param fallback defines the fallback internal texture if any
  111281. * @param isBase64 defines whether the texture is encoded as a base64
  111282. * @param isBuffer defines whether the texture data are stored as a buffer
  111283. * @returns true if the loader can load the specified file
  111284. */
  111285. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  111286. /**
  111287. * Transform the url before loading if required.
  111288. * @param rootUrl the url of the texture
  111289. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111290. * @returns the transformed texture
  111291. */
  111292. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  111293. /**
  111294. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  111295. * @param rootUrl the url of the texture
  111296. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111297. * @returns the fallback texture
  111298. */
  111299. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  111300. /**
  111301. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  111302. * @param data contains the texture data
  111303. * @param texture defines the BabylonJS internal texture
  111304. * @param createPolynomials will be true if polynomials have been requested
  111305. * @param onLoad defines the callback to trigger once the texture is ready
  111306. * @param onError defines the callback to trigger in case of error
  111307. */
  111308. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  111309. /**
  111310. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  111311. * @param data contains the texture data
  111312. * @param texture defines the BabylonJS internal texture
  111313. * @param callback defines the method to call once ready to upload
  111314. */
  111315. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  111316. }
  111317. }
  111318. declare module BABYLON {
  111319. /**
  111320. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  111321. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  111322. */
  111323. export class KhronosTextureContainer {
  111324. /** contents of the KTX container file */
  111325. arrayBuffer: any;
  111326. private static HEADER_LEN;
  111327. private static COMPRESSED_2D;
  111328. private static COMPRESSED_3D;
  111329. private static TEX_2D;
  111330. private static TEX_3D;
  111331. /**
  111332. * Gets the openGL type
  111333. */
  111334. glType: number;
  111335. /**
  111336. * Gets the openGL type size
  111337. */
  111338. glTypeSize: number;
  111339. /**
  111340. * Gets the openGL format
  111341. */
  111342. glFormat: number;
  111343. /**
  111344. * Gets the openGL internal format
  111345. */
  111346. glInternalFormat: number;
  111347. /**
  111348. * Gets the base internal format
  111349. */
  111350. glBaseInternalFormat: number;
  111351. /**
  111352. * Gets image width in pixel
  111353. */
  111354. pixelWidth: number;
  111355. /**
  111356. * Gets image height in pixel
  111357. */
  111358. pixelHeight: number;
  111359. /**
  111360. * Gets image depth in pixels
  111361. */
  111362. pixelDepth: number;
  111363. /**
  111364. * Gets the number of array elements
  111365. */
  111366. numberOfArrayElements: number;
  111367. /**
  111368. * Gets the number of faces
  111369. */
  111370. numberOfFaces: number;
  111371. /**
  111372. * Gets the number of mipmap levels
  111373. */
  111374. numberOfMipmapLevels: number;
  111375. /**
  111376. * Gets the bytes of key value data
  111377. */
  111378. bytesOfKeyValueData: number;
  111379. /**
  111380. * Gets the load type
  111381. */
  111382. loadType: number;
  111383. /**
  111384. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  111385. */
  111386. isInvalid: boolean;
  111387. /**
  111388. * Creates a new KhronosTextureContainer
  111389. * @param arrayBuffer contents of the KTX container file
  111390. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  111391. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  111392. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  111393. */
  111394. constructor(
  111395. /** contents of the KTX container file */
  111396. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  111397. /**
  111398. * Uploads KTX content to a Babylon Texture.
  111399. * It is assumed that the texture has already been created & is currently bound
  111400. * @hidden
  111401. */
  111402. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  111403. private _upload2DCompressedLevels;
  111404. }
  111405. }
  111406. declare module BABYLON {
  111407. /**
  111408. * Implementation of the KTX Texture Loader.
  111409. * @hidden
  111410. */
  111411. export class _KTXTextureLoader implements IInternalTextureLoader {
  111412. /**
  111413. * Defines wether the loader supports cascade loading the different faces.
  111414. */
  111415. readonly supportCascades: boolean;
  111416. /**
  111417. * This returns if the loader support the current file information.
  111418. * @param extension defines the file extension of the file being loaded
  111419. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111420. * @param fallback defines the fallback internal texture if any
  111421. * @param isBase64 defines whether the texture is encoded as a base64
  111422. * @param isBuffer defines whether the texture data are stored as a buffer
  111423. * @returns true if the loader can load the specified file
  111424. */
  111425. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  111426. /**
  111427. * Transform the url before loading if required.
  111428. * @param rootUrl the url of the texture
  111429. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111430. * @returns the transformed texture
  111431. */
  111432. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  111433. /**
  111434. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  111435. * @param rootUrl the url of the texture
  111436. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111437. * @returns the fallback texture
  111438. */
  111439. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  111440. /**
  111441. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  111442. * @param data contains the texture data
  111443. * @param texture defines the BabylonJS internal texture
  111444. * @param createPolynomials will be true if polynomials have been requested
  111445. * @param onLoad defines the callback to trigger once the texture is ready
  111446. * @param onError defines the callback to trigger in case of error
  111447. */
  111448. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  111449. /**
  111450. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  111451. * @param data contains the texture data
  111452. * @param texture defines the BabylonJS internal texture
  111453. * @param callback defines the method to call once ready to upload
  111454. */
  111455. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  111456. }
  111457. }
  111458. declare module BABYLON {
  111459. /**
  111460. * Options for the default xr helper
  111461. */
  111462. export class WebXRDefaultExperienceOptions {
  111463. /**
  111464. * Floor meshes that should be used for teleporting
  111465. */
  111466. floorMeshes: Array<AbstractMesh>;
  111467. }
  111468. /**
  111469. * Default experience which provides a similar setup to the previous webVRExperience
  111470. */
  111471. export class WebXRDefaultExperience {
  111472. /**
  111473. * Base experience
  111474. */
  111475. baseExperience: WebXRExperienceHelper;
  111476. /**
  111477. * Input experience extension
  111478. */
  111479. input: WebXRInput;
  111480. /**
  111481. * Loads the controller models
  111482. */
  111483. controllerModelLoader: WebXRControllerModelLoader;
  111484. /**
  111485. * Enables laser pointer and selection
  111486. */
  111487. pointerSelection: WebXRControllerPointerSelection;
  111488. /**
  111489. * Enables teleportation
  111490. */
  111491. teleportation: WebXRControllerTeleportation;
  111492. /**
  111493. * Enables ui for enetering/exiting xr
  111494. */
  111495. enterExitUI: WebXREnterExitUI;
  111496. /**
  111497. * Default output canvas xr should render to
  111498. */
  111499. outputCanvas: WebXRManagedOutputCanvas;
  111500. /**
  111501. * Creates the default xr experience
  111502. * @param scene scene
  111503. * @param options options for basic configuration
  111504. * @returns resulting WebXRDefaultExperience
  111505. */
  111506. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  111507. private constructor();
  111508. /**
  111509. * DIsposes of the experience helper
  111510. */
  111511. dispose(): void;
  111512. }
  111513. }
  111514. declare module BABYLON {
  111515. /** @hidden */
  111516. export var _forceSceneHelpersToBundle: boolean;
  111517. interface Scene {
  111518. /**
  111519. * Creates a default light for the scene.
  111520. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  111521. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  111522. */
  111523. createDefaultLight(replace?: boolean): void;
  111524. /**
  111525. * Creates a default camera for the scene.
  111526. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  111527. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  111528. * @param replace has default false, when true replaces the active camera in the scene
  111529. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  111530. */
  111531. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  111532. /**
  111533. * Creates a default camera and a default light.
  111534. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  111535. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  111536. * @param replace has the default false, when true replaces the active camera/light in the scene
  111537. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  111538. */
  111539. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  111540. /**
  111541. * Creates a new sky box
  111542. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  111543. * @param environmentTexture defines the texture to use as environment texture
  111544. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  111545. * @param scale defines the overall scale of the skybox
  111546. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  111547. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  111548. * @returns a new mesh holding the sky box
  111549. */
  111550. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  111551. /**
  111552. * Creates a new environment
  111553. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  111554. * @param options defines the options you can use to configure the environment
  111555. * @returns the new EnvironmentHelper
  111556. */
  111557. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  111558. /**
  111559. * Creates a new VREXperienceHelper
  111560. * @see http://doc.babylonjs.com/how_to/webvr_helper
  111561. * @param webVROptions defines the options used to create the new VREXperienceHelper
  111562. * @returns a new VREXperienceHelper
  111563. */
  111564. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  111565. /**
  111566. * Creates a new WebXRDefaultExperience
  111567. * @see http://doc.babylonjs.com/how_to/webxr
  111568. * @param options experience options
  111569. * @returns a promise for a new WebXRDefaultExperience
  111570. */
  111571. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  111572. }
  111573. }
  111574. declare module BABYLON {
  111575. /**
  111576. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  111577. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  111578. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  111579. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  111580. */
  111581. export class VideoDome extends TransformNode {
  111582. /**
  111583. * Define the video source as a Monoscopic panoramic 360 video.
  111584. */
  111585. static readonly MODE_MONOSCOPIC: number;
  111586. /**
  111587. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  111588. */
  111589. static readonly MODE_TOPBOTTOM: number;
  111590. /**
  111591. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  111592. */
  111593. static readonly MODE_SIDEBYSIDE: number;
  111594. private _useDirectMapping;
  111595. /**
  111596. * The video texture being displayed on the sphere
  111597. */
  111598. protected _videoTexture: VideoTexture;
  111599. /**
  111600. * Gets the video texture being displayed on the sphere
  111601. */
  111602. readonly videoTexture: VideoTexture;
  111603. /**
  111604. * The skybox material
  111605. */
  111606. protected _material: BackgroundMaterial;
  111607. /**
  111608. * The surface used for the skybox
  111609. */
  111610. protected _mesh: Mesh;
  111611. /**
  111612. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  111613. * Also see the options.resolution property.
  111614. */
  111615. fovMultiplier: number;
  111616. private _videoMode;
  111617. /**
  111618. * Gets or set the current video mode for the video. It can be:
  111619. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  111620. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  111621. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  111622. */
  111623. videoMode: number;
  111624. /**
  111625. * Oberserver used in Stereoscopic VR Mode.
  111626. */
  111627. private _onBeforeCameraRenderObserver;
  111628. /**
  111629. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  111630. * @param name Element's name, child elements will append suffixes for their own names.
  111631. * @param urlsOrVideo defines the url(s) or the video element to use
  111632. * @param options An object containing optional or exposed sub element properties
  111633. */
  111634. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  111635. resolution?: number;
  111636. clickToPlay?: boolean;
  111637. autoPlay?: boolean;
  111638. loop?: boolean;
  111639. size?: number;
  111640. poster?: string;
  111641. faceForward?: boolean;
  111642. useDirectMapping?: boolean;
  111643. }, scene: Scene);
  111644. private _changeVideoMode;
  111645. /**
  111646. * Releases resources associated with this node.
  111647. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  111648. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  111649. */
  111650. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  111651. }
  111652. }
  111653. declare module BABYLON {
  111654. /**
  111655. * This class can be used to get instrumentation data from a Babylon engine
  111656. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  111657. */
  111658. export class EngineInstrumentation implements IDisposable {
  111659. /**
  111660. * Define the instrumented engine.
  111661. */
  111662. engine: Engine;
  111663. private _captureGPUFrameTime;
  111664. private _gpuFrameTimeToken;
  111665. private _gpuFrameTime;
  111666. private _captureShaderCompilationTime;
  111667. private _shaderCompilationTime;
  111668. private _onBeginFrameObserver;
  111669. private _onEndFrameObserver;
  111670. private _onBeforeShaderCompilationObserver;
  111671. private _onAfterShaderCompilationObserver;
  111672. /**
  111673. * Gets the perf counter used for GPU frame time
  111674. */
  111675. readonly gpuFrameTimeCounter: PerfCounter;
  111676. /**
  111677. * Gets the GPU frame time capture status
  111678. */
  111679. /**
  111680. * Enable or disable the GPU frame time capture
  111681. */
  111682. captureGPUFrameTime: boolean;
  111683. /**
  111684. * Gets the perf counter used for shader compilation time
  111685. */
  111686. readonly shaderCompilationTimeCounter: PerfCounter;
  111687. /**
  111688. * Gets the shader compilation time capture status
  111689. */
  111690. /**
  111691. * Enable or disable the shader compilation time capture
  111692. */
  111693. captureShaderCompilationTime: boolean;
  111694. /**
  111695. * Instantiates a new engine instrumentation.
  111696. * This class can be used to get instrumentation data from a Babylon engine
  111697. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  111698. * @param engine Defines the engine to instrument
  111699. */
  111700. constructor(
  111701. /**
  111702. * Define the instrumented engine.
  111703. */
  111704. engine: Engine);
  111705. /**
  111706. * Dispose and release associated resources.
  111707. */
  111708. dispose(): void;
  111709. }
  111710. }
  111711. declare module BABYLON {
  111712. /**
  111713. * This class can be used to get instrumentation data from a Babylon engine
  111714. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  111715. */
  111716. export class SceneInstrumentation implements IDisposable {
  111717. /**
  111718. * Defines the scene to instrument
  111719. */
  111720. scene: Scene;
  111721. private _captureActiveMeshesEvaluationTime;
  111722. private _activeMeshesEvaluationTime;
  111723. private _captureRenderTargetsRenderTime;
  111724. private _renderTargetsRenderTime;
  111725. private _captureFrameTime;
  111726. private _frameTime;
  111727. private _captureRenderTime;
  111728. private _renderTime;
  111729. private _captureInterFrameTime;
  111730. private _interFrameTime;
  111731. private _captureParticlesRenderTime;
  111732. private _particlesRenderTime;
  111733. private _captureSpritesRenderTime;
  111734. private _spritesRenderTime;
  111735. private _capturePhysicsTime;
  111736. private _physicsTime;
  111737. private _captureAnimationsTime;
  111738. private _animationsTime;
  111739. private _captureCameraRenderTime;
  111740. private _cameraRenderTime;
  111741. private _onBeforeActiveMeshesEvaluationObserver;
  111742. private _onAfterActiveMeshesEvaluationObserver;
  111743. private _onBeforeRenderTargetsRenderObserver;
  111744. private _onAfterRenderTargetsRenderObserver;
  111745. private _onAfterRenderObserver;
  111746. private _onBeforeDrawPhaseObserver;
  111747. private _onAfterDrawPhaseObserver;
  111748. private _onBeforeAnimationsObserver;
  111749. private _onBeforeParticlesRenderingObserver;
  111750. private _onAfterParticlesRenderingObserver;
  111751. private _onBeforeSpritesRenderingObserver;
  111752. private _onAfterSpritesRenderingObserver;
  111753. private _onBeforePhysicsObserver;
  111754. private _onAfterPhysicsObserver;
  111755. private _onAfterAnimationsObserver;
  111756. private _onBeforeCameraRenderObserver;
  111757. private _onAfterCameraRenderObserver;
  111758. /**
  111759. * Gets the perf counter used for active meshes evaluation time
  111760. */
  111761. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  111762. /**
  111763. * Gets the active meshes evaluation time capture status
  111764. */
  111765. /**
  111766. * Enable or disable the active meshes evaluation time capture
  111767. */
  111768. captureActiveMeshesEvaluationTime: boolean;
  111769. /**
  111770. * Gets the perf counter used for render targets render time
  111771. */
  111772. readonly renderTargetsRenderTimeCounter: PerfCounter;
  111773. /**
  111774. * Gets the render targets render time capture status
  111775. */
  111776. /**
  111777. * Enable or disable the render targets render time capture
  111778. */
  111779. captureRenderTargetsRenderTime: boolean;
  111780. /**
  111781. * Gets the perf counter used for particles render time
  111782. */
  111783. readonly particlesRenderTimeCounter: PerfCounter;
  111784. /**
  111785. * Gets the particles render time capture status
  111786. */
  111787. /**
  111788. * Enable or disable the particles render time capture
  111789. */
  111790. captureParticlesRenderTime: boolean;
  111791. /**
  111792. * Gets the perf counter used for sprites render time
  111793. */
  111794. readonly spritesRenderTimeCounter: PerfCounter;
  111795. /**
  111796. * Gets the sprites render time capture status
  111797. */
  111798. /**
  111799. * Enable or disable the sprites render time capture
  111800. */
  111801. captureSpritesRenderTime: boolean;
  111802. /**
  111803. * Gets the perf counter used for physics time
  111804. */
  111805. readonly physicsTimeCounter: PerfCounter;
  111806. /**
  111807. * Gets the physics time capture status
  111808. */
  111809. /**
  111810. * Enable or disable the physics time capture
  111811. */
  111812. capturePhysicsTime: boolean;
  111813. /**
  111814. * Gets the perf counter used for animations time
  111815. */
  111816. readonly animationsTimeCounter: PerfCounter;
  111817. /**
  111818. * Gets the animations time capture status
  111819. */
  111820. /**
  111821. * Enable or disable the animations time capture
  111822. */
  111823. captureAnimationsTime: boolean;
  111824. /**
  111825. * Gets the perf counter used for frame time capture
  111826. */
  111827. readonly frameTimeCounter: PerfCounter;
  111828. /**
  111829. * Gets the frame time capture status
  111830. */
  111831. /**
  111832. * Enable or disable the frame time capture
  111833. */
  111834. captureFrameTime: boolean;
  111835. /**
  111836. * Gets the perf counter used for inter-frames time capture
  111837. */
  111838. readonly interFrameTimeCounter: PerfCounter;
  111839. /**
  111840. * Gets the inter-frames time capture status
  111841. */
  111842. /**
  111843. * Enable or disable the inter-frames time capture
  111844. */
  111845. captureInterFrameTime: boolean;
  111846. /**
  111847. * Gets the perf counter used for render time capture
  111848. */
  111849. readonly renderTimeCounter: PerfCounter;
  111850. /**
  111851. * Gets the render time capture status
  111852. */
  111853. /**
  111854. * Enable or disable the render time capture
  111855. */
  111856. captureRenderTime: boolean;
  111857. /**
  111858. * Gets the perf counter used for camera render time capture
  111859. */
  111860. readonly cameraRenderTimeCounter: PerfCounter;
  111861. /**
  111862. * Gets the camera render time capture status
  111863. */
  111864. /**
  111865. * Enable or disable the camera render time capture
  111866. */
  111867. captureCameraRenderTime: boolean;
  111868. /**
  111869. * Gets the perf counter used for draw calls
  111870. */
  111871. readonly drawCallsCounter: PerfCounter;
  111872. /**
  111873. * Instantiates a new scene instrumentation.
  111874. * This class can be used to get instrumentation data from a Babylon engine
  111875. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  111876. * @param scene Defines the scene to instrument
  111877. */
  111878. constructor(
  111879. /**
  111880. * Defines the scene to instrument
  111881. */
  111882. scene: Scene);
  111883. /**
  111884. * Dispose and release associated resources.
  111885. */
  111886. dispose(): void;
  111887. }
  111888. }
  111889. declare module BABYLON {
  111890. /** @hidden */
  111891. export var glowMapGenerationPixelShader: {
  111892. name: string;
  111893. shader: string;
  111894. };
  111895. }
  111896. declare module BABYLON {
  111897. /** @hidden */
  111898. export var glowMapGenerationVertexShader: {
  111899. name: string;
  111900. shader: string;
  111901. };
  111902. }
  111903. declare module BABYLON {
  111904. /**
  111905. * Effect layer options. This helps customizing the behaviour
  111906. * of the effect layer.
  111907. */
  111908. export interface IEffectLayerOptions {
  111909. /**
  111910. * Multiplication factor apply to the canvas size to compute the render target size
  111911. * used to generated the objects (the smaller the faster).
  111912. */
  111913. mainTextureRatio: number;
  111914. /**
  111915. * Enforces a fixed size texture to ensure effect stability across devices.
  111916. */
  111917. mainTextureFixedSize?: number;
  111918. /**
  111919. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  111920. */
  111921. alphaBlendingMode: number;
  111922. /**
  111923. * The camera attached to the layer.
  111924. */
  111925. camera: Nullable<Camera>;
  111926. /**
  111927. * The rendering group to draw the layer in.
  111928. */
  111929. renderingGroupId: number;
  111930. }
  111931. /**
  111932. * The effect layer Helps adding post process effect blended with the main pass.
  111933. *
  111934. * This can be for instance use to generate glow or higlight effects on the scene.
  111935. *
  111936. * The effect layer class can not be used directly and is intented to inherited from to be
  111937. * customized per effects.
  111938. */
  111939. export abstract class EffectLayer {
  111940. private _vertexBuffers;
  111941. private _indexBuffer;
  111942. private _cachedDefines;
  111943. private _effectLayerMapGenerationEffect;
  111944. private _effectLayerOptions;
  111945. private _mergeEffect;
  111946. protected _scene: Scene;
  111947. protected _engine: Engine;
  111948. protected _maxSize: number;
  111949. protected _mainTextureDesiredSize: ISize;
  111950. protected _mainTexture: RenderTargetTexture;
  111951. protected _shouldRender: boolean;
  111952. protected _postProcesses: PostProcess[];
  111953. protected _textures: BaseTexture[];
  111954. protected _emissiveTextureAndColor: {
  111955. texture: Nullable<BaseTexture>;
  111956. color: Color4;
  111957. };
  111958. /**
  111959. * The name of the layer
  111960. */
  111961. name: string;
  111962. /**
  111963. * The clear color of the texture used to generate the glow map.
  111964. */
  111965. neutralColor: Color4;
  111966. /**
  111967. * Specifies wether the highlight layer is enabled or not.
  111968. */
  111969. isEnabled: boolean;
  111970. /**
  111971. * Gets the camera attached to the layer.
  111972. */
  111973. readonly camera: Nullable<Camera>;
  111974. /**
  111975. * Gets the rendering group id the layer should render in.
  111976. */
  111977. renderingGroupId: number;
  111978. /**
  111979. * An event triggered when the effect layer has been disposed.
  111980. */
  111981. onDisposeObservable: Observable<EffectLayer>;
  111982. /**
  111983. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  111984. */
  111985. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  111986. /**
  111987. * An event triggered when the generated texture is being merged in the scene.
  111988. */
  111989. onBeforeComposeObservable: Observable<EffectLayer>;
  111990. /**
  111991. * An event triggered when the generated texture has been merged in the scene.
  111992. */
  111993. onAfterComposeObservable: Observable<EffectLayer>;
  111994. /**
  111995. * An event triggered when the efffect layer changes its size.
  111996. */
  111997. onSizeChangedObservable: Observable<EffectLayer>;
  111998. /** @hidden */
  111999. static _SceneComponentInitialization: (scene: Scene) => void;
  112000. /**
  112001. * Instantiates a new effect Layer and references it in the scene.
  112002. * @param name The name of the layer
  112003. * @param scene The scene to use the layer in
  112004. */
  112005. constructor(
  112006. /** The Friendly of the effect in the scene */
  112007. name: string, scene: Scene);
  112008. /**
  112009. * Get the effect name of the layer.
  112010. * @return The effect name
  112011. */
  112012. abstract getEffectName(): string;
  112013. /**
  112014. * Checks for the readiness of the element composing the layer.
  112015. * @param subMesh the mesh to check for
  112016. * @param useInstances specify wether or not to use instances to render the mesh
  112017. * @return true if ready otherwise, false
  112018. */
  112019. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  112020. /**
  112021. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  112022. * @returns true if the effect requires stencil during the main canvas render pass.
  112023. */
  112024. abstract needStencil(): boolean;
  112025. /**
  112026. * Create the merge effect. This is the shader use to blit the information back
  112027. * to the main canvas at the end of the scene rendering.
  112028. * @returns The effect containing the shader used to merge the effect on the main canvas
  112029. */
  112030. protected abstract _createMergeEffect(): Effect;
  112031. /**
  112032. * Creates the render target textures and post processes used in the effect layer.
  112033. */
  112034. protected abstract _createTextureAndPostProcesses(): void;
  112035. /**
  112036. * Implementation specific of rendering the generating effect on the main canvas.
  112037. * @param effect The effect used to render through
  112038. */
  112039. protected abstract _internalRender(effect: Effect): void;
  112040. /**
  112041. * Sets the required values for both the emissive texture and and the main color.
  112042. */
  112043. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  112044. /**
  112045. * Free any resources and references associated to a mesh.
  112046. * Internal use
  112047. * @param mesh The mesh to free.
  112048. */
  112049. abstract _disposeMesh(mesh: Mesh): void;
  112050. /**
  112051. * Serializes this layer (Glow or Highlight for example)
  112052. * @returns a serialized layer object
  112053. */
  112054. abstract serialize?(): any;
  112055. /**
  112056. * Initializes the effect layer with the required options.
  112057. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  112058. */
  112059. protected _init(options: Partial<IEffectLayerOptions>): void;
  112060. /**
  112061. * Generates the index buffer of the full screen quad blending to the main canvas.
  112062. */
  112063. private _generateIndexBuffer;
  112064. /**
  112065. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  112066. */
  112067. private _generateVertexBuffer;
  112068. /**
  112069. * Sets the main texture desired size which is the closest power of two
  112070. * of the engine canvas size.
  112071. */
  112072. private _setMainTextureSize;
  112073. /**
  112074. * Creates the main texture for the effect layer.
  112075. */
  112076. protected _createMainTexture(): void;
  112077. /**
  112078. * Adds specific effects defines.
  112079. * @param defines The defines to add specifics to.
  112080. */
  112081. protected _addCustomEffectDefines(defines: string[]): void;
  112082. /**
  112083. * Checks for the readiness of the element composing the layer.
  112084. * @param subMesh the mesh to check for
  112085. * @param useInstances specify wether or not to use instances to render the mesh
  112086. * @param emissiveTexture the associated emissive texture used to generate the glow
  112087. * @return true if ready otherwise, false
  112088. */
  112089. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  112090. /**
  112091. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  112092. */
  112093. render(): void;
  112094. /**
  112095. * Determine if a given mesh will be used in the current effect.
  112096. * @param mesh mesh to test
  112097. * @returns true if the mesh will be used
  112098. */
  112099. hasMesh(mesh: AbstractMesh): boolean;
  112100. /**
  112101. * Returns true if the layer contains information to display, otherwise false.
  112102. * @returns true if the glow layer should be rendered
  112103. */
  112104. shouldRender(): boolean;
  112105. /**
  112106. * Returns true if the mesh should render, otherwise false.
  112107. * @param mesh The mesh to render
  112108. * @returns true if it should render otherwise false
  112109. */
  112110. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  112111. /**
  112112. * Returns true if the mesh can be rendered, otherwise false.
  112113. * @param mesh The mesh to render
  112114. * @param material The material used on the mesh
  112115. * @returns true if it can be rendered otherwise false
  112116. */
  112117. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  112118. /**
  112119. * Returns true if the mesh should render, otherwise false.
  112120. * @param mesh The mesh to render
  112121. * @returns true if it should render otherwise false
  112122. */
  112123. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  112124. /**
  112125. * Renders the submesh passed in parameter to the generation map.
  112126. */
  112127. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  112128. /**
  112129. * Rebuild the required buffers.
  112130. * @hidden Internal use only.
  112131. */
  112132. _rebuild(): void;
  112133. /**
  112134. * Dispose only the render target textures and post process.
  112135. */
  112136. private _disposeTextureAndPostProcesses;
  112137. /**
  112138. * Dispose the highlight layer and free resources.
  112139. */
  112140. dispose(): void;
  112141. /**
  112142. * Gets the class name of the effect layer
  112143. * @returns the string with the class name of the effect layer
  112144. */
  112145. getClassName(): string;
  112146. /**
  112147. * Creates an effect layer from parsed effect layer data
  112148. * @param parsedEffectLayer defines effect layer data
  112149. * @param scene defines the current scene
  112150. * @param rootUrl defines the root URL containing the effect layer information
  112151. * @returns a parsed effect Layer
  112152. */
  112153. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  112154. }
  112155. }
  112156. declare module BABYLON {
  112157. interface AbstractScene {
  112158. /**
  112159. * The list of effect layers (highlights/glow) added to the scene
  112160. * @see http://doc.babylonjs.com/how_to/highlight_layer
  112161. * @see http://doc.babylonjs.com/how_to/glow_layer
  112162. */
  112163. effectLayers: Array<EffectLayer>;
  112164. /**
  112165. * Removes the given effect layer from this scene.
  112166. * @param toRemove defines the effect layer to remove
  112167. * @returns the index of the removed effect layer
  112168. */
  112169. removeEffectLayer(toRemove: EffectLayer): number;
  112170. /**
  112171. * Adds the given effect layer to this scene
  112172. * @param newEffectLayer defines the effect layer to add
  112173. */
  112174. addEffectLayer(newEffectLayer: EffectLayer): void;
  112175. }
  112176. /**
  112177. * Defines the layer scene component responsible to manage any effect layers
  112178. * in a given scene.
  112179. */
  112180. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  112181. /**
  112182. * The component name helpfull to identify the component in the list of scene components.
  112183. */
  112184. readonly name: string;
  112185. /**
  112186. * The scene the component belongs to.
  112187. */
  112188. scene: Scene;
  112189. private _engine;
  112190. private _renderEffects;
  112191. private _needStencil;
  112192. private _previousStencilState;
  112193. /**
  112194. * Creates a new instance of the component for the given scene
  112195. * @param scene Defines the scene to register the component in
  112196. */
  112197. constructor(scene: Scene);
  112198. /**
  112199. * Registers the component in a given scene
  112200. */
  112201. register(): void;
  112202. /**
  112203. * Rebuilds the elements related to this component in case of
  112204. * context lost for instance.
  112205. */
  112206. rebuild(): void;
  112207. /**
  112208. * Serializes the component data to the specified json object
  112209. * @param serializationObject The object to serialize to
  112210. */
  112211. serialize(serializationObject: any): void;
  112212. /**
  112213. * Adds all the elements from the container to the scene
  112214. * @param container the container holding the elements
  112215. */
  112216. addFromContainer(container: AbstractScene): void;
  112217. /**
  112218. * Removes all the elements in the container from the scene
  112219. * @param container contains the elements to remove
  112220. * @param dispose if the removed element should be disposed (default: false)
  112221. */
  112222. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  112223. /**
  112224. * Disposes the component and the associated ressources.
  112225. */
  112226. dispose(): void;
  112227. private _isReadyForMesh;
  112228. private _renderMainTexture;
  112229. private _setStencil;
  112230. private _setStencilBack;
  112231. private _draw;
  112232. private _drawCamera;
  112233. private _drawRenderingGroup;
  112234. }
  112235. }
  112236. declare module BABYLON {
  112237. /** @hidden */
  112238. export var glowMapMergePixelShader: {
  112239. name: string;
  112240. shader: string;
  112241. };
  112242. }
  112243. declare module BABYLON {
  112244. /** @hidden */
  112245. export var glowMapMergeVertexShader: {
  112246. name: string;
  112247. shader: string;
  112248. };
  112249. }
  112250. declare module BABYLON {
  112251. interface AbstractScene {
  112252. /**
  112253. * Return a the first highlight layer of the scene with a given name.
  112254. * @param name The name of the highlight layer to look for.
  112255. * @return The highlight layer if found otherwise null.
  112256. */
  112257. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  112258. }
  112259. /**
  112260. * Glow layer options. This helps customizing the behaviour
  112261. * of the glow layer.
  112262. */
  112263. export interface IGlowLayerOptions {
  112264. /**
  112265. * Multiplication factor apply to the canvas size to compute the render target size
  112266. * used to generated the glowing objects (the smaller the faster).
  112267. */
  112268. mainTextureRatio: number;
  112269. /**
  112270. * Enforces a fixed size texture to ensure resize independant blur.
  112271. */
  112272. mainTextureFixedSize?: number;
  112273. /**
  112274. * How big is the kernel of the blur texture.
  112275. */
  112276. blurKernelSize: number;
  112277. /**
  112278. * The camera attached to the layer.
  112279. */
  112280. camera: Nullable<Camera>;
  112281. /**
  112282. * Enable MSAA by chosing the number of samples.
  112283. */
  112284. mainTextureSamples?: number;
  112285. /**
  112286. * The rendering group to draw the layer in.
  112287. */
  112288. renderingGroupId: number;
  112289. }
  112290. /**
  112291. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  112292. *
  112293. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  112294. * glowy meshes to your scene.
  112295. *
  112296. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  112297. */
  112298. export class GlowLayer extends EffectLayer {
  112299. /**
  112300. * Effect Name of the layer.
  112301. */
  112302. static readonly EffectName: string;
  112303. /**
  112304. * The default blur kernel size used for the glow.
  112305. */
  112306. static DefaultBlurKernelSize: number;
  112307. /**
  112308. * The default texture size ratio used for the glow.
  112309. */
  112310. static DefaultTextureRatio: number;
  112311. /**
  112312. * Sets the kernel size of the blur.
  112313. */
  112314. /**
  112315. * Gets the kernel size of the blur.
  112316. */
  112317. blurKernelSize: number;
  112318. /**
  112319. * Sets the glow intensity.
  112320. */
  112321. /**
  112322. * Gets the glow intensity.
  112323. */
  112324. intensity: number;
  112325. private _options;
  112326. private _intensity;
  112327. private _horizontalBlurPostprocess1;
  112328. private _verticalBlurPostprocess1;
  112329. private _horizontalBlurPostprocess2;
  112330. private _verticalBlurPostprocess2;
  112331. private _blurTexture1;
  112332. private _blurTexture2;
  112333. private _postProcesses1;
  112334. private _postProcesses2;
  112335. private _includedOnlyMeshes;
  112336. private _excludedMeshes;
  112337. /**
  112338. * Callback used to let the user override the color selection on a per mesh basis
  112339. */
  112340. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  112341. /**
  112342. * Callback used to let the user override the texture selection on a per mesh basis
  112343. */
  112344. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  112345. /**
  112346. * Instantiates a new glow Layer and references it to the scene.
  112347. * @param name The name of the layer
  112348. * @param scene The scene to use the layer in
  112349. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  112350. */
  112351. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  112352. /**
  112353. * Get the effect name of the layer.
  112354. * @return The effect name
  112355. */
  112356. getEffectName(): string;
  112357. /**
  112358. * Create the merge effect. This is the shader use to blit the information back
  112359. * to the main canvas at the end of the scene rendering.
  112360. */
  112361. protected _createMergeEffect(): Effect;
  112362. /**
  112363. * Creates the render target textures and post processes used in the glow layer.
  112364. */
  112365. protected _createTextureAndPostProcesses(): void;
  112366. /**
  112367. * Checks for the readiness of the element composing the layer.
  112368. * @param subMesh the mesh to check for
  112369. * @param useInstances specify wether or not to use instances to render the mesh
  112370. * @param emissiveTexture the associated emissive texture used to generate the glow
  112371. * @return true if ready otherwise, false
  112372. */
  112373. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  112374. /**
  112375. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  112376. */
  112377. needStencil(): boolean;
  112378. /**
  112379. * Returns true if the mesh can be rendered, otherwise false.
  112380. * @param mesh The mesh to render
  112381. * @param material The material used on the mesh
  112382. * @returns true if it can be rendered otherwise false
  112383. */
  112384. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  112385. /**
  112386. * Implementation specific of rendering the generating effect on the main canvas.
  112387. * @param effect The effect used to render through
  112388. */
  112389. protected _internalRender(effect: Effect): void;
  112390. /**
  112391. * Sets the required values for both the emissive texture and and the main color.
  112392. */
  112393. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  112394. /**
  112395. * Returns true if the mesh should render, otherwise false.
  112396. * @param mesh The mesh to render
  112397. * @returns true if it should render otherwise false
  112398. */
  112399. protected _shouldRenderMesh(mesh: Mesh): boolean;
  112400. /**
  112401. * Adds specific effects defines.
  112402. * @param defines The defines to add specifics to.
  112403. */
  112404. protected _addCustomEffectDefines(defines: string[]): void;
  112405. /**
  112406. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  112407. * @param mesh The mesh to exclude from the glow layer
  112408. */
  112409. addExcludedMesh(mesh: Mesh): void;
  112410. /**
  112411. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  112412. * @param mesh The mesh to remove
  112413. */
  112414. removeExcludedMesh(mesh: Mesh): void;
  112415. /**
  112416. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  112417. * @param mesh The mesh to include in the glow layer
  112418. */
  112419. addIncludedOnlyMesh(mesh: Mesh): void;
  112420. /**
  112421. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  112422. * @param mesh The mesh to remove
  112423. */
  112424. removeIncludedOnlyMesh(mesh: Mesh): void;
  112425. /**
  112426. * Determine if a given mesh will be used in the glow layer
  112427. * @param mesh The mesh to test
  112428. * @returns true if the mesh will be highlighted by the current glow layer
  112429. */
  112430. hasMesh(mesh: AbstractMesh): boolean;
  112431. /**
  112432. * Free any resources and references associated to a mesh.
  112433. * Internal use
  112434. * @param mesh The mesh to free.
  112435. * @hidden
  112436. */
  112437. _disposeMesh(mesh: Mesh): void;
  112438. /**
  112439. * Gets the class name of the effect layer
  112440. * @returns the string with the class name of the effect layer
  112441. */
  112442. getClassName(): string;
  112443. /**
  112444. * Serializes this glow layer
  112445. * @returns a serialized glow layer object
  112446. */
  112447. serialize(): any;
  112448. /**
  112449. * Creates a Glow Layer from parsed glow layer data
  112450. * @param parsedGlowLayer defines glow layer data
  112451. * @param scene defines the current scene
  112452. * @param rootUrl defines the root URL containing the glow layer information
  112453. * @returns a parsed Glow Layer
  112454. */
  112455. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  112456. }
  112457. }
  112458. declare module BABYLON {
  112459. /** @hidden */
  112460. export var glowBlurPostProcessPixelShader: {
  112461. name: string;
  112462. shader: string;
  112463. };
  112464. }
  112465. declare module BABYLON {
  112466. interface AbstractScene {
  112467. /**
  112468. * Return a the first highlight layer of the scene with a given name.
  112469. * @param name The name of the highlight layer to look for.
  112470. * @return The highlight layer if found otherwise null.
  112471. */
  112472. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  112473. }
  112474. /**
  112475. * Highlight layer options. This helps customizing the behaviour
  112476. * of the highlight layer.
  112477. */
  112478. export interface IHighlightLayerOptions {
  112479. /**
  112480. * Multiplication factor apply to the canvas size to compute the render target size
  112481. * used to generated the glowing objects (the smaller the faster).
  112482. */
  112483. mainTextureRatio: number;
  112484. /**
  112485. * Enforces a fixed size texture to ensure resize independant blur.
  112486. */
  112487. mainTextureFixedSize?: number;
  112488. /**
  112489. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  112490. * of the picture to blur (the smaller the faster).
  112491. */
  112492. blurTextureSizeRatio: number;
  112493. /**
  112494. * How big in texel of the blur texture is the vertical blur.
  112495. */
  112496. blurVerticalSize: number;
  112497. /**
  112498. * How big in texel of the blur texture is the horizontal blur.
  112499. */
  112500. blurHorizontalSize: number;
  112501. /**
  112502. * Alpha blending mode used to apply the blur. Default is combine.
  112503. */
  112504. alphaBlendingMode: number;
  112505. /**
  112506. * The camera attached to the layer.
  112507. */
  112508. camera: Nullable<Camera>;
  112509. /**
  112510. * Should we display highlight as a solid stroke?
  112511. */
  112512. isStroke?: boolean;
  112513. /**
  112514. * The rendering group to draw the layer in.
  112515. */
  112516. renderingGroupId: number;
  112517. }
  112518. /**
  112519. * The highlight layer Helps adding a glow effect around a mesh.
  112520. *
  112521. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  112522. * glowy meshes to your scene.
  112523. *
  112524. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  112525. */
  112526. export class HighlightLayer extends EffectLayer {
  112527. name: string;
  112528. /**
  112529. * Effect Name of the highlight layer.
  112530. */
  112531. static readonly EffectName: string;
  112532. /**
  112533. * The neutral color used during the preparation of the glow effect.
  112534. * This is black by default as the blend operation is a blend operation.
  112535. */
  112536. static NeutralColor: Color4;
  112537. /**
  112538. * Stencil value used for glowing meshes.
  112539. */
  112540. static GlowingMeshStencilReference: number;
  112541. /**
  112542. * Stencil value used for the other meshes in the scene.
  112543. */
  112544. static NormalMeshStencilReference: number;
  112545. /**
  112546. * Specifies whether or not the inner glow is ACTIVE in the layer.
  112547. */
  112548. innerGlow: boolean;
  112549. /**
  112550. * Specifies whether or not the outer glow is ACTIVE in the layer.
  112551. */
  112552. outerGlow: boolean;
  112553. /**
  112554. * Specifies the horizontal size of the blur.
  112555. */
  112556. /**
  112557. * Gets the horizontal size of the blur.
  112558. */
  112559. blurHorizontalSize: number;
  112560. /**
  112561. * Specifies the vertical size of the blur.
  112562. */
  112563. /**
  112564. * Gets the vertical size of the blur.
  112565. */
  112566. blurVerticalSize: number;
  112567. /**
  112568. * An event triggered when the highlight layer is being blurred.
  112569. */
  112570. onBeforeBlurObservable: Observable<HighlightLayer>;
  112571. /**
  112572. * An event triggered when the highlight layer has been blurred.
  112573. */
  112574. onAfterBlurObservable: Observable<HighlightLayer>;
  112575. private _instanceGlowingMeshStencilReference;
  112576. private _options;
  112577. private _downSamplePostprocess;
  112578. private _horizontalBlurPostprocess;
  112579. private _verticalBlurPostprocess;
  112580. private _blurTexture;
  112581. private _meshes;
  112582. private _excludedMeshes;
  112583. /**
  112584. * Instantiates a new highlight Layer and references it to the scene..
  112585. * @param name The name of the layer
  112586. * @param scene The scene to use the layer in
  112587. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  112588. */
  112589. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  112590. /**
  112591. * Get the effect name of the layer.
  112592. * @return The effect name
  112593. */
  112594. getEffectName(): string;
  112595. /**
  112596. * Create the merge effect. This is the shader use to blit the information back
  112597. * to the main canvas at the end of the scene rendering.
  112598. */
  112599. protected _createMergeEffect(): Effect;
  112600. /**
  112601. * Creates the render target textures and post processes used in the highlight layer.
  112602. */
  112603. protected _createTextureAndPostProcesses(): void;
  112604. /**
  112605. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  112606. */
  112607. needStencil(): boolean;
  112608. /**
  112609. * Checks for the readiness of the element composing the layer.
  112610. * @param subMesh the mesh to check for
  112611. * @param useInstances specify wether or not to use instances to render the mesh
  112612. * @param emissiveTexture the associated emissive texture used to generate the glow
  112613. * @return true if ready otherwise, false
  112614. */
  112615. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  112616. /**
  112617. * Implementation specific of rendering the generating effect on the main canvas.
  112618. * @param effect The effect used to render through
  112619. */
  112620. protected _internalRender(effect: Effect): void;
  112621. /**
  112622. * Returns true if the layer contains information to display, otherwise false.
  112623. */
  112624. shouldRender(): boolean;
  112625. /**
  112626. * Returns true if the mesh should render, otherwise false.
  112627. * @param mesh The mesh to render
  112628. * @returns true if it should render otherwise false
  112629. */
  112630. protected _shouldRenderMesh(mesh: Mesh): boolean;
  112631. /**
  112632. * Sets the required values for both the emissive texture and and the main color.
  112633. */
  112634. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  112635. /**
  112636. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  112637. * @param mesh The mesh to exclude from the highlight layer
  112638. */
  112639. addExcludedMesh(mesh: Mesh): void;
  112640. /**
  112641. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  112642. * @param mesh The mesh to highlight
  112643. */
  112644. removeExcludedMesh(mesh: Mesh): void;
  112645. /**
  112646. * Determine if a given mesh will be highlighted by the current HighlightLayer
  112647. * @param mesh mesh to test
  112648. * @returns true if the mesh will be highlighted by the current HighlightLayer
  112649. */
  112650. hasMesh(mesh: AbstractMesh): boolean;
  112651. /**
  112652. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  112653. * @param mesh The mesh to highlight
  112654. * @param color The color of the highlight
  112655. * @param glowEmissiveOnly Extract the glow from the emissive texture
  112656. */
  112657. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  112658. /**
  112659. * Remove a mesh from the highlight layer in order to make it stop glowing.
  112660. * @param mesh The mesh to highlight
  112661. */
  112662. removeMesh(mesh: Mesh): void;
  112663. /**
  112664. * Force the stencil to the normal expected value for none glowing parts
  112665. */
  112666. private _defaultStencilReference;
  112667. /**
  112668. * Free any resources and references associated to a mesh.
  112669. * Internal use
  112670. * @param mesh The mesh to free.
  112671. * @hidden
  112672. */
  112673. _disposeMesh(mesh: Mesh): void;
  112674. /**
  112675. * Dispose the highlight layer and free resources.
  112676. */
  112677. dispose(): void;
  112678. /**
  112679. * Gets the class name of the effect layer
  112680. * @returns the string with the class name of the effect layer
  112681. */
  112682. getClassName(): string;
  112683. /**
  112684. * Serializes this Highlight layer
  112685. * @returns a serialized Highlight layer object
  112686. */
  112687. serialize(): any;
  112688. /**
  112689. * Creates a Highlight layer from parsed Highlight layer data
  112690. * @param parsedHightlightLayer defines the Highlight layer data
  112691. * @param scene defines the current scene
  112692. * @param rootUrl defines the root URL containing the Highlight layer information
  112693. * @returns a parsed Highlight layer
  112694. */
  112695. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  112696. }
  112697. }
  112698. declare module BABYLON {
  112699. interface AbstractScene {
  112700. /**
  112701. * The list of layers (background and foreground) of the scene
  112702. */
  112703. layers: Array<Layer>;
  112704. }
  112705. /**
  112706. * Defines the layer scene component responsible to manage any layers
  112707. * in a given scene.
  112708. */
  112709. export class LayerSceneComponent implements ISceneComponent {
  112710. /**
  112711. * The component name helpfull to identify the component in the list of scene components.
  112712. */
  112713. readonly name: string;
  112714. /**
  112715. * The scene the component belongs to.
  112716. */
  112717. scene: Scene;
  112718. private _engine;
  112719. /**
  112720. * Creates a new instance of the component for the given scene
  112721. * @param scene Defines the scene to register the component in
  112722. */
  112723. constructor(scene: Scene);
  112724. /**
  112725. * Registers the component in a given scene
  112726. */
  112727. register(): void;
  112728. /**
  112729. * Rebuilds the elements related to this component in case of
  112730. * context lost for instance.
  112731. */
  112732. rebuild(): void;
  112733. /**
  112734. * Disposes the component and the associated ressources.
  112735. */
  112736. dispose(): void;
  112737. private _draw;
  112738. private _drawCameraPredicate;
  112739. private _drawCameraBackground;
  112740. private _drawCameraForeground;
  112741. private _drawRenderTargetPredicate;
  112742. private _drawRenderTargetBackground;
  112743. private _drawRenderTargetForeground;
  112744. /**
  112745. * Adds all the elements from the container to the scene
  112746. * @param container the container holding the elements
  112747. */
  112748. addFromContainer(container: AbstractScene): void;
  112749. /**
  112750. * Removes all the elements in the container from the scene
  112751. * @param container contains the elements to remove
  112752. * @param dispose if the removed element should be disposed (default: false)
  112753. */
  112754. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  112755. }
  112756. }
  112757. declare module BABYLON {
  112758. /** @hidden */
  112759. export var layerPixelShader: {
  112760. name: string;
  112761. shader: string;
  112762. };
  112763. }
  112764. declare module BABYLON {
  112765. /** @hidden */
  112766. export var layerVertexShader: {
  112767. name: string;
  112768. shader: string;
  112769. };
  112770. }
  112771. declare module BABYLON {
  112772. /**
  112773. * This represents a full screen 2d layer.
  112774. * This can be useful to display a picture in the background of your scene for instance.
  112775. * @see https://www.babylonjs-playground.com/#08A2BS#1
  112776. */
  112777. export class Layer {
  112778. /**
  112779. * Define the name of the layer.
  112780. */
  112781. name: string;
  112782. /**
  112783. * Define the texture the layer should display.
  112784. */
  112785. texture: Nullable<Texture>;
  112786. /**
  112787. * Is the layer in background or foreground.
  112788. */
  112789. isBackground: boolean;
  112790. /**
  112791. * Define the color of the layer (instead of texture).
  112792. */
  112793. color: Color4;
  112794. /**
  112795. * Define the scale of the layer in order to zoom in out of the texture.
  112796. */
  112797. scale: Vector2;
  112798. /**
  112799. * Define an offset for the layer in order to shift the texture.
  112800. */
  112801. offset: Vector2;
  112802. /**
  112803. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  112804. */
  112805. alphaBlendingMode: number;
  112806. /**
  112807. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  112808. * Alpha test will not mix with the background color in case of transparency.
  112809. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  112810. */
  112811. alphaTest: boolean;
  112812. /**
  112813. * Define a mask to restrict the layer to only some of the scene cameras.
  112814. */
  112815. layerMask: number;
  112816. /**
  112817. * Define the list of render target the layer is visible into.
  112818. */
  112819. renderTargetTextures: RenderTargetTexture[];
  112820. /**
  112821. * Define if the layer is only used in renderTarget or if it also
  112822. * renders in the main frame buffer of the canvas.
  112823. */
  112824. renderOnlyInRenderTargetTextures: boolean;
  112825. private _scene;
  112826. private _vertexBuffers;
  112827. private _indexBuffer;
  112828. private _effect;
  112829. private _alphaTestEffect;
  112830. /**
  112831. * An event triggered when the layer is disposed.
  112832. */
  112833. onDisposeObservable: Observable<Layer>;
  112834. private _onDisposeObserver;
  112835. /**
  112836. * Back compatibility with callback before the onDisposeObservable existed.
  112837. * The set callback will be triggered when the layer has been disposed.
  112838. */
  112839. onDispose: () => void;
  112840. /**
  112841. * An event triggered before rendering the scene
  112842. */
  112843. onBeforeRenderObservable: Observable<Layer>;
  112844. private _onBeforeRenderObserver;
  112845. /**
  112846. * Back compatibility with callback before the onBeforeRenderObservable existed.
  112847. * The set callback will be triggered just before rendering the layer.
  112848. */
  112849. onBeforeRender: () => void;
  112850. /**
  112851. * An event triggered after rendering the scene
  112852. */
  112853. onAfterRenderObservable: Observable<Layer>;
  112854. private _onAfterRenderObserver;
  112855. /**
  112856. * Back compatibility with callback before the onAfterRenderObservable existed.
  112857. * The set callback will be triggered just after rendering the layer.
  112858. */
  112859. onAfterRender: () => void;
  112860. /**
  112861. * Instantiates a new layer.
  112862. * This represents a full screen 2d layer.
  112863. * This can be useful to display a picture in the background of your scene for instance.
  112864. * @see https://www.babylonjs-playground.com/#08A2BS#1
  112865. * @param name Define the name of the layer in the scene
  112866. * @param imgUrl Define the url of the texture to display in the layer
  112867. * @param scene Define the scene the layer belongs to
  112868. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  112869. * @param color Defines a color for the layer
  112870. */
  112871. constructor(
  112872. /**
  112873. * Define the name of the layer.
  112874. */
  112875. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  112876. private _createIndexBuffer;
  112877. /** @hidden */
  112878. _rebuild(): void;
  112879. /**
  112880. * Renders the layer in the scene.
  112881. */
  112882. render(): void;
  112883. /**
  112884. * Disposes and releases the associated ressources.
  112885. */
  112886. dispose(): void;
  112887. }
  112888. }
  112889. declare module BABYLON {
  112890. /** @hidden */
  112891. export var lensFlarePixelShader: {
  112892. name: string;
  112893. shader: string;
  112894. };
  112895. }
  112896. declare module BABYLON {
  112897. /** @hidden */
  112898. export var lensFlareVertexShader: {
  112899. name: string;
  112900. shader: string;
  112901. };
  112902. }
  112903. declare module BABYLON {
  112904. /**
  112905. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  112906. * It is usually composed of several `lensFlare`.
  112907. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112908. */
  112909. export class LensFlareSystem {
  112910. /**
  112911. * Define the name of the lens flare system
  112912. */
  112913. name: string;
  112914. /**
  112915. * List of lens flares used in this system.
  112916. */
  112917. lensFlares: LensFlare[];
  112918. /**
  112919. * Define a limit from the border the lens flare can be visible.
  112920. */
  112921. borderLimit: number;
  112922. /**
  112923. * Define a viewport border we do not want to see the lens flare in.
  112924. */
  112925. viewportBorder: number;
  112926. /**
  112927. * Define a predicate which could limit the list of meshes able to occlude the effect.
  112928. */
  112929. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  112930. /**
  112931. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  112932. */
  112933. layerMask: number;
  112934. /**
  112935. * Define the id of the lens flare system in the scene.
  112936. * (equal to name by default)
  112937. */
  112938. id: string;
  112939. private _scene;
  112940. private _emitter;
  112941. private _vertexBuffers;
  112942. private _indexBuffer;
  112943. private _effect;
  112944. private _positionX;
  112945. private _positionY;
  112946. private _isEnabled;
  112947. /** @hidden */
  112948. static _SceneComponentInitialization: (scene: Scene) => void;
  112949. /**
  112950. * Instantiates a lens flare system.
  112951. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  112952. * It is usually composed of several `lensFlare`.
  112953. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112954. * @param name Define the name of the lens flare system in the scene
  112955. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  112956. * @param scene Define the scene the lens flare system belongs to
  112957. */
  112958. constructor(
  112959. /**
  112960. * Define the name of the lens flare system
  112961. */
  112962. name: string, emitter: any, scene: Scene);
  112963. /**
  112964. * Define if the lens flare system is enabled.
  112965. */
  112966. isEnabled: boolean;
  112967. /**
  112968. * Get the scene the effects belongs to.
  112969. * @returns the scene holding the lens flare system
  112970. */
  112971. getScene(): Scene;
  112972. /**
  112973. * Get the emitter of the lens flare system.
  112974. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  112975. * @returns the emitter of the lens flare system
  112976. */
  112977. getEmitter(): any;
  112978. /**
  112979. * Set the emitter of the lens flare system.
  112980. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  112981. * @param newEmitter Define the new emitter of the system
  112982. */
  112983. setEmitter(newEmitter: any): void;
  112984. /**
  112985. * Get the lens flare system emitter position.
  112986. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  112987. * @returns the position
  112988. */
  112989. getEmitterPosition(): Vector3;
  112990. /**
  112991. * @hidden
  112992. */
  112993. computeEffectivePosition(globalViewport: Viewport): boolean;
  112994. /** @hidden */
  112995. _isVisible(): boolean;
  112996. /**
  112997. * @hidden
  112998. */
  112999. render(): boolean;
  113000. /**
  113001. * Dispose and release the lens flare with its associated resources.
  113002. */
  113003. dispose(): void;
  113004. /**
  113005. * Parse a lens flare system from a JSON repressentation
  113006. * @param parsedLensFlareSystem Define the JSON to parse
  113007. * @param scene Define the scene the parsed system should be instantiated in
  113008. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  113009. * @returns the parsed system
  113010. */
  113011. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  113012. /**
  113013. * Serialize the current Lens Flare System into a JSON representation.
  113014. * @returns the serialized JSON
  113015. */
  113016. serialize(): any;
  113017. }
  113018. }
  113019. declare module BABYLON {
  113020. /**
  113021. * This represents one of the lens effect in a `lensFlareSystem`.
  113022. * It controls one of the indiviual texture used in the effect.
  113023. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  113024. */
  113025. export class LensFlare {
  113026. /**
  113027. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  113028. */
  113029. size: number;
  113030. /**
  113031. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  113032. */
  113033. position: number;
  113034. /**
  113035. * Define the lens color.
  113036. */
  113037. color: Color3;
  113038. /**
  113039. * Define the lens texture.
  113040. */
  113041. texture: Nullable<Texture>;
  113042. /**
  113043. * Define the alpha mode to render this particular lens.
  113044. */
  113045. alphaMode: number;
  113046. private _system;
  113047. /**
  113048. * Creates a new Lens Flare.
  113049. * This represents one of the lens effect in a `lensFlareSystem`.
  113050. * It controls one of the indiviual texture used in the effect.
  113051. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  113052. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  113053. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  113054. * @param color Define the lens color
  113055. * @param imgUrl Define the lens texture url
  113056. * @param system Define the `lensFlareSystem` this flare is part of
  113057. * @returns The newly created Lens Flare
  113058. */
  113059. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  113060. /**
  113061. * Instantiates a new Lens Flare.
  113062. * This represents one of the lens effect in a `lensFlareSystem`.
  113063. * It controls one of the indiviual texture used in the effect.
  113064. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  113065. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  113066. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  113067. * @param color Define the lens color
  113068. * @param imgUrl Define the lens texture url
  113069. * @param system Define the `lensFlareSystem` this flare is part of
  113070. */
  113071. constructor(
  113072. /**
  113073. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  113074. */
  113075. size: number,
  113076. /**
  113077. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  113078. */
  113079. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  113080. /**
  113081. * Dispose and release the lens flare with its associated resources.
  113082. */
  113083. dispose(): void;
  113084. }
  113085. }
  113086. declare module BABYLON {
  113087. interface AbstractScene {
  113088. /**
  113089. * The list of lens flare system added to the scene
  113090. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  113091. */
  113092. lensFlareSystems: Array<LensFlareSystem>;
  113093. /**
  113094. * Removes the given lens flare system from this scene.
  113095. * @param toRemove The lens flare system to remove
  113096. * @returns The index of the removed lens flare system
  113097. */
  113098. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  113099. /**
  113100. * Adds the given lens flare system to this scene
  113101. * @param newLensFlareSystem The lens flare system to add
  113102. */
  113103. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  113104. /**
  113105. * Gets a lens flare system using its name
  113106. * @param name defines the name to look for
  113107. * @returns the lens flare system or null if not found
  113108. */
  113109. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  113110. /**
  113111. * Gets a lens flare system using its id
  113112. * @param id defines the id to look for
  113113. * @returns the lens flare system or null if not found
  113114. */
  113115. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  113116. }
  113117. /**
  113118. * Defines the lens flare scene component responsible to manage any lens flares
  113119. * in a given scene.
  113120. */
  113121. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  113122. /**
  113123. * The component name helpfull to identify the component in the list of scene components.
  113124. */
  113125. readonly name: string;
  113126. /**
  113127. * The scene the component belongs to.
  113128. */
  113129. scene: Scene;
  113130. /**
  113131. * Creates a new instance of the component for the given scene
  113132. * @param scene Defines the scene to register the component in
  113133. */
  113134. constructor(scene: Scene);
  113135. /**
  113136. * Registers the component in a given scene
  113137. */
  113138. register(): void;
  113139. /**
  113140. * Rebuilds the elements related to this component in case of
  113141. * context lost for instance.
  113142. */
  113143. rebuild(): void;
  113144. /**
  113145. * Adds all the elements from the container to the scene
  113146. * @param container the container holding the elements
  113147. */
  113148. addFromContainer(container: AbstractScene): void;
  113149. /**
  113150. * Removes all the elements in the container from the scene
  113151. * @param container contains the elements to remove
  113152. * @param dispose if the removed element should be disposed (default: false)
  113153. */
  113154. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  113155. /**
  113156. * Serializes the component data to the specified json object
  113157. * @param serializationObject The object to serialize to
  113158. */
  113159. serialize(serializationObject: any): void;
  113160. /**
  113161. * Disposes the component and the associated ressources.
  113162. */
  113163. dispose(): void;
  113164. private _draw;
  113165. }
  113166. }
  113167. declare module BABYLON {
  113168. /**
  113169. * Defines the shadow generator component responsible to manage any shadow generators
  113170. * in a given scene.
  113171. */
  113172. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  113173. /**
  113174. * The component name helpfull to identify the component in the list of scene components.
  113175. */
  113176. readonly name: string;
  113177. /**
  113178. * The scene the component belongs to.
  113179. */
  113180. scene: Scene;
  113181. /**
  113182. * Creates a new instance of the component for the given scene
  113183. * @param scene Defines the scene to register the component in
  113184. */
  113185. constructor(scene: Scene);
  113186. /**
  113187. * Registers the component in a given scene
  113188. */
  113189. register(): void;
  113190. /**
  113191. * Rebuilds the elements related to this component in case of
  113192. * context lost for instance.
  113193. */
  113194. rebuild(): void;
  113195. /**
  113196. * Serializes the component data to the specified json object
  113197. * @param serializationObject The object to serialize to
  113198. */
  113199. serialize(serializationObject: any): void;
  113200. /**
  113201. * Adds all the elements from the container to the scene
  113202. * @param container the container holding the elements
  113203. */
  113204. addFromContainer(container: AbstractScene): void;
  113205. /**
  113206. * Removes all the elements in the container from the scene
  113207. * @param container contains the elements to remove
  113208. * @param dispose if the removed element should be disposed (default: false)
  113209. */
  113210. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  113211. /**
  113212. * Rebuilds the elements related to this component in case of
  113213. * context lost for instance.
  113214. */
  113215. dispose(): void;
  113216. private _gatherRenderTargets;
  113217. }
  113218. }
  113219. declare module BABYLON {
  113220. /**
  113221. * A point light is a light defined by an unique point in world space.
  113222. * The light is emitted in every direction from this point.
  113223. * A good example of a point light is a standard light bulb.
  113224. * Documentation: https://doc.babylonjs.com/babylon101/lights
  113225. */
  113226. export class PointLight extends ShadowLight {
  113227. private _shadowAngle;
  113228. /**
  113229. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  113230. * This specifies what angle the shadow will use to be created.
  113231. *
  113232. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  113233. */
  113234. /**
  113235. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  113236. * This specifies what angle the shadow will use to be created.
  113237. *
  113238. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  113239. */
  113240. shadowAngle: number;
  113241. /**
  113242. * Gets the direction if it has been set.
  113243. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  113244. */
  113245. /**
  113246. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  113247. */
  113248. direction: Vector3;
  113249. /**
  113250. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  113251. * A PointLight emits the light in every direction.
  113252. * It can cast shadows.
  113253. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  113254. * ```javascript
  113255. * var pointLight = new PointLight("pl", camera.position, scene);
  113256. * ```
  113257. * Documentation : https://doc.babylonjs.com/babylon101/lights
  113258. * @param name The light friendly name
  113259. * @param position The position of the point light in the scene
  113260. * @param scene The scene the lights belongs to
  113261. */
  113262. constructor(name: string, position: Vector3, scene: Scene);
  113263. /**
  113264. * Returns the string "PointLight"
  113265. * @returns the class name
  113266. */
  113267. getClassName(): string;
  113268. /**
  113269. * Returns the integer 0.
  113270. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  113271. */
  113272. getTypeID(): number;
  113273. /**
  113274. * Specifies wether or not the shadowmap should be a cube texture.
  113275. * @returns true if the shadowmap needs to be a cube texture.
  113276. */
  113277. needCube(): boolean;
  113278. /**
  113279. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  113280. * @param faceIndex The index of the face we are computed the direction to generate shadow
  113281. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  113282. */
  113283. getShadowDirection(faceIndex?: number): Vector3;
  113284. /**
  113285. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  113286. * - fov = PI / 2
  113287. * - aspect ratio : 1.0
  113288. * - z-near and far equal to the active camera minZ and maxZ.
  113289. * Returns the PointLight.
  113290. */
  113291. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  113292. protected _buildUniformLayout(): void;
  113293. /**
  113294. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  113295. * @param effect The effect to update
  113296. * @param lightIndex The index of the light in the effect to update
  113297. * @returns The point light
  113298. */
  113299. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  113300. /**
  113301. * Prepares the list of defines specific to the light type.
  113302. * @param defines the list of defines
  113303. * @param lightIndex defines the index of the light for the effect
  113304. */
  113305. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  113306. }
  113307. }
  113308. declare module BABYLON {
  113309. /**
  113310. * Header information of HDR texture files.
  113311. */
  113312. export interface HDRInfo {
  113313. /**
  113314. * The height of the texture in pixels.
  113315. */
  113316. height: number;
  113317. /**
  113318. * The width of the texture in pixels.
  113319. */
  113320. width: number;
  113321. /**
  113322. * The index of the beginning of the data in the binary file.
  113323. */
  113324. dataPosition: number;
  113325. }
  113326. /**
  113327. * This groups tools to convert HDR texture to native colors array.
  113328. */
  113329. export class HDRTools {
  113330. private static Ldexp;
  113331. private static Rgbe2float;
  113332. private static readStringLine;
  113333. /**
  113334. * Reads header information from an RGBE texture stored in a native array.
  113335. * More information on this format are available here:
  113336. * https://en.wikipedia.org/wiki/RGBE_image_format
  113337. *
  113338. * @param uint8array The binary file stored in native array.
  113339. * @return The header information.
  113340. */
  113341. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  113342. /**
  113343. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  113344. * This RGBE texture needs to store the information as a panorama.
  113345. *
  113346. * More information on this format are available here:
  113347. * https://en.wikipedia.org/wiki/RGBE_image_format
  113348. *
  113349. * @param buffer The binary file stored in an array buffer.
  113350. * @param size The expected size of the extracted cubemap.
  113351. * @return The Cube Map information.
  113352. */
  113353. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  113354. /**
  113355. * Returns the pixels data extracted from an RGBE texture.
  113356. * This pixels will be stored left to right up to down in the R G B order in one array.
  113357. *
  113358. * More information on this format are available here:
  113359. * https://en.wikipedia.org/wiki/RGBE_image_format
  113360. *
  113361. * @param uint8array The binary file stored in an array buffer.
  113362. * @param hdrInfo The header information of the file.
  113363. * @return The pixels data in RGB right to left up to down order.
  113364. */
  113365. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  113366. private static RGBE_ReadPixels_RLE;
  113367. }
  113368. }
  113369. declare module BABYLON {
  113370. /**
  113371. * This represents a texture coming from an HDR input.
  113372. *
  113373. * The only supported format is currently panorama picture stored in RGBE format.
  113374. * Example of such files can be found on HDRLib: http://hdrlib.com/
  113375. */
  113376. export class HDRCubeTexture extends BaseTexture {
  113377. private static _facesMapping;
  113378. private _generateHarmonics;
  113379. private _noMipmap;
  113380. private _textureMatrix;
  113381. private _size;
  113382. private _onLoad;
  113383. private _onError;
  113384. /**
  113385. * The texture URL.
  113386. */
  113387. url: string;
  113388. /**
  113389. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  113390. */
  113391. coordinatesMode: number;
  113392. protected _isBlocking: boolean;
  113393. /**
  113394. * Sets wether or not the texture is blocking during loading.
  113395. */
  113396. /**
  113397. * Gets wether or not the texture is blocking during loading.
  113398. */
  113399. isBlocking: boolean;
  113400. protected _rotationY: number;
  113401. /**
  113402. * Sets texture matrix rotation angle around Y axis in radians.
  113403. */
  113404. /**
  113405. * Gets texture matrix rotation angle around Y axis radians.
  113406. */
  113407. rotationY: number;
  113408. /**
  113409. * Gets or sets the center of the bounding box associated with the cube texture
  113410. * It must define where the camera used to render the texture was set
  113411. */
  113412. boundingBoxPosition: Vector3;
  113413. private _boundingBoxSize;
  113414. /**
  113415. * Gets or sets the size of the bounding box associated with the cube texture
  113416. * When defined, the cubemap will switch to local mode
  113417. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  113418. * @example https://www.babylonjs-playground.com/#RNASML
  113419. */
  113420. boundingBoxSize: Vector3;
  113421. /**
  113422. * Instantiates an HDRTexture from the following parameters.
  113423. *
  113424. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  113425. * @param scene The scene the texture will be used in
  113426. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  113427. * @param noMipmap Forces to not generate the mipmap if true
  113428. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  113429. * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  113430. * @param reserved Reserved flag for internal use.
  113431. */
  113432. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  113433. /**
  113434. * Get the current class name of the texture useful for serialization or dynamic coding.
  113435. * @returns "HDRCubeTexture"
  113436. */
  113437. getClassName(): string;
  113438. /**
  113439. * Occurs when the file is raw .hdr file.
  113440. */
  113441. private loadTexture;
  113442. clone(): HDRCubeTexture;
  113443. delayLoad(): void;
  113444. /**
  113445. * Get the texture reflection matrix used to rotate/transform the reflection.
  113446. * @returns the reflection matrix
  113447. */
  113448. getReflectionTextureMatrix(): Matrix;
  113449. /**
  113450. * Set the texture reflection matrix used to rotate/transform the reflection.
  113451. * @param value Define the reflection matrix to set
  113452. */
  113453. setReflectionTextureMatrix(value: Matrix): void;
  113454. /**
  113455. * Parses a JSON representation of an HDR Texture in order to create the texture
  113456. * @param parsedTexture Define the JSON representation
  113457. * @param scene Define the scene the texture should be created in
  113458. * @param rootUrl Define the root url in case we need to load relative dependencies
  113459. * @returns the newly created texture after parsing
  113460. */
  113461. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  113462. serialize(): any;
  113463. }
  113464. }
  113465. declare module BABYLON {
  113466. /**
  113467. * Class used to control physics engine
  113468. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  113469. */
  113470. export class PhysicsEngine implements IPhysicsEngine {
  113471. private _physicsPlugin;
  113472. /**
  113473. * Global value used to control the smallest number supported by the simulation
  113474. */
  113475. static Epsilon: number;
  113476. private _impostors;
  113477. private _joints;
  113478. /**
  113479. * Gets the gravity vector used by the simulation
  113480. */
  113481. gravity: Vector3;
  113482. /**
  113483. * Factory used to create the default physics plugin.
  113484. * @returns The default physics plugin
  113485. */
  113486. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  113487. /**
  113488. * Creates a new Physics Engine
  113489. * @param gravity defines the gravity vector used by the simulation
  113490. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  113491. */
  113492. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  113493. /**
  113494. * Sets the gravity vector used by the simulation
  113495. * @param gravity defines the gravity vector to use
  113496. */
  113497. setGravity(gravity: Vector3): void;
  113498. /**
  113499. * Set the time step of the physics engine.
  113500. * Default is 1/60.
  113501. * To slow it down, enter 1/600 for example.
  113502. * To speed it up, 1/30
  113503. * @param newTimeStep defines the new timestep to apply to this world.
  113504. */
  113505. setTimeStep(newTimeStep?: number): void;
  113506. /**
  113507. * Get the time step of the physics engine.
  113508. * @returns the current time step
  113509. */
  113510. getTimeStep(): number;
  113511. /**
  113512. * Release all resources
  113513. */
  113514. dispose(): void;
  113515. /**
  113516. * Gets the name of the current physics plugin
  113517. * @returns the name of the plugin
  113518. */
  113519. getPhysicsPluginName(): string;
  113520. /**
  113521. * Adding a new impostor for the impostor tracking.
  113522. * This will be done by the impostor itself.
  113523. * @param impostor the impostor to add
  113524. */
  113525. addImpostor(impostor: PhysicsImpostor): void;
  113526. /**
  113527. * Remove an impostor from the engine.
  113528. * This impostor and its mesh will not longer be updated by the physics engine.
  113529. * @param impostor the impostor to remove
  113530. */
  113531. removeImpostor(impostor: PhysicsImpostor): void;
  113532. /**
  113533. * Add a joint to the physics engine
  113534. * @param mainImpostor defines the main impostor to which the joint is added.
  113535. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  113536. * @param joint defines the joint that will connect both impostors.
  113537. */
  113538. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  113539. /**
  113540. * Removes a joint from the simulation
  113541. * @param mainImpostor defines the impostor used with the joint
  113542. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  113543. * @param joint defines the joint to remove
  113544. */
  113545. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  113546. /**
  113547. * Called by the scene. No need to call it.
  113548. * @param delta defines the timespam between frames
  113549. */
  113550. _step(delta: number): void;
  113551. /**
  113552. * Gets the current plugin used to run the simulation
  113553. * @returns current plugin
  113554. */
  113555. getPhysicsPlugin(): IPhysicsEnginePlugin;
  113556. /**
  113557. * Gets the list of physic impostors
  113558. * @returns an array of PhysicsImpostor
  113559. */
  113560. getImpostors(): Array<PhysicsImpostor>;
  113561. /**
  113562. * Gets the impostor for a physics enabled object
  113563. * @param object defines the object impersonated by the impostor
  113564. * @returns the PhysicsImpostor or null if not found
  113565. */
  113566. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  113567. /**
  113568. * Gets the impostor for a physics body object
  113569. * @param body defines physics body used by the impostor
  113570. * @returns the PhysicsImpostor or null if not found
  113571. */
  113572. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  113573. /**
  113574. * Does a raycast in the physics world
  113575. * @param from when should the ray start?
  113576. * @param to when should the ray end?
  113577. * @returns PhysicsRaycastResult
  113578. */
  113579. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  113580. }
  113581. }
  113582. declare module BABYLON {
  113583. /** @hidden */
  113584. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  113585. private _useDeltaForWorldStep;
  113586. world: any;
  113587. name: string;
  113588. private _physicsMaterials;
  113589. private _fixedTimeStep;
  113590. private _cannonRaycastResult;
  113591. private _raycastResult;
  113592. private _physicsBodysToRemoveAfterStep;
  113593. BJSCANNON: any;
  113594. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  113595. setGravity(gravity: Vector3): void;
  113596. setTimeStep(timeStep: number): void;
  113597. getTimeStep(): number;
  113598. executeStep(delta: number): void;
  113599. private _removeMarkedPhysicsBodiesFromWorld;
  113600. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113601. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113602. generatePhysicsBody(impostor: PhysicsImpostor): void;
  113603. private _processChildMeshes;
  113604. removePhysicsBody(impostor: PhysicsImpostor): void;
  113605. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  113606. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  113607. private _addMaterial;
  113608. private _checkWithEpsilon;
  113609. private _createShape;
  113610. private _createHeightmap;
  113611. private _minus90X;
  113612. private _plus90X;
  113613. private _tmpPosition;
  113614. private _tmpDeltaPosition;
  113615. private _tmpUnityRotation;
  113616. private _updatePhysicsBodyTransformation;
  113617. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  113618. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  113619. isSupported(): boolean;
  113620. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113621. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113622. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113623. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113624. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  113625. getBodyMass(impostor: PhysicsImpostor): number;
  113626. getBodyFriction(impostor: PhysicsImpostor): number;
  113627. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  113628. getBodyRestitution(impostor: PhysicsImpostor): number;
  113629. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  113630. sleepBody(impostor: PhysicsImpostor): void;
  113631. wakeUpBody(impostor: PhysicsImpostor): void;
  113632. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  113633. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  113634. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  113635. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  113636. getRadius(impostor: PhysicsImpostor): number;
  113637. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  113638. dispose(): void;
  113639. private _extendNamespace;
  113640. /**
  113641. * Does a raycast in the physics world
  113642. * @param from when should the ray start?
  113643. * @param to when should the ray end?
  113644. * @returns PhysicsRaycastResult
  113645. */
  113646. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  113647. }
  113648. }
  113649. declare module BABYLON {
  113650. /** @hidden */
  113651. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  113652. world: any;
  113653. name: string;
  113654. BJSOIMO: any;
  113655. private _raycastResult;
  113656. constructor(iterations?: number, oimoInjection?: any);
  113657. setGravity(gravity: Vector3): void;
  113658. setTimeStep(timeStep: number): void;
  113659. getTimeStep(): number;
  113660. private _tmpImpostorsArray;
  113661. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  113662. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113663. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113664. generatePhysicsBody(impostor: PhysicsImpostor): void;
  113665. private _tmpPositionVector;
  113666. removePhysicsBody(impostor: PhysicsImpostor): void;
  113667. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  113668. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  113669. isSupported(): boolean;
  113670. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  113671. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  113672. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113673. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113674. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113675. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113676. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  113677. getBodyMass(impostor: PhysicsImpostor): number;
  113678. getBodyFriction(impostor: PhysicsImpostor): number;
  113679. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  113680. getBodyRestitution(impostor: PhysicsImpostor): number;
  113681. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  113682. sleepBody(impostor: PhysicsImpostor): void;
  113683. wakeUpBody(impostor: PhysicsImpostor): void;
  113684. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  113685. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  113686. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  113687. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  113688. getRadius(impostor: PhysicsImpostor): number;
  113689. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  113690. dispose(): void;
  113691. /**
  113692. * Does a raycast in the physics world
  113693. * @param from when should the ray start?
  113694. * @param to when should the ray end?
  113695. * @returns PhysicsRaycastResult
  113696. */
  113697. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  113698. }
  113699. }
  113700. declare module BABYLON {
  113701. /**
  113702. * Class containing static functions to help procedurally build meshes
  113703. */
  113704. export class RibbonBuilder {
  113705. /**
  113706. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  113707. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  113708. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  113709. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  113710. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  113711. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  113712. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  113713. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  113714. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  113715. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  113716. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  113717. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  113718. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  113719. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  113720. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  113721. * @param name defines the name of the mesh
  113722. * @param options defines the options used to create the mesh
  113723. * @param scene defines the hosting scene
  113724. * @returns the ribbon mesh
  113725. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  113726. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  113727. */
  113728. static CreateRibbon(name: string, options: {
  113729. pathArray: Vector3[][];
  113730. closeArray?: boolean;
  113731. closePath?: boolean;
  113732. offset?: number;
  113733. updatable?: boolean;
  113734. sideOrientation?: number;
  113735. frontUVs?: Vector4;
  113736. backUVs?: Vector4;
  113737. instance?: Mesh;
  113738. invertUV?: boolean;
  113739. uvs?: Vector2[];
  113740. colors?: Color4[];
  113741. }, scene?: Nullable<Scene>): Mesh;
  113742. }
  113743. }
  113744. declare module BABYLON {
  113745. /**
  113746. * Class containing static functions to help procedurally build meshes
  113747. */
  113748. export class ShapeBuilder {
  113749. /**
  113750. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  113751. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  113752. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  113753. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  113754. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  113755. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  113756. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  113757. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  113758. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  113759. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  113760. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  113761. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  113762. * @param name defines the name of the mesh
  113763. * @param options defines the options used to create the mesh
  113764. * @param scene defines the hosting scene
  113765. * @returns the extruded shape mesh
  113766. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  113767. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  113768. */
  113769. static ExtrudeShape(name: string, options: {
  113770. shape: Vector3[];
  113771. path: Vector3[];
  113772. scale?: number;
  113773. rotation?: number;
  113774. cap?: number;
  113775. updatable?: boolean;
  113776. sideOrientation?: number;
  113777. frontUVs?: Vector4;
  113778. backUVs?: Vector4;
  113779. instance?: Mesh;
  113780. invertUV?: boolean;
  113781. }, scene?: Nullable<Scene>): Mesh;
  113782. /**
  113783. * Creates an custom extruded shape mesh.
  113784. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  113785. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  113786. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  113787. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  113788. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  113789. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  113790. * * It must returns a float value that will be the scale value applied to the shape on each path point
  113791. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  113792. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  113793. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  113794. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  113795. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  113796. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  113797. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  113798. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  113799. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  113800. * @param name defines the name of the mesh
  113801. * @param options defines the options used to create the mesh
  113802. * @param scene defines the hosting scene
  113803. * @returns the custom extruded shape mesh
  113804. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  113805. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  113806. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  113807. */
  113808. static ExtrudeShapeCustom(name: string, options: {
  113809. shape: Vector3[];
  113810. path: Vector3[];
  113811. scaleFunction?: any;
  113812. rotationFunction?: any;
  113813. ribbonCloseArray?: boolean;
  113814. ribbonClosePath?: boolean;
  113815. cap?: number;
  113816. updatable?: boolean;
  113817. sideOrientation?: number;
  113818. frontUVs?: Vector4;
  113819. backUVs?: Vector4;
  113820. instance?: Mesh;
  113821. invertUV?: boolean;
  113822. }, scene?: Nullable<Scene>): Mesh;
  113823. private static _ExtrudeShapeGeneric;
  113824. }
  113825. }
  113826. declare module BABYLON {
  113827. /**
  113828. * AmmoJS Physics plugin
  113829. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  113830. * @see https://github.com/kripken/ammo.js/
  113831. */
  113832. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  113833. private _useDeltaForWorldStep;
  113834. /**
  113835. * Reference to the Ammo library
  113836. */
  113837. bjsAMMO: any;
  113838. /**
  113839. * Created ammoJS world which physics bodies are added to
  113840. */
  113841. world: any;
  113842. /**
  113843. * Name of the plugin
  113844. */
  113845. name: string;
  113846. private _timeStep;
  113847. private _fixedTimeStep;
  113848. private _maxSteps;
  113849. private _tmpQuaternion;
  113850. private _tmpAmmoTransform;
  113851. private _tmpAmmoQuaternion;
  113852. private _tmpAmmoConcreteContactResultCallback;
  113853. private _collisionConfiguration;
  113854. private _dispatcher;
  113855. private _overlappingPairCache;
  113856. private _solver;
  113857. private _softBodySolver;
  113858. private _tmpAmmoVectorA;
  113859. private _tmpAmmoVectorB;
  113860. private _tmpAmmoVectorC;
  113861. private _tmpAmmoVectorD;
  113862. private _tmpContactCallbackResult;
  113863. private _tmpAmmoVectorRCA;
  113864. private _tmpAmmoVectorRCB;
  113865. private _raycastResult;
  113866. private static readonly DISABLE_COLLISION_FLAG;
  113867. private static readonly KINEMATIC_FLAG;
  113868. private static readonly DISABLE_DEACTIVATION_FLAG;
  113869. /**
  113870. * Initializes the ammoJS plugin
  113871. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  113872. * @param ammoInjection can be used to inject your own ammo reference
  113873. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  113874. */
  113875. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  113876. /**
  113877. * Sets the gravity of the physics world (m/(s^2))
  113878. * @param gravity Gravity to set
  113879. */
  113880. setGravity(gravity: Vector3): void;
  113881. /**
  113882. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  113883. * @param timeStep timestep to use in seconds
  113884. */
  113885. setTimeStep(timeStep: number): void;
  113886. /**
  113887. * Increment to step forward in the physics engine (If timeStep is set to 1/60 and fixedTimeStep is set to 1/120 the physics engine should run 2 steps per frame) (Default: 1/60)
  113888. * @param fixedTimeStep fixedTimeStep to use in seconds
  113889. */
  113890. setFixedTimeStep(fixedTimeStep: number): void;
  113891. /**
  113892. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  113893. * @param maxSteps the maximum number of steps by the physics engine per frame
  113894. */
  113895. setMaxSteps(maxSteps: number): void;
  113896. /**
  113897. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  113898. * @returns the current timestep in seconds
  113899. */
  113900. getTimeStep(): number;
  113901. private _isImpostorInContact;
  113902. private _isImpostorPairInContact;
  113903. private _stepSimulation;
  113904. /**
  113905. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  113906. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  113907. * After the step the babylon meshes are set to the position of the physics imposters
  113908. * @param delta amount of time to step forward
  113909. * @param impostors array of imposters to update before/after the step
  113910. */
  113911. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  113912. /**
  113913. * Update babylon mesh to match physics world object
  113914. * @param impostor imposter to match
  113915. */
  113916. private _afterSoftStep;
  113917. /**
  113918. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  113919. * @param impostor imposter to match
  113920. */
  113921. private _ropeStep;
  113922. /**
  113923. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  113924. * @param impostor imposter to match
  113925. */
  113926. private _softbodyOrClothStep;
  113927. private _tmpVector;
  113928. private _tmpMatrix;
  113929. /**
  113930. * Applies an impulse on the imposter
  113931. * @param impostor imposter to apply impulse to
  113932. * @param force amount of force to be applied to the imposter
  113933. * @param contactPoint the location to apply the impulse on the imposter
  113934. */
  113935. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113936. /**
  113937. * Applies a force on the imposter
  113938. * @param impostor imposter to apply force
  113939. * @param force amount of force to be applied to the imposter
  113940. * @param contactPoint the location to apply the force on the imposter
  113941. */
  113942. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113943. /**
  113944. * Creates a physics body using the plugin
  113945. * @param impostor the imposter to create the physics body on
  113946. */
  113947. generatePhysicsBody(impostor: PhysicsImpostor): void;
  113948. /**
  113949. * Removes the physics body from the imposter and disposes of the body's memory
  113950. * @param impostor imposter to remove the physics body from
  113951. */
  113952. removePhysicsBody(impostor: PhysicsImpostor): void;
  113953. /**
  113954. * Generates a joint
  113955. * @param impostorJoint the imposter joint to create the joint with
  113956. */
  113957. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  113958. /**
  113959. * Removes a joint
  113960. * @param impostorJoint the imposter joint to remove the joint from
  113961. */
  113962. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  113963. private _addMeshVerts;
  113964. /**
  113965. * Initialise the soft body vertices to match its object's (mesh) vertices
  113966. * Softbody vertices (nodes) are in world space and to match this
  113967. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  113968. * @param impostor to create the softbody for
  113969. */
  113970. private _softVertexData;
  113971. /**
  113972. * Create an impostor's soft body
  113973. * @param impostor to create the softbody for
  113974. */
  113975. private _createSoftbody;
  113976. /**
  113977. * Create cloth for an impostor
  113978. * @param impostor to create the softbody for
  113979. */
  113980. private _createCloth;
  113981. /**
  113982. * Create rope for an impostor
  113983. * @param impostor to create the softbody for
  113984. */
  113985. private _createRope;
  113986. private _addHullVerts;
  113987. private _createShape;
  113988. /**
  113989. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  113990. * @param impostor imposter containing the physics body and babylon object
  113991. */
  113992. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  113993. /**
  113994. * Sets the babylon object's position/rotation from the physics body's position/rotation
  113995. * @param impostor imposter containing the physics body and babylon object
  113996. * @param newPosition new position
  113997. * @param newRotation new rotation
  113998. */
  113999. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  114000. /**
  114001. * If this plugin is supported
  114002. * @returns true if its supported
  114003. */
  114004. isSupported(): boolean;
  114005. /**
  114006. * Sets the linear velocity of the physics body
  114007. * @param impostor imposter to set the velocity on
  114008. * @param velocity velocity to set
  114009. */
  114010. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114011. /**
  114012. * Sets the angular velocity of the physics body
  114013. * @param impostor imposter to set the velocity on
  114014. * @param velocity velocity to set
  114015. */
  114016. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114017. /**
  114018. * gets the linear velocity
  114019. * @param impostor imposter to get linear velocity from
  114020. * @returns linear velocity
  114021. */
  114022. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114023. /**
  114024. * gets the angular velocity
  114025. * @param impostor imposter to get angular velocity from
  114026. * @returns angular velocity
  114027. */
  114028. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114029. /**
  114030. * Sets the mass of physics body
  114031. * @param impostor imposter to set the mass on
  114032. * @param mass mass to set
  114033. */
  114034. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  114035. /**
  114036. * Gets the mass of the physics body
  114037. * @param impostor imposter to get the mass from
  114038. * @returns mass
  114039. */
  114040. getBodyMass(impostor: PhysicsImpostor): number;
  114041. /**
  114042. * Gets friction of the impostor
  114043. * @param impostor impostor to get friction from
  114044. * @returns friction value
  114045. */
  114046. getBodyFriction(impostor: PhysicsImpostor): number;
  114047. /**
  114048. * Sets friction of the impostor
  114049. * @param impostor impostor to set friction on
  114050. * @param friction friction value
  114051. */
  114052. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  114053. /**
  114054. * Gets restitution of the impostor
  114055. * @param impostor impostor to get restitution from
  114056. * @returns restitution value
  114057. */
  114058. getBodyRestitution(impostor: PhysicsImpostor): number;
  114059. /**
  114060. * Sets resitution of the impostor
  114061. * @param impostor impostor to set resitution on
  114062. * @param restitution resitution value
  114063. */
  114064. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  114065. /**
  114066. * Gets pressure inside the impostor
  114067. * @param impostor impostor to get pressure from
  114068. * @returns pressure value
  114069. */
  114070. getBodyPressure(impostor: PhysicsImpostor): number;
  114071. /**
  114072. * Sets pressure inside a soft body impostor
  114073. * Cloth and rope must remain 0 pressure
  114074. * @param impostor impostor to set pressure on
  114075. * @param pressure pressure value
  114076. */
  114077. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  114078. /**
  114079. * Gets stiffness of the impostor
  114080. * @param impostor impostor to get stiffness from
  114081. * @returns pressure value
  114082. */
  114083. getBodyStiffness(impostor: PhysicsImpostor): number;
  114084. /**
  114085. * Sets stiffness of the impostor
  114086. * @param impostor impostor to set stiffness on
  114087. * @param stiffness stiffness value from 0 to 1
  114088. */
  114089. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  114090. /**
  114091. * Gets velocityIterations of the impostor
  114092. * @param impostor impostor to get velocity iterations from
  114093. * @returns velocityIterations value
  114094. */
  114095. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  114096. /**
  114097. * Sets velocityIterations of the impostor
  114098. * @param impostor impostor to set velocity iterations on
  114099. * @param velocityIterations velocityIterations value
  114100. */
  114101. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  114102. /**
  114103. * Gets positionIterations of the impostor
  114104. * @param impostor impostor to get position iterations from
  114105. * @returns positionIterations value
  114106. */
  114107. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  114108. /**
  114109. * Sets positionIterations of the impostor
  114110. * @param impostor impostor to set position on
  114111. * @param positionIterations positionIterations value
  114112. */
  114113. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  114114. /**
  114115. * Append an anchor to a cloth object
  114116. * @param impostor is the cloth impostor to add anchor to
  114117. * @param otherImpostor is the rigid impostor to anchor to
  114118. * @param width ratio across width from 0 to 1
  114119. * @param height ratio up height from 0 to 1
  114120. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  114121. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  114122. */
  114123. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  114124. /**
  114125. * Append an hook to a rope object
  114126. * @param impostor is the rope impostor to add hook to
  114127. * @param otherImpostor is the rigid impostor to hook to
  114128. * @param length ratio along the rope from 0 to 1
  114129. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  114130. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  114131. */
  114132. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  114133. /**
  114134. * Sleeps the physics body and stops it from being active
  114135. * @param impostor impostor to sleep
  114136. */
  114137. sleepBody(impostor: PhysicsImpostor): void;
  114138. /**
  114139. * Activates the physics body
  114140. * @param impostor impostor to activate
  114141. */
  114142. wakeUpBody(impostor: PhysicsImpostor): void;
  114143. /**
  114144. * Updates the distance parameters of the joint
  114145. * @param joint joint to update
  114146. * @param maxDistance maximum distance of the joint
  114147. * @param minDistance minimum distance of the joint
  114148. */
  114149. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  114150. /**
  114151. * Sets a motor on the joint
  114152. * @param joint joint to set motor on
  114153. * @param speed speed of the motor
  114154. * @param maxForce maximum force of the motor
  114155. * @param motorIndex index of the motor
  114156. */
  114157. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  114158. /**
  114159. * Sets the motors limit
  114160. * @param joint joint to set limit on
  114161. * @param upperLimit upper limit
  114162. * @param lowerLimit lower limit
  114163. */
  114164. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  114165. /**
  114166. * Syncs the position and rotation of a mesh with the impostor
  114167. * @param mesh mesh to sync
  114168. * @param impostor impostor to update the mesh with
  114169. */
  114170. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  114171. /**
  114172. * Gets the radius of the impostor
  114173. * @param impostor impostor to get radius from
  114174. * @returns the radius
  114175. */
  114176. getRadius(impostor: PhysicsImpostor): number;
  114177. /**
  114178. * Gets the box size of the impostor
  114179. * @param impostor impostor to get box size from
  114180. * @param result the resulting box size
  114181. */
  114182. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  114183. /**
  114184. * Disposes of the impostor
  114185. */
  114186. dispose(): void;
  114187. /**
  114188. * Does a raycast in the physics world
  114189. * @param from when should the ray start?
  114190. * @param to when should the ray end?
  114191. * @returns PhysicsRaycastResult
  114192. */
  114193. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  114194. }
  114195. }
  114196. declare module BABYLON {
  114197. interface AbstractScene {
  114198. /**
  114199. * The list of reflection probes added to the scene
  114200. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  114201. */
  114202. reflectionProbes: Array<ReflectionProbe>;
  114203. /**
  114204. * Removes the given reflection probe from this scene.
  114205. * @param toRemove The reflection probe to remove
  114206. * @returns The index of the removed reflection probe
  114207. */
  114208. removeReflectionProbe(toRemove: ReflectionProbe): number;
  114209. /**
  114210. * Adds the given reflection probe to this scene.
  114211. * @param newReflectionProbe The reflection probe to add
  114212. */
  114213. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  114214. }
  114215. /**
  114216. * Class used to generate realtime reflection / refraction cube textures
  114217. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  114218. */
  114219. export class ReflectionProbe {
  114220. /** defines the name of the probe */
  114221. name: string;
  114222. private _scene;
  114223. private _renderTargetTexture;
  114224. private _projectionMatrix;
  114225. private _viewMatrix;
  114226. private _target;
  114227. private _add;
  114228. private _attachedMesh;
  114229. private _invertYAxis;
  114230. /** Gets or sets probe position (center of the cube map) */
  114231. position: Vector3;
  114232. /**
  114233. * Creates a new reflection probe
  114234. * @param name defines the name of the probe
  114235. * @param size defines the texture resolution (for each face)
  114236. * @param scene defines the hosting scene
  114237. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  114238. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  114239. */
  114240. constructor(
  114241. /** defines the name of the probe */
  114242. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  114243. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  114244. samples: number;
  114245. /** Gets or sets the refresh rate to use (on every frame by default) */
  114246. refreshRate: number;
  114247. /**
  114248. * Gets the hosting scene
  114249. * @returns a Scene
  114250. */
  114251. getScene(): Scene;
  114252. /** Gets the internal CubeTexture used to render to */
  114253. readonly cubeTexture: RenderTargetTexture;
  114254. /** Gets the list of meshes to render */
  114255. readonly renderList: Nullable<AbstractMesh[]>;
  114256. /**
  114257. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  114258. * @param mesh defines the mesh to attach to
  114259. */
  114260. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  114261. /**
  114262. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  114263. * @param renderingGroupId The rendering group id corresponding to its index
  114264. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  114265. */
  114266. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  114267. /**
  114268. * Clean all associated resources
  114269. */
  114270. dispose(): void;
  114271. /**
  114272. * Converts the reflection probe information to a readable string for debug purpose.
  114273. * @param fullDetails Supports for multiple levels of logging within scene loading
  114274. * @returns the human readable reflection probe info
  114275. */
  114276. toString(fullDetails?: boolean): string;
  114277. /**
  114278. * Get the class name of the relfection probe.
  114279. * @returns "ReflectionProbe"
  114280. */
  114281. getClassName(): string;
  114282. /**
  114283. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  114284. * @returns The JSON representation of the texture
  114285. */
  114286. serialize(): any;
  114287. /**
  114288. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  114289. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  114290. * @param scene Define the scene the parsed reflection probe should be instantiated in
  114291. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  114292. * @returns The parsed reflection probe if successful
  114293. */
  114294. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  114295. }
  114296. }
  114297. declare module BABYLON {
  114298. /** @hidden */
  114299. export var _BabylonLoaderRegistered: boolean;
  114300. }
  114301. declare module BABYLON {
  114302. /**
  114303. * The Physically based simple base material of BJS.
  114304. *
  114305. * This enables better naming and convention enforcements on top of the pbrMaterial.
  114306. * It is used as the base class for both the specGloss and metalRough conventions.
  114307. */
  114308. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  114309. /**
  114310. * Number of Simultaneous lights allowed on the material.
  114311. */
  114312. maxSimultaneousLights: number;
  114313. /**
  114314. * If sets to true, disables all the lights affecting the material.
  114315. */
  114316. disableLighting: boolean;
  114317. /**
  114318. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  114319. */
  114320. environmentTexture: BaseTexture;
  114321. /**
  114322. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  114323. */
  114324. invertNormalMapX: boolean;
  114325. /**
  114326. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  114327. */
  114328. invertNormalMapY: boolean;
  114329. /**
  114330. * Normal map used in the model.
  114331. */
  114332. normalTexture: BaseTexture;
  114333. /**
  114334. * Emissivie color used to self-illuminate the model.
  114335. */
  114336. emissiveColor: Color3;
  114337. /**
  114338. * Emissivie texture used to self-illuminate the model.
  114339. */
  114340. emissiveTexture: BaseTexture;
  114341. /**
  114342. * Occlusion Channel Strenght.
  114343. */
  114344. occlusionStrength: number;
  114345. /**
  114346. * Occlusion Texture of the material (adding extra occlusion effects).
  114347. */
  114348. occlusionTexture: BaseTexture;
  114349. /**
  114350. * Defines the alpha limits in alpha test mode.
  114351. */
  114352. alphaCutOff: number;
  114353. /**
  114354. * Gets the current double sided mode.
  114355. */
  114356. /**
  114357. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  114358. */
  114359. doubleSided: boolean;
  114360. /**
  114361. * Stores the pre-calculated light information of a mesh in a texture.
  114362. */
  114363. lightmapTexture: BaseTexture;
  114364. /**
  114365. * If true, the light map contains occlusion information instead of lighting info.
  114366. */
  114367. useLightmapAsShadowmap: boolean;
  114368. /**
  114369. * Instantiates a new PBRMaterial instance.
  114370. *
  114371. * @param name The material name
  114372. * @param scene The scene the material will be use in.
  114373. */
  114374. constructor(name: string, scene: Scene);
  114375. getClassName(): string;
  114376. }
  114377. }
  114378. declare module BABYLON {
  114379. /**
  114380. * The PBR material of BJS following the metal roughness convention.
  114381. *
  114382. * This fits to the PBR convention in the GLTF definition:
  114383. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  114384. */
  114385. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  114386. /**
  114387. * The base color has two different interpretations depending on the value of metalness.
  114388. * When the material is a metal, the base color is the specific measured reflectance value
  114389. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  114390. * of the material.
  114391. */
  114392. baseColor: Color3;
  114393. /**
  114394. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  114395. * well as opacity information in the alpha channel.
  114396. */
  114397. baseTexture: BaseTexture;
  114398. /**
  114399. * Specifies the metallic scalar value of the material.
  114400. * Can also be used to scale the metalness values of the metallic texture.
  114401. */
  114402. metallic: number;
  114403. /**
  114404. * Specifies the roughness scalar value of the material.
  114405. * Can also be used to scale the roughness values of the metallic texture.
  114406. */
  114407. roughness: number;
  114408. /**
  114409. * Texture containing both the metallic value in the B channel and the
  114410. * roughness value in the G channel to keep better precision.
  114411. */
  114412. metallicRoughnessTexture: BaseTexture;
  114413. /**
  114414. * Instantiates a new PBRMetalRoughnessMaterial instance.
  114415. *
  114416. * @param name The material name
  114417. * @param scene The scene the material will be use in.
  114418. */
  114419. constructor(name: string, scene: Scene);
  114420. /**
  114421. * Return the currrent class name of the material.
  114422. */
  114423. getClassName(): string;
  114424. /**
  114425. * Makes a duplicate of the current material.
  114426. * @param name - name to use for the new material.
  114427. */
  114428. clone(name: string): PBRMetallicRoughnessMaterial;
  114429. /**
  114430. * Serialize the material to a parsable JSON object.
  114431. */
  114432. serialize(): any;
  114433. /**
  114434. * Parses a JSON object correponding to the serialize function.
  114435. */
  114436. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  114437. }
  114438. }
  114439. declare module BABYLON {
  114440. /**
  114441. * The PBR material of BJS following the specular glossiness convention.
  114442. *
  114443. * This fits to the PBR convention in the GLTF definition:
  114444. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  114445. */
  114446. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  114447. /**
  114448. * Specifies the diffuse color of the material.
  114449. */
  114450. diffuseColor: Color3;
  114451. /**
  114452. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  114453. * channel.
  114454. */
  114455. diffuseTexture: BaseTexture;
  114456. /**
  114457. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  114458. */
  114459. specularColor: Color3;
  114460. /**
  114461. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  114462. */
  114463. glossiness: number;
  114464. /**
  114465. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  114466. */
  114467. specularGlossinessTexture: BaseTexture;
  114468. /**
  114469. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  114470. *
  114471. * @param name The material name
  114472. * @param scene The scene the material will be use in.
  114473. */
  114474. constructor(name: string, scene: Scene);
  114475. /**
  114476. * Return the currrent class name of the material.
  114477. */
  114478. getClassName(): string;
  114479. /**
  114480. * Makes a duplicate of the current material.
  114481. * @param name - name to use for the new material.
  114482. */
  114483. clone(name: string): PBRSpecularGlossinessMaterial;
  114484. /**
  114485. * Serialize the material to a parsable JSON object.
  114486. */
  114487. serialize(): any;
  114488. /**
  114489. * Parses a JSON object correponding to the serialize function.
  114490. */
  114491. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  114492. }
  114493. }
  114494. declare module BABYLON {
  114495. /**
  114496. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  114497. * It can help converting any input color in a desired output one. This can then be used to create effects
  114498. * from sepia, black and white to sixties or futuristic rendering...
  114499. *
  114500. * The only supported format is currently 3dl.
  114501. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  114502. */
  114503. export class ColorGradingTexture extends BaseTexture {
  114504. /**
  114505. * The current texture matrix. (will always be identity in color grading texture)
  114506. */
  114507. private _textureMatrix;
  114508. /**
  114509. * The texture URL.
  114510. */
  114511. url: string;
  114512. /**
  114513. * Empty line regex stored for GC.
  114514. */
  114515. private static _noneEmptyLineRegex;
  114516. private _engine;
  114517. /**
  114518. * Instantiates a ColorGradingTexture from the following parameters.
  114519. *
  114520. * @param url The location of the color gradind data (currently only supporting 3dl)
  114521. * @param scene The scene the texture will be used in
  114522. */
  114523. constructor(url: string, scene: Scene);
  114524. /**
  114525. * Returns the texture matrix used in most of the material.
  114526. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  114527. */
  114528. getTextureMatrix(): Matrix;
  114529. /**
  114530. * Occurs when the file being loaded is a .3dl LUT file.
  114531. */
  114532. private load3dlTexture;
  114533. /**
  114534. * Starts the loading process of the texture.
  114535. */
  114536. private loadTexture;
  114537. /**
  114538. * Clones the color gradind texture.
  114539. */
  114540. clone(): ColorGradingTexture;
  114541. /**
  114542. * Called during delayed load for textures.
  114543. */
  114544. delayLoad(): void;
  114545. /**
  114546. * Parses a color grading texture serialized by Babylon.
  114547. * @param parsedTexture The texture information being parsedTexture
  114548. * @param scene The scene to load the texture in
  114549. * @param rootUrl The root url of the data assets to load
  114550. * @return A color gradind texture
  114551. */
  114552. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  114553. /**
  114554. * Serializes the LUT texture to json format.
  114555. */
  114556. serialize(): any;
  114557. }
  114558. }
  114559. declare module BABYLON {
  114560. /**
  114561. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  114562. */
  114563. export class EquiRectangularCubeTexture extends BaseTexture {
  114564. /** The six faces of the cube. */
  114565. private static _FacesMapping;
  114566. private _noMipmap;
  114567. private _onLoad;
  114568. private _onError;
  114569. /** The size of the cubemap. */
  114570. private _size;
  114571. /** The buffer of the image. */
  114572. private _buffer;
  114573. /** The width of the input image. */
  114574. private _width;
  114575. /** The height of the input image. */
  114576. private _height;
  114577. /** The URL to the image. */
  114578. url: string;
  114579. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  114580. coordinatesMode: number;
  114581. /**
  114582. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  114583. * @param url The location of the image
  114584. * @param scene The scene the texture will be used in
  114585. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  114586. * @param noMipmap Forces to not generate the mipmap if true
  114587. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  114588. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  114589. * @param onLoad — defines a callback called when texture is loaded
  114590. * @param onError — defines a callback called if there is an error
  114591. */
  114592. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  114593. /**
  114594. * Load the image data, by putting the image on a canvas and extracting its buffer.
  114595. */
  114596. private loadImage;
  114597. /**
  114598. * Convert the image buffer into a cubemap and create a CubeTexture.
  114599. */
  114600. private loadTexture;
  114601. /**
  114602. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  114603. * @param buffer The ArrayBuffer that should be converted.
  114604. * @returns The buffer as Float32Array.
  114605. */
  114606. private getFloat32ArrayFromArrayBuffer;
  114607. /**
  114608. * Get the current class name of the texture useful for serialization or dynamic coding.
  114609. * @returns "EquiRectangularCubeTexture"
  114610. */
  114611. getClassName(): string;
  114612. /**
  114613. * Create a clone of the current EquiRectangularCubeTexture and return it.
  114614. * @returns A clone of the current EquiRectangularCubeTexture.
  114615. */
  114616. clone(): EquiRectangularCubeTexture;
  114617. }
  114618. }
  114619. declare module BABYLON {
  114620. /**
  114621. * Based on jsTGALoader - Javascript loader for TGA file
  114622. * By Vincent Thibault
  114623. * @see http://blog.robrowser.com/javascript-tga-loader.html
  114624. */
  114625. export class TGATools {
  114626. private static _TYPE_INDEXED;
  114627. private static _TYPE_RGB;
  114628. private static _TYPE_GREY;
  114629. private static _TYPE_RLE_INDEXED;
  114630. private static _TYPE_RLE_RGB;
  114631. private static _TYPE_RLE_GREY;
  114632. private static _ORIGIN_MASK;
  114633. private static _ORIGIN_SHIFT;
  114634. private static _ORIGIN_BL;
  114635. private static _ORIGIN_BR;
  114636. private static _ORIGIN_UL;
  114637. private static _ORIGIN_UR;
  114638. /**
  114639. * Gets the header of a TGA file
  114640. * @param data defines the TGA data
  114641. * @returns the header
  114642. */
  114643. static GetTGAHeader(data: Uint8Array): any;
  114644. /**
  114645. * Uploads TGA content to a Babylon Texture
  114646. * @hidden
  114647. */
  114648. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  114649. /** @hidden */
  114650. 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;
  114651. /** @hidden */
  114652. 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;
  114653. /** @hidden */
  114654. 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;
  114655. /** @hidden */
  114656. 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;
  114657. /** @hidden */
  114658. 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;
  114659. /** @hidden */
  114660. 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;
  114661. }
  114662. }
  114663. declare module BABYLON {
  114664. /**
  114665. * Implementation of the TGA Texture Loader.
  114666. * @hidden
  114667. */
  114668. export class _TGATextureLoader implements IInternalTextureLoader {
  114669. /**
  114670. * Defines wether the loader supports cascade loading the different faces.
  114671. */
  114672. readonly supportCascades: boolean;
  114673. /**
  114674. * This returns if the loader support the current file information.
  114675. * @param extension defines the file extension of the file being loaded
  114676. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114677. * @param fallback defines the fallback internal texture if any
  114678. * @param isBase64 defines whether the texture is encoded as a base64
  114679. * @param isBuffer defines whether the texture data are stored as a buffer
  114680. * @returns true if the loader can load the specified file
  114681. */
  114682. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  114683. /**
  114684. * Transform the url before loading if required.
  114685. * @param rootUrl the url of the texture
  114686. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114687. * @returns the transformed texture
  114688. */
  114689. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  114690. /**
  114691. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  114692. * @param rootUrl the url of the texture
  114693. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114694. * @returns the fallback texture
  114695. */
  114696. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  114697. /**
  114698. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  114699. * @param data contains the texture data
  114700. * @param texture defines the BabylonJS internal texture
  114701. * @param createPolynomials will be true if polynomials have been requested
  114702. * @param onLoad defines the callback to trigger once the texture is ready
  114703. * @param onError defines the callback to trigger in case of error
  114704. */
  114705. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  114706. /**
  114707. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  114708. * @param data contains the texture data
  114709. * @param texture defines the BabylonJS internal texture
  114710. * @param callback defines the method to call once ready to upload
  114711. */
  114712. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  114713. }
  114714. }
  114715. declare module BABYLON {
  114716. /**
  114717. * Info about the .basis files
  114718. */
  114719. class BasisFileInfo {
  114720. /**
  114721. * If the file has alpha
  114722. */
  114723. hasAlpha: boolean;
  114724. /**
  114725. * Info about each image of the basis file
  114726. */
  114727. images: Array<{
  114728. levels: Array<{
  114729. width: number;
  114730. height: number;
  114731. transcodedPixels: ArrayBufferView;
  114732. }>;
  114733. }>;
  114734. }
  114735. /**
  114736. * Result of transcoding a basis file
  114737. */
  114738. class TranscodeResult {
  114739. /**
  114740. * Info about the .basis file
  114741. */
  114742. fileInfo: BasisFileInfo;
  114743. /**
  114744. * Format to use when loading the file
  114745. */
  114746. format: number;
  114747. }
  114748. /**
  114749. * Configuration options for the Basis transcoder
  114750. */
  114751. export class BasisTranscodeConfiguration {
  114752. /**
  114753. * Supported compression formats used to determine the supported output format of the transcoder
  114754. */
  114755. supportedCompressionFormats?: {
  114756. /**
  114757. * etc1 compression format
  114758. */
  114759. etc1?: boolean;
  114760. /**
  114761. * s3tc compression format
  114762. */
  114763. s3tc?: boolean;
  114764. /**
  114765. * pvrtc compression format
  114766. */
  114767. pvrtc?: boolean;
  114768. /**
  114769. * etc2 compression format
  114770. */
  114771. etc2?: boolean;
  114772. };
  114773. /**
  114774. * If mipmap levels should be loaded for transcoded images (Default: true)
  114775. */
  114776. loadMipmapLevels?: boolean;
  114777. /**
  114778. * Index of a single image to load (Default: all images)
  114779. */
  114780. loadSingleImage?: number;
  114781. }
  114782. /**
  114783. * Used to load .Basis files
  114784. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  114785. */
  114786. export class BasisTools {
  114787. private static _IgnoreSupportedFormats;
  114788. /**
  114789. * URL to use when loading the basis transcoder
  114790. */
  114791. static JSModuleURL: string;
  114792. /**
  114793. * URL to use when loading the wasm module for the transcoder
  114794. */
  114795. static WasmModuleURL: string;
  114796. /**
  114797. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  114798. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  114799. * @returns internal format corresponding to the Basis format
  114800. */
  114801. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  114802. private static _WorkerPromise;
  114803. private static _Worker;
  114804. private static _actionId;
  114805. private static _CreateWorkerAsync;
  114806. /**
  114807. * Transcodes a loaded image file to compressed pixel data
  114808. * @param imageData image data to transcode
  114809. * @param config configuration options for the transcoding
  114810. * @returns a promise resulting in the transcoded image
  114811. */
  114812. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  114813. /**
  114814. * Loads a texture from the transcode result
  114815. * @param texture texture load to
  114816. * @param transcodeResult the result of transcoding the basis file to load from
  114817. */
  114818. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  114819. }
  114820. }
  114821. declare module BABYLON {
  114822. /**
  114823. * Loader for .basis file format
  114824. */
  114825. export class _BasisTextureLoader implements IInternalTextureLoader {
  114826. /**
  114827. * Defines whether the loader supports cascade loading the different faces.
  114828. */
  114829. readonly supportCascades: boolean;
  114830. /**
  114831. * This returns if the loader support the current file information.
  114832. * @param extension defines the file extension of the file being loaded
  114833. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114834. * @param fallback defines the fallback internal texture if any
  114835. * @param isBase64 defines whether the texture is encoded as a base64
  114836. * @param isBuffer defines whether the texture data are stored as a buffer
  114837. * @returns true if the loader can load the specified file
  114838. */
  114839. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  114840. /**
  114841. * Transform the url before loading if required.
  114842. * @param rootUrl the url of the texture
  114843. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114844. * @returns the transformed texture
  114845. */
  114846. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  114847. /**
  114848. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  114849. * @param rootUrl the url of the texture
  114850. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114851. * @returns the fallback texture
  114852. */
  114853. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  114854. /**
  114855. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  114856. * @param data contains the texture data
  114857. * @param texture defines the BabylonJS internal texture
  114858. * @param createPolynomials will be true if polynomials have been requested
  114859. * @param onLoad defines the callback to trigger once the texture is ready
  114860. * @param onError defines the callback to trigger in case of error
  114861. */
  114862. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  114863. /**
  114864. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  114865. * @param data contains the texture data
  114866. * @param texture defines the BabylonJS internal texture
  114867. * @param callback defines the method to call once ready to upload
  114868. */
  114869. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  114870. }
  114871. }
  114872. declare module BABYLON {
  114873. /**
  114874. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  114875. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  114876. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  114877. */
  114878. export class CustomProceduralTexture extends ProceduralTexture {
  114879. private _animate;
  114880. private _time;
  114881. private _config;
  114882. private _texturePath;
  114883. /**
  114884. * Instantiates a new Custom Procedural Texture.
  114885. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  114886. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  114887. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  114888. * @param name Define the name of the texture
  114889. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  114890. * @param size Define the size of the texture to create
  114891. * @param scene Define the scene the texture belongs to
  114892. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  114893. * @param generateMipMaps Define if the texture should creates mip maps or not
  114894. */
  114895. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  114896. private _loadJson;
  114897. /**
  114898. * Is the texture ready to be used ? (rendered at least once)
  114899. * @returns true if ready, otherwise, false.
  114900. */
  114901. isReady(): boolean;
  114902. /**
  114903. * Render the texture to its associated render target.
  114904. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  114905. */
  114906. render(useCameraPostProcess?: boolean): void;
  114907. /**
  114908. * Update the list of dependant textures samplers in the shader.
  114909. */
  114910. updateTextures(): void;
  114911. /**
  114912. * Update the uniform values of the procedural texture in the shader.
  114913. */
  114914. updateShaderUniforms(): void;
  114915. /**
  114916. * Define if the texture animates or not.
  114917. */
  114918. animate: boolean;
  114919. }
  114920. }
  114921. declare module BABYLON {
  114922. /** @hidden */
  114923. export var noisePixelShader: {
  114924. name: string;
  114925. shader: string;
  114926. };
  114927. }
  114928. declare module BABYLON {
  114929. /**
  114930. * Class used to generate noise procedural textures
  114931. */
  114932. export class NoiseProceduralTexture extends ProceduralTexture {
  114933. private _time;
  114934. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  114935. brightness: number;
  114936. /** Defines the number of octaves to process */
  114937. octaves: number;
  114938. /** Defines the level of persistence (0.8 by default) */
  114939. persistence: number;
  114940. /** Gets or sets animation speed factor (default is 1) */
  114941. animationSpeedFactor: number;
  114942. /**
  114943. * Creates a new NoiseProceduralTexture
  114944. * @param name defines the name fo the texture
  114945. * @param size defines the size of the texture (default is 256)
  114946. * @param scene defines the hosting scene
  114947. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  114948. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  114949. */
  114950. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  114951. private _updateShaderUniforms;
  114952. protected _getDefines(): string;
  114953. /** Generate the current state of the procedural texture */
  114954. render(useCameraPostProcess?: boolean): void;
  114955. /**
  114956. * Serializes this noise procedural texture
  114957. * @returns a serialized noise procedural texture object
  114958. */
  114959. serialize(): any;
  114960. /**
  114961. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  114962. * @param parsedTexture defines parsed texture data
  114963. * @param scene defines the current scene
  114964. * @param rootUrl defines the root URL containing noise procedural texture information
  114965. * @returns a parsed NoiseProceduralTexture
  114966. */
  114967. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  114968. }
  114969. }
  114970. declare module BABYLON {
  114971. /**
  114972. * Raw cube texture where the raw buffers are passed in
  114973. */
  114974. export class RawCubeTexture extends CubeTexture {
  114975. /**
  114976. * Creates a cube texture where the raw buffers are passed in.
  114977. * @param scene defines the scene the texture is attached to
  114978. * @param data defines the array of data to use to create each face
  114979. * @param size defines the size of the textures
  114980. * @param format defines the format of the data
  114981. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  114982. * @param generateMipMaps defines if the engine should generate the mip levels
  114983. * @param invertY defines if data must be stored with Y axis inverted
  114984. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  114985. * @param compression defines the compression used (null by default)
  114986. */
  114987. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  114988. /**
  114989. * Updates the raw cube texture.
  114990. * @param data defines the data to store
  114991. * @param format defines the data format
  114992. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  114993. * @param invertY defines if data must be stored with Y axis inverted
  114994. * @param compression defines the compression used (null by default)
  114995. * @param level defines which level of the texture to update
  114996. */
  114997. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  114998. /**
  114999. * Updates a raw cube texture with RGBD encoded data.
  115000. * @param data defines the array of data [mipmap][face] to use to create each face
  115001. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  115002. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  115003. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  115004. * @returns a promsie that resolves when the operation is complete
  115005. */
  115006. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  115007. /**
  115008. * Clones the raw cube texture.
  115009. * @return a new cube texture
  115010. */
  115011. clone(): CubeTexture;
  115012. /** @hidden */
  115013. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  115014. }
  115015. }
  115016. declare module BABYLON {
  115017. /**
  115018. * Class used to store 3D textures containing user data
  115019. */
  115020. export class RawTexture3D extends Texture {
  115021. /** Gets or sets the texture format to use */
  115022. format: number;
  115023. private _engine;
  115024. /**
  115025. * Create a new RawTexture3D
  115026. * @param data defines the data of the texture
  115027. * @param width defines the width of the texture
  115028. * @param height defines the height of the texture
  115029. * @param depth defines the depth of the texture
  115030. * @param format defines the texture format to use
  115031. * @param scene defines the hosting scene
  115032. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  115033. * @param invertY defines if texture must be stored with Y axis inverted
  115034. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  115035. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  115036. */
  115037. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  115038. /** Gets or sets the texture format to use */
  115039. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  115040. /**
  115041. * Update the texture with new data
  115042. * @param data defines the data to store in the texture
  115043. */
  115044. update(data: ArrayBufferView): void;
  115045. }
  115046. }
  115047. declare module BABYLON {
  115048. /**
  115049. * Creates a refraction texture used by refraction channel of the standard material.
  115050. * It is like a mirror but to see through a material.
  115051. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  115052. */
  115053. export class RefractionTexture extends RenderTargetTexture {
  115054. /**
  115055. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  115056. * It is possible to directly set the refractionPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.
  115057. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  115058. */
  115059. refractionPlane: Plane;
  115060. /**
  115061. * Define how deep under the surface we should see.
  115062. */
  115063. depth: number;
  115064. /**
  115065. * Creates a refraction texture used by refraction channel of the standard material.
  115066. * It is like a mirror but to see through a material.
  115067. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  115068. * @param name Define the texture name
  115069. * @param size Define the size of the underlying texture
  115070. * @param scene Define the scene the refraction belongs to
  115071. * @param generateMipMaps Define if we need to generate mips level for the refraction
  115072. */
  115073. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  115074. /**
  115075. * Clone the refraction texture.
  115076. * @returns the cloned texture
  115077. */
  115078. clone(): RefractionTexture;
  115079. /**
  115080. * Serialize the texture to a JSON representation you could use in Parse later on
  115081. * @returns the serialized JSON representation
  115082. */
  115083. serialize(): any;
  115084. }
  115085. }
  115086. declare module BABYLON {
  115087. /**
  115088. * Defines the options related to the creation of an HtmlElementTexture
  115089. */
  115090. export interface IHtmlElementTextureOptions {
  115091. /**
  115092. * Defines wether mip maps should be created or not.
  115093. */
  115094. generateMipMaps?: boolean;
  115095. /**
  115096. * Defines the sampling mode of the texture.
  115097. */
  115098. samplingMode?: number;
  115099. /**
  115100. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  115101. */
  115102. engine: Nullable<Engine>;
  115103. /**
  115104. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  115105. */
  115106. scene: Nullable<Scene>;
  115107. }
  115108. /**
  115109. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  115110. * To be as efficient as possible depending on your constraints nothing aside the first upload
  115111. * is automatically managed.
  115112. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  115113. * in your application.
  115114. *
  115115. * As the update is not automatic, you need to call them manually.
  115116. */
  115117. export class HtmlElementTexture extends BaseTexture {
  115118. /**
  115119. * The texture URL.
  115120. */
  115121. element: HTMLVideoElement | HTMLCanvasElement;
  115122. private static readonly DefaultOptions;
  115123. private _textureMatrix;
  115124. private _engine;
  115125. private _isVideo;
  115126. private _generateMipMaps;
  115127. private _samplingMode;
  115128. /**
  115129. * Instantiates a HtmlElementTexture from the following parameters.
  115130. *
  115131. * @param name Defines the name of the texture
  115132. * @param element Defines the video or canvas the texture is filled with
  115133. * @param options Defines the other none mandatory texture creation options
  115134. */
  115135. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  115136. private _createInternalTexture;
  115137. /**
  115138. * Returns the texture matrix used in most of the material.
  115139. */
  115140. getTextureMatrix(): Matrix;
  115141. /**
  115142. * Updates the content of the texture.
  115143. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  115144. */
  115145. update(invertY?: Nullable<boolean>): void;
  115146. }
  115147. }
  115148. declare module BABYLON {
  115149. /**
  115150. * Enum used to define the target of a block
  115151. */
  115152. export enum NodeMaterialBlockTargets {
  115153. /** Vertex shader */
  115154. Vertex = 1,
  115155. /** Fragment shader */
  115156. Fragment = 2,
  115157. /** Neutral */
  115158. Neutral = 4,
  115159. /** Vertex and Fragment */
  115160. VertexAndFragment = 3
  115161. }
  115162. }
  115163. declare module BABYLON {
  115164. /**
  115165. * Defines the kind of connection point for node based material
  115166. */
  115167. export enum NodeMaterialBlockConnectionPointTypes {
  115168. /** Float */
  115169. Float = 1,
  115170. /** Int */
  115171. Int = 2,
  115172. /** Vector2 */
  115173. Vector2 = 4,
  115174. /** Vector3 */
  115175. Vector3 = 8,
  115176. /** Vector4 */
  115177. Vector4 = 16,
  115178. /** Color3 */
  115179. Color3 = 32,
  115180. /** Color4 */
  115181. Color4 = 64,
  115182. /** Matrix */
  115183. Matrix = 128,
  115184. /** Detect type based on connection */
  115185. AutoDetect = 1024,
  115186. /** Output type that will be defined by input type */
  115187. BasedOnInput = 2048
  115188. }
  115189. }
  115190. declare module BABYLON {
  115191. /**
  115192. * Root class for all node material optimizers
  115193. */
  115194. export class NodeMaterialOptimizer {
  115195. /**
  115196. * Function used to optimize a NodeMaterial graph
  115197. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  115198. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  115199. */
  115200. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  115201. }
  115202. }
  115203. declare module BABYLON {
  115204. /**
  115205. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  115206. */
  115207. export class TransformBlock extends NodeMaterialBlock {
  115208. /**
  115209. * Defines the value to use to complement W value to transform it to a Vector4
  115210. */
  115211. complementW: number;
  115212. /**
  115213. * Defines the value to use to complement z value to transform it to a Vector4
  115214. */
  115215. complementZ: number;
  115216. /**
  115217. * Creates a new TransformBlock
  115218. * @param name defines the block name
  115219. */
  115220. constructor(name: string);
  115221. /**
  115222. * Gets the current class name
  115223. * @returns the class name
  115224. */
  115225. getClassName(): string;
  115226. /**
  115227. * Gets the vector input
  115228. */
  115229. readonly vector: NodeMaterialConnectionPoint;
  115230. /**
  115231. * Gets the output component
  115232. */
  115233. readonly output: NodeMaterialConnectionPoint;
  115234. /**
  115235. * Gets the matrix transform input
  115236. */
  115237. readonly transform: NodeMaterialConnectionPoint;
  115238. protected _buildBlock(state: NodeMaterialBuildState): this;
  115239. serialize(): any;
  115240. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  115241. }
  115242. }
  115243. declare module BABYLON {
  115244. /**
  115245. * Block used to output the vertex position
  115246. */
  115247. export class VertexOutputBlock extends NodeMaterialBlock {
  115248. /**
  115249. * Creates a new VertexOutputBlock
  115250. * @param name defines the block name
  115251. */
  115252. constructor(name: string);
  115253. /**
  115254. * Gets the current class name
  115255. * @returns the class name
  115256. */
  115257. getClassName(): string;
  115258. /**
  115259. * Gets the vector input component
  115260. */
  115261. readonly vector: NodeMaterialConnectionPoint;
  115262. protected _buildBlock(state: NodeMaterialBuildState): this;
  115263. }
  115264. }
  115265. declare module BABYLON {
  115266. /**
  115267. * Block used to output the final color
  115268. */
  115269. export class FragmentOutputBlock extends NodeMaterialBlock {
  115270. /**
  115271. * Create a new FragmentOutputBlock
  115272. * @param name defines the block name
  115273. */
  115274. constructor(name: string);
  115275. /**
  115276. * Gets the current class name
  115277. * @returns the class name
  115278. */
  115279. getClassName(): string;
  115280. /**
  115281. * Gets the rgba input component
  115282. */
  115283. readonly rgba: NodeMaterialConnectionPoint;
  115284. /**
  115285. * Gets the rgb input component
  115286. */
  115287. readonly rgb: NodeMaterialConnectionPoint;
  115288. /**
  115289. * Gets the a input component
  115290. */
  115291. readonly a: NodeMaterialConnectionPoint;
  115292. protected _buildBlock(state: NodeMaterialBuildState): this;
  115293. }
  115294. }
  115295. declare module BABYLON {
  115296. /**
  115297. * Interface used to configure the node material editor
  115298. */
  115299. export interface INodeMaterialEditorOptions {
  115300. /** Define the URl to load node editor script */
  115301. editorURL?: string;
  115302. }
  115303. /** @hidden */
  115304. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  115305. /** BONES */
  115306. NUM_BONE_INFLUENCERS: number;
  115307. BonesPerMesh: number;
  115308. BONETEXTURE: boolean;
  115309. /** MORPH TARGETS */
  115310. MORPHTARGETS: boolean;
  115311. MORPHTARGETS_NORMAL: boolean;
  115312. MORPHTARGETS_TANGENT: boolean;
  115313. MORPHTARGETS_UV: boolean;
  115314. NUM_MORPH_INFLUENCERS: number;
  115315. /** IMAGE PROCESSING */
  115316. IMAGEPROCESSING: boolean;
  115317. VIGNETTE: boolean;
  115318. VIGNETTEBLENDMODEMULTIPLY: boolean;
  115319. VIGNETTEBLENDMODEOPAQUE: boolean;
  115320. TONEMAPPING: boolean;
  115321. TONEMAPPING_ACES: boolean;
  115322. CONTRAST: boolean;
  115323. EXPOSURE: boolean;
  115324. COLORCURVES: boolean;
  115325. COLORGRADING: boolean;
  115326. COLORGRADING3D: boolean;
  115327. SAMPLER3DGREENDEPTH: boolean;
  115328. SAMPLER3DBGRMAP: boolean;
  115329. IMAGEPROCESSINGPOSTPROCESS: boolean;
  115330. constructor();
  115331. setValue(name: string, value: boolean): void;
  115332. }
  115333. /**
  115334. * Class used to configure NodeMaterial
  115335. */
  115336. export interface INodeMaterialOptions {
  115337. /**
  115338. * Defines if blocks should emit comments
  115339. */
  115340. emitComments: boolean;
  115341. }
  115342. /**
  115343. * Class used to create a node based material built by assembling shader blocks
  115344. */
  115345. export class NodeMaterial extends PushMaterial {
  115346. private static _BuildIdGenerator;
  115347. private _options;
  115348. private _vertexCompilationState;
  115349. private _fragmentCompilationState;
  115350. private _sharedData;
  115351. private _buildId;
  115352. private _buildWasSuccessful;
  115353. private _cachedWorldViewMatrix;
  115354. private _cachedWorldViewProjectionMatrix;
  115355. private _optimizers;
  115356. /** Define the URl to load node editor script */
  115357. static EditorURL: string;
  115358. private BJSNODEMATERIALEDITOR;
  115359. /** Get the inspector from bundle or global */
  115360. private _getGlobalNodeMaterialEditor;
  115361. /**
  115362. * Gets or sets a boolean indicating that alpha value must be ignored (This will turn alpha blending off even if an alpha value is produced by the material)
  115363. */
  115364. ignoreAlpha: boolean;
  115365. /**
  115366. * Defines the maximum number of lights that can be used in the material
  115367. */
  115368. maxSimultaneousLights: number;
  115369. /**
  115370. * Observable raised when the material is built
  115371. */
  115372. onBuildObservable: Observable<NodeMaterial>;
  115373. /**
  115374. * Gets or sets the root nodes of the material vertex shader
  115375. */
  115376. _vertexOutputNodes: NodeMaterialBlock[];
  115377. /**
  115378. * Gets or sets the root nodes of the material fragment (pixel) shader
  115379. */
  115380. _fragmentOutputNodes: NodeMaterialBlock[];
  115381. /** Gets or sets options to control the node material overall behavior */
  115382. options: INodeMaterialOptions;
  115383. /**
  115384. * Default configuration related to image processing available in the standard Material.
  115385. */
  115386. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  115387. /**
  115388. * Gets the image processing configuration used either in this material.
  115389. */
  115390. /**
  115391. * Sets the Default image processing configuration used either in the this material.
  115392. *
  115393. * If sets to null, the scene one is in use.
  115394. */
  115395. imageProcessingConfiguration: ImageProcessingConfiguration;
  115396. /**
  115397. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  115398. */
  115399. attachedBlocks: NodeMaterialBlock[];
  115400. /**
  115401. * Create a new node based material
  115402. * @param name defines the material name
  115403. * @param scene defines the hosting scene
  115404. * @param options defines creation option
  115405. */
  115406. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  115407. /**
  115408. * Gets the current class name of the material e.g. "NodeMaterial"
  115409. * @returns the class name
  115410. */
  115411. getClassName(): string;
  115412. /**
  115413. * Keep track of the image processing observer to allow dispose and replace.
  115414. */
  115415. private _imageProcessingObserver;
  115416. /**
  115417. * Attaches a new image processing configuration to the Standard Material.
  115418. * @param configuration
  115419. */
  115420. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  115421. /**
  115422. * Adds a new optimizer to the list of optimizers
  115423. * @param optimizer defines the optimizers to add
  115424. * @returns the current material
  115425. */
  115426. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  115427. /**
  115428. * Remove an optimizer from the list of optimizers
  115429. * @param optimizer defines the optimizers to remove
  115430. * @returns the current material
  115431. */
  115432. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  115433. /**
  115434. * Add a new block to the list of output nodes
  115435. * @param node defines the node to add
  115436. * @returns the current material
  115437. */
  115438. addOutputNode(node: NodeMaterialBlock): this;
  115439. /**
  115440. * Remove a block from the list of root nodes
  115441. * @param node defines the node to remove
  115442. * @returns the current material
  115443. */
  115444. removeOutputNode(node: NodeMaterialBlock): this;
  115445. private _addVertexOutputNode;
  115446. private _removeVertexOutputNode;
  115447. private _addFragmentOutputNode;
  115448. private _removeFragmentOutputNode;
  115449. /**
  115450. * Specifies if the material will require alpha blending
  115451. * @returns a boolean specifying if alpha blending is needed
  115452. */
  115453. needAlphaBlending(): boolean;
  115454. /**
  115455. * Specifies if this material should be rendered in alpha test mode
  115456. * @returns a boolean specifying if an alpha test is needed.
  115457. */
  115458. needAlphaTesting(): boolean;
  115459. private _initializeBlock;
  115460. private _resetDualBlocks;
  115461. /**
  115462. * Build the material and generates the inner effect
  115463. * @param verbose defines if the build should log activity
  115464. */
  115465. build(verbose?: boolean): void;
  115466. /**
  115467. * Runs an otpimization phase to try to improve the shader code
  115468. */
  115469. optimize(): void;
  115470. private _prepareDefinesForAttributes;
  115471. /**
  115472. * Get if the submesh is ready to be used and all its information available.
  115473. * Child classes can use it to update shaders
  115474. * @param mesh defines the mesh to check
  115475. * @param subMesh defines which submesh to check
  115476. * @param useInstances specifies that instances should be used
  115477. * @returns a boolean indicating that the submesh is ready or not
  115478. */
  115479. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  115480. /**
  115481. * Get a string representing the shaders built by the current node graph
  115482. */
  115483. readonly compiledShaders: string;
  115484. /**
  115485. * Binds the world matrix to the material
  115486. * @param world defines the world transformation matrix
  115487. */
  115488. bindOnlyWorldMatrix(world: Matrix): void;
  115489. /**
  115490. * Binds the submesh to this material by preparing the effect and shader to draw
  115491. * @param world defines the world transformation matrix
  115492. * @param mesh defines the mesh containing the submesh
  115493. * @param subMesh defines the submesh to bind the material to
  115494. */
  115495. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  115496. /**
  115497. * Gets the active textures from the material
  115498. * @returns an array of textures
  115499. */
  115500. getActiveTextures(): BaseTexture[];
  115501. /**
  115502. * Specifies if the material uses a texture
  115503. * @param texture defines the texture to check against the material
  115504. * @returns a boolean specifying if the material uses the texture
  115505. */
  115506. hasTexture(texture: BaseTexture): boolean;
  115507. /**
  115508. * Disposes the material
  115509. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  115510. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  115511. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  115512. */
  115513. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  115514. /** Creates the node editor window. */
  115515. private _createNodeEditor;
  115516. /**
  115517. * Launch the node material editor
  115518. * @param config Define the configuration of the editor
  115519. * @return a promise fulfilled when the node editor is visible
  115520. */
  115521. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  115522. /**
  115523. * Clear the current material
  115524. */
  115525. clear(): void;
  115526. /**
  115527. * Clear the current material and set it to a default state
  115528. */
  115529. setToDefault(): void;
  115530. private _gatherBlocks;
  115531. /**
  115532. * Serializes this material in a JSON representation
  115533. * @returns the serialized material object
  115534. */
  115535. serialize(): any;
  115536. /**
  115537. * Clear the current graph and load a new one from a serialization object
  115538. * @param source defines the JSON representation of the material
  115539. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  115540. */
  115541. loadFromSerialization(source: any, rootUrl?: string): void;
  115542. /**
  115543. * Creates a node material from parsed material data
  115544. * @param source defines the JSON representation of the material
  115545. * @param scene defines the hosting scene
  115546. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  115547. * @returns a new node material
  115548. */
  115549. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  115550. }
  115551. }
  115552. declare module BABYLON {
  115553. /**
  115554. * Block used to read a texture from a sampler
  115555. */
  115556. export class TextureBlock extends NodeMaterialBlock {
  115557. private _defineName;
  115558. private _samplerName;
  115559. private _transformedUVName;
  115560. private _textureTransformName;
  115561. private _textureInfoName;
  115562. private _mainUVName;
  115563. private _mainUVDefineName;
  115564. /**
  115565. * Gets or sets the texture associated with the node
  115566. */
  115567. texture: Nullable<BaseTexture>;
  115568. /**
  115569. * Create a new TextureBlock
  115570. * @param name defines the block name
  115571. */
  115572. constructor(name: string);
  115573. /**
  115574. * Gets the current class name
  115575. * @returns the class name
  115576. */
  115577. getClassName(): string;
  115578. /**
  115579. * Gets the uv input component
  115580. */
  115581. readonly uv: NodeMaterialConnectionPoint;
  115582. /**
  115583. * Gets the output component
  115584. */
  115585. readonly output: NodeMaterialConnectionPoint;
  115586. autoConfigure(): void;
  115587. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  115588. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  115589. isReady(): boolean;
  115590. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  115591. private _injectVertexCode;
  115592. private _writeOutput;
  115593. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  115594. serialize(): any;
  115595. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  115596. }
  115597. }
  115598. declare module BABYLON {
  115599. /**
  115600. * Class used to store shared data between 2 NodeMaterialBuildState
  115601. */
  115602. export class NodeMaterialBuildStateSharedData {
  115603. /**
  115604. * Gets the list of emitted varyings
  115605. */
  115606. varyings: string[];
  115607. /**
  115608. * Gets the varying declaration string
  115609. */
  115610. varyingDeclaration: string;
  115611. /**
  115612. * Input blocks
  115613. */
  115614. inputBlocks: InputBlock[];
  115615. /**
  115616. * Input blocks
  115617. */
  115618. textureBlocks: TextureBlock[];
  115619. /**
  115620. * Bindable blocks (Blocks that need to set data to the effect)
  115621. */
  115622. bindableBlocks: NodeMaterialBlock[];
  115623. /**
  115624. * List of blocks that can provide a compilation fallback
  115625. */
  115626. blocksWithFallbacks: NodeMaterialBlock[];
  115627. /**
  115628. * List of blocks that can provide a define update
  115629. */
  115630. blocksWithDefines: NodeMaterialBlock[];
  115631. /**
  115632. * List of blocks that can provide a repeatable content
  115633. */
  115634. repeatableContentBlocks: NodeMaterialBlock[];
  115635. /**
  115636. * List of blocks that can provide a dynamic list of uniforms
  115637. */
  115638. dynamicUniformBlocks: NodeMaterialBlock[];
  115639. /**
  115640. * List of blocks that can block the isReady function for the material
  115641. */
  115642. blockingBlocks: NodeMaterialBlock[];
  115643. /**
  115644. * Build Id used to avoid multiple recompilations
  115645. */
  115646. buildId: number;
  115647. /** List of emitted variables */
  115648. variableNames: {
  115649. [key: string]: number;
  115650. };
  115651. /** List of emitted defines */
  115652. defineNames: {
  115653. [key: string]: number;
  115654. };
  115655. /** Should emit comments? */
  115656. emitComments: boolean;
  115657. /** Emit build activity */
  115658. verbose: boolean;
  115659. /**
  115660. * Gets the compilation hints emitted at compilation time
  115661. */
  115662. hints: {
  115663. needWorldViewMatrix: boolean;
  115664. needWorldViewProjectionMatrix: boolean;
  115665. needAlphaBlending: boolean;
  115666. needAlphaTesting: boolean;
  115667. };
  115668. /**
  115669. * List of compilation checks
  115670. */
  115671. checks: {
  115672. emitVertex: boolean;
  115673. emitFragment: boolean;
  115674. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  115675. };
  115676. /** Creates a new shared data */
  115677. constructor();
  115678. /**
  115679. * Emits console errors and exceptions if there is a failing check
  115680. */
  115681. emitErrors(): void;
  115682. }
  115683. }
  115684. declare module BABYLON {
  115685. /**
  115686. * Class used to store node based material build state
  115687. */
  115688. export class NodeMaterialBuildState {
  115689. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  115690. supportUniformBuffers: boolean;
  115691. /**
  115692. * Gets the list of emitted attributes
  115693. */
  115694. attributes: string[];
  115695. /**
  115696. * Gets the list of emitted uniforms
  115697. */
  115698. uniforms: string[];
  115699. /**
  115700. * Gets the list of emitted uniform buffers
  115701. */
  115702. uniformBuffers: string[];
  115703. /**
  115704. * Gets the list of emitted samplers
  115705. */
  115706. samplers: string[];
  115707. /**
  115708. * Gets the list of emitted functions
  115709. */
  115710. functions: {
  115711. [key: string]: string;
  115712. };
  115713. /**
  115714. * Gets the target of the compilation state
  115715. */
  115716. target: NodeMaterialBlockTargets;
  115717. /**
  115718. * Gets the list of emitted counters
  115719. */
  115720. counters: {
  115721. [key: string]: number;
  115722. };
  115723. /**
  115724. * Shared data between multiple NodeMaterialBuildState instances
  115725. */
  115726. sharedData: NodeMaterialBuildStateSharedData;
  115727. /** @hidden */
  115728. _vertexState: NodeMaterialBuildState;
  115729. /** @hidden */
  115730. _attributeDeclaration: string;
  115731. /** @hidden */
  115732. _uniformDeclaration: string;
  115733. /** @hidden */
  115734. _samplerDeclaration: string;
  115735. /** @hidden */
  115736. _varyingTransfer: string;
  115737. private _repeatableContentAnchorIndex;
  115738. /** @hidden */
  115739. _builtCompilationString: string;
  115740. /**
  115741. * Gets the emitted compilation strings
  115742. */
  115743. compilationString: string;
  115744. /**
  115745. * Finalize the compilation strings
  115746. * @param state defines the current compilation state
  115747. */
  115748. finalize(state: NodeMaterialBuildState): void;
  115749. /** @hidden */
  115750. readonly _repeatableContentAnchor: string;
  115751. /** @hidden */
  115752. _getFreeVariableName(prefix: string): string;
  115753. /** @hidden */
  115754. _getFreeDefineName(prefix: string): string;
  115755. /** @hidden */
  115756. _excludeVariableName(name: string): void;
  115757. /** @hidden */
  115758. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  115759. /** @hidden */
  115760. _emitFunction(name: string, code: string, comments: string): void;
  115761. /** @hidden */
  115762. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  115763. replaceStrings?: {
  115764. search: RegExp;
  115765. replace: string;
  115766. }[];
  115767. repeatKey?: string;
  115768. }): string;
  115769. /** @hidden */
  115770. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  115771. repeatKey?: string;
  115772. removeAttributes?: boolean;
  115773. removeUniforms?: boolean;
  115774. removeVaryings?: boolean;
  115775. removeIfDef?: boolean;
  115776. replaceStrings?: {
  115777. search: RegExp;
  115778. replace: string;
  115779. }[];
  115780. }, storeKey?: string): void;
  115781. /** @hidden */
  115782. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  115783. /** @hidden */
  115784. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  115785. }
  115786. }
  115787. declare module BABYLON {
  115788. /**
  115789. * Defines a block that can be used inside a node based material
  115790. */
  115791. export class NodeMaterialBlock {
  115792. private _buildId;
  115793. private _buildTarget;
  115794. private _target;
  115795. private _isFinalMerger;
  115796. private _isInput;
  115797. /** @hidden */
  115798. _inputs: NodeMaterialConnectionPoint[];
  115799. /** @hidden */
  115800. _outputs: NodeMaterialConnectionPoint[];
  115801. /**
  115802. * Gets or sets the name of the block
  115803. */
  115804. name: string;
  115805. /**
  115806. * Gets or sets the unique id of the node
  115807. */
  115808. uniqueId: number;
  115809. /**
  115810. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  115811. */
  115812. readonly isFinalMerger: boolean;
  115813. /**
  115814. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  115815. */
  115816. readonly isInput: boolean;
  115817. /**
  115818. * Gets or sets the build Id
  115819. */
  115820. buildId: number;
  115821. /**
  115822. * Gets or sets the target of the block
  115823. */
  115824. target: NodeMaterialBlockTargets;
  115825. /**
  115826. * Gets the list of input points
  115827. */
  115828. readonly inputs: NodeMaterialConnectionPoint[];
  115829. /** Gets the list of output points */
  115830. readonly outputs: NodeMaterialConnectionPoint[];
  115831. /**
  115832. * Find an input by its name
  115833. * @param name defines the name of the input to look for
  115834. * @returns the input or null if not found
  115835. */
  115836. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  115837. /**
  115838. * Find an output by its name
  115839. * @param name defines the name of the outputto look for
  115840. * @returns the output or null if not found
  115841. */
  115842. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  115843. /**
  115844. * Creates a new NodeMaterialBlock
  115845. * @param name defines the block name
  115846. * @param target defines the target of that block (Vertex by default)
  115847. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  115848. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  115849. */
  115850. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  115851. /**
  115852. * Initialize the block and prepare the context for build
  115853. * @param state defines the state that will be used for the build
  115854. */
  115855. initialize(state: NodeMaterialBuildState): void;
  115856. /**
  115857. * Bind data to effect. Will only be called for blocks with isBindable === true
  115858. * @param effect defines the effect to bind data to
  115859. * @param nodeMaterial defines the hosting NodeMaterial
  115860. * @param mesh defines the mesh that will be rendered
  115861. */
  115862. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  115863. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  115864. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  115865. protected _writeFloat(value: number): string;
  115866. /**
  115867. * Gets the current class name e.g. "NodeMaterialBlock"
  115868. * @returns the class name
  115869. */
  115870. getClassName(): string;
  115871. /**
  115872. * Register a new input. Must be called inside a block constructor
  115873. * @param name defines the connection point name
  115874. * @param type defines the connection point type
  115875. * @param isOptional defines a boolean indicating that this input can be omitted
  115876. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  115877. * @returns the current block
  115878. */
  115879. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  115880. /**
  115881. * Register a new output. Must be called inside a block constructor
  115882. * @param name defines the connection point name
  115883. * @param type defines the connection point type
  115884. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  115885. * @returns the current block
  115886. */
  115887. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  115888. /**
  115889. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  115890. * @param forOutput defines an optional connection point to check compatibility with
  115891. * @returns the first available input or null
  115892. */
  115893. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  115894. /**
  115895. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  115896. * @param forBlock defines an optional block to check compatibility with
  115897. * @returns the first available input or null
  115898. */
  115899. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  115900. /**
  115901. * Connect current block with another block
  115902. * @param other defines the block to connect with
  115903. * @param options define the various options to help pick the right connections
  115904. * @returns the current block
  115905. */
  115906. connectTo(other: NodeMaterialBlock, options?: {
  115907. input?: string;
  115908. output?: string;
  115909. outputSwizzle?: string;
  115910. }): this | undefined;
  115911. protected _buildBlock(state: NodeMaterialBuildState): void;
  115912. /**
  115913. * Add uniforms, samplers and uniform buffers at compilation time
  115914. * @param state defines the state to update
  115915. * @param nodeMaterial defines the node material requesting the update
  115916. * @param defines defines the material defines to update
  115917. */
  115918. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  115919. /**
  115920. * Add potential fallbacks if shader compilation fails
  115921. * @param mesh defines the mesh to be rendered
  115922. * @param fallbacks defines the current prioritized list of fallbacks
  115923. */
  115924. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  115925. /**
  115926. * Update defines for shader compilation
  115927. * @param mesh defines the mesh to be rendered
  115928. * @param nodeMaterial defines the node material requesting the update
  115929. * @param defines defines the material defines to update
  115930. * @param useInstances specifies that instances should be used
  115931. */
  115932. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  115933. /**
  115934. * Initialize defines for shader compilation
  115935. * @param mesh defines the mesh to be rendered
  115936. * @param nodeMaterial defines the node material requesting the update
  115937. * @param defines defines the material defines to be prepared
  115938. * @param useInstances specifies that instances should be used
  115939. */
  115940. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  115941. /**
  115942. * Lets the block try to connect some inputs automatically
  115943. */
  115944. autoConfigure(): void;
  115945. /**
  115946. * Function called when a block is declared as repeatable content generator
  115947. * @param vertexShaderState defines the current compilation state for the vertex shader
  115948. * @param fragmentShaderState defines the current compilation state for the fragment shader
  115949. * @param mesh defines the mesh to be rendered
  115950. * @param defines defines the material defines to update
  115951. */
  115952. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  115953. /**
  115954. * Checks if the block is ready
  115955. * @param mesh defines the mesh to be rendered
  115956. * @param nodeMaterial defines the node material requesting the update
  115957. * @param defines defines the material defines to update
  115958. * @param useInstances specifies that instances should be used
  115959. * @returns true if the block is ready
  115960. */
  115961. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  115962. private _processBuild;
  115963. /**
  115964. * Compile the current node and generate the shader code
  115965. * @param state defines the current compilation state (uniforms, samplers, current string)
  115966. * @param contextSwitched indicates that the previous block was built for a different context (vertex vs. fragment)
  115967. * @returns true if already built
  115968. */
  115969. build(state: NodeMaterialBuildState, contextSwitched?: boolean): boolean;
  115970. /**
  115971. * Serializes this block in a JSON representation
  115972. * @returns the serialized block object
  115973. */
  115974. serialize(): any;
  115975. /** @hidden */
  115976. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  115977. }
  115978. }
  115979. declare module BABYLON {
  115980. /**
  115981. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  115982. */
  115983. export enum NodeMaterialBlockConnectionPointMode {
  115984. /** Value is an uniform */
  115985. Uniform = 0,
  115986. /** Value is a mesh attribute */
  115987. Attribute = 1,
  115988. /** Value is a varying between vertex and fragment shaders */
  115989. Varying = 2,
  115990. /** Mode is undefined */
  115991. Undefined = 3
  115992. }
  115993. }
  115994. declare module BABYLON {
  115995. /**
  115996. * Enum used to define well known values e.g. values automatically provided by the system
  115997. */
  115998. export enum NodeMaterialWellKnownValues {
  115999. /** World */
  116000. World = 1,
  116001. /** View */
  116002. View = 2,
  116003. /** Projection */
  116004. Projection = 3,
  116005. /** ViewProjection */
  116006. ViewProjection = 4,
  116007. /** WorldView */
  116008. WorldView = 5,
  116009. /** WorldViewProjection */
  116010. WorldViewProjection = 6,
  116011. /** CameraPosition */
  116012. CameraPosition = 7,
  116013. /** Fog Color */
  116014. FogColor = 8
  116015. }
  116016. }
  116017. declare module BABYLON {
  116018. /**
  116019. * Contains position and normal vectors for a vertex
  116020. */
  116021. export class PositionNormalVertex {
  116022. /** the position of the vertex (defaut: 0,0,0) */
  116023. position: Vector3;
  116024. /** the normal of the vertex (defaut: 0,1,0) */
  116025. normal: Vector3;
  116026. /**
  116027. * Creates a PositionNormalVertex
  116028. * @param position the position of the vertex (defaut: 0,0,0)
  116029. * @param normal the normal of the vertex (defaut: 0,1,0)
  116030. */
  116031. constructor(
  116032. /** the position of the vertex (defaut: 0,0,0) */
  116033. position?: Vector3,
  116034. /** the normal of the vertex (defaut: 0,1,0) */
  116035. normal?: Vector3);
  116036. /**
  116037. * Clones the PositionNormalVertex
  116038. * @returns the cloned PositionNormalVertex
  116039. */
  116040. clone(): PositionNormalVertex;
  116041. }
  116042. /**
  116043. * Contains position, normal and uv vectors for a vertex
  116044. */
  116045. export class PositionNormalTextureVertex {
  116046. /** the position of the vertex (defaut: 0,0,0) */
  116047. position: Vector3;
  116048. /** the normal of the vertex (defaut: 0,1,0) */
  116049. normal: Vector3;
  116050. /** the uv of the vertex (default: 0,0) */
  116051. uv: Vector2;
  116052. /**
  116053. * Creates a PositionNormalTextureVertex
  116054. * @param position the position of the vertex (defaut: 0,0,0)
  116055. * @param normal the normal of the vertex (defaut: 0,1,0)
  116056. * @param uv the uv of the vertex (default: 0,0)
  116057. */
  116058. constructor(
  116059. /** the position of the vertex (defaut: 0,0,0) */
  116060. position?: Vector3,
  116061. /** the normal of the vertex (defaut: 0,1,0) */
  116062. normal?: Vector3,
  116063. /** the uv of the vertex (default: 0,0) */
  116064. uv?: Vector2);
  116065. /**
  116066. * Clones the PositionNormalTextureVertex
  116067. * @returns the cloned PositionNormalTextureVertex
  116068. */
  116069. clone(): PositionNormalTextureVertex;
  116070. }
  116071. }
  116072. declare module BABYLON {
  116073. /**
  116074. * Block used to expose an input value
  116075. */
  116076. export class InputBlock extends NodeMaterialBlock {
  116077. private _mode;
  116078. private _associatedVariableName;
  116079. private _storedValue;
  116080. private _valueCallback;
  116081. private _type;
  116082. /** @hidden */
  116083. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  116084. /**
  116085. * Gets or sets the connection point type (default is float)
  116086. */
  116087. readonly type: NodeMaterialBlockConnectionPointTypes;
  116088. /**
  116089. * Creates a new InputBlock
  116090. * @param name defines the block name
  116091. * @param target defines the target of that block (Vertex by default)
  116092. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  116093. */
  116094. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  116095. /**
  116096. * Gets the output component
  116097. */
  116098. readonly output: NodeMaterialConnectionPoint;
  116099. /**
  116100. * Set the source of this connection point to a vertex attribute
  116101. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  116102. * @returns the current connection point
  116103. */
  116104. setAsAttribute(attributeName?: string): InputBlock;
  116105. /**
  116106. * Set the source of this connection point to a well known value
  116107. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  116108. * @returns the current connection point
  116109. */
  116110. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  116111. /**
  116112. * Gets or sets the value of that point.
  116113. * Please note that this value will be ignored if valueCallback is defined
  116114. */
  116115. value: any;
  116116. /**
  116117. * Gets or sets a callback used to get the value of that point.
  116118. * Please note that setting this value will force the connection point to ignore the value property
  116119. */
  116120. valueCallback: () => any;
  116121. /**
  116122. * Gets or sets the associated variable name in the shader
  116123. */
  116124. associatedVariableName: string;
  116125. /**
  116126. * Gets a boolean indicating that this connection point not defined yet
  116127. */
  116128. readonly isUndefined: boolean;
  116129. /**
  116130. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  116131. * In this case the connection point name must be the name of the uniform to use.
  116132. * Can only be set on inputs
  116133. */
  116134. isUniform: boolean;
  116135. /**
  116136. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  116137. * In this case the connection point name must be the name of the attribute to use
  116138. * Can only be set on inputs
  116139. */
  116140. isAttribute: boolean;
  116141. /**
  116142. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  116143. * Can only be set on exit points
  116144. */
  116145. isVarying: boolean;
  116146. /**
  116147. * Gets a boolean indicating that the current connection point is a well known value
  116148. */
  116149. readonly isWellKnownValue: boolean;
  116150. /**
  116151. * Gets or sets the current well known value or null if not defined as well know value
  116152. */
  116153. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  116154. /**
  116155. * Gets the current class name
  116156. * @returns the class name
  116157. */
  116158. getClassName(): string;
  116159. private _emitDefine;
  116160. /**
  116161. * Set the input block to its default value (based on its type)
  116162. */
  116163. setDefaultValue(): void;
  116164. private _emit;
  116165. /** @hidden */
  116166. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  116167. /** @hidden */
  116168. _transmit(effect: Effect, scene: Scene): void;
  116169. protected _buildBlock(state: NodeMaterialBuildState): void;
  116170. serialize(): any;
  116171. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116172. }
  116173. }
  116174. declare module BABYLON {
  116175. /**
  116176. * Defines a connection point for a block
  116177. */
  116178. export class NodeMaterialConnectionPoint {
  116179. /** @hidden */
  116180. _ownerBlock: NodeMaterialBlock;
  116181. /** @hidden */
  116182. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  116183. private _endpoints;
  116184. private _associatedVariableName;
  116185. /** @hidden */
  116186. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  116187. private _type;
  116188. /** @hidden */
  116189. _enforceAssociatedVariableName: boolean;
  116190. /**
  116191. * Gets or sets the additional types supported byt this connection point
  116192. */
  116193. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  116194. /**
  116195. * Gets or sets the associated variable name in the shader
  116196. */
  116197. associatedVariableName: string;
  116198. /**
  116199. * Gets or sets the connection point type (default is float)
  116200. */
  116201. type: NodeMaterialBlockConnectionPointTypes;
  116202. /**
  116203. * Gets or sets the connection point name
  116204. */
  116205. name: string;
  116206. /**
  116207. * Gets or sets a boolean indicating that this connection point can be omitted
  116208. */
  116209. isOptional: boolean;
  116210. /**
  116211. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  116212. */
  116213. define: string;
  116214. /** Gets or sets the target of that connection point */
  116215. target: NodeMaterialBlockTargets;
  116216. /**
  116217. * Gets a boolean indicating that the current point is connected
  116218. */
  116219. readonly isConnected: boolean;
  116220. /**
  116221. * Gets a boolean indicating that the current point is connected to an input block
  116222. */
  116223. readonly isConnectedToInput: boolean;
  116224. /**
  116225. * Gets a the connected input block (if any)
  116226. */
  116227. readonly connectInputBlock: Nullable<InputBlock>;
  116228. /** Get the other side of the connection (if any) */
  116229. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  116230. /** Get the block that owns this connection point */
  116231. readonly ownerBlock: NodeMaterialBlock;
  116232. /** Get the block connected on the other side of this connection (if any) */
  116233. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  116234. /** Get the block connected on the endpoints of this connection (if any) */
  116235. readonly connectedBlocks: Array<NodeMaterialBlock>;
  116236. /** Gets the list of connected endpoints */
  116237. readonly endpoints: NodeMaterialConnectionPoint[];
  116238. /**
  116239. * Creates a new connection point
  116240. * @param name defines the connection point name
  116241. * @param ownerBlock defines the block hosting this connection point
  116242. */
  116243. constructor(name: string, ownerBlock: NodeMaterialBlock);
  116244. /**
  116245. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  116246. * @returns the class name
  116247. */
  116248. getClassName(): string;
  116249. /**
  116250. * Gets an boolean indicating if the current point can be connected to another point
  116251. * @param connectionPoint defines the other connection point
  116252. * @returns true if the connection is possible
  116253. */
  116254. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  116255. /**
  116256. * Connect this point to another connection point
  116257. * @param connectionPoint defines the other connection point
  116258. * @returns the current connection point
  116259. */
  116260. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  116261. /**
  116262. * Disconnect this point from one of his endpoint
  116263. * @param endpoint defines the other connection point
  116264. * @returns the current connection point
  116265. */
  116266. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  116267. /**
  116268. * Serializes this point in a JSON representation
  116269. * @returns the serialized point object
  116270. */
  116271. serialize(): any;
  116272. }
  116273. }
  116274. declare module BABYLON {
  116275. /**
  116276. * Block used to add support for vertex skinning (bones)
  116277. */
  116278. export class BonesBlock extends NodeMaterialBlock {
  116279. /**
  116280. * Creates a new BonesBlock
  116281. * @param name defines the block name
  116282. */
  116283. constructor(name: string);
  116284. /**
  116285. * Initialize the block and prepare the context for build
  116286. * @param state defines the state that will be used for the build
  116287. */
  116288. initialize(state: NodeMaterialBuildState): void;
  116289. /**
  116290. * Gets the current class name
  116291. * @returns the class name
  116292. */
  116293. getClassName(): string;
  116294. /**
  116295. * Gets the matrix indices input component
  116296. */
  116297. readonly matricesIndices: NodeMaterialConnectionPoint;
  116298. /**
  116299. * Gets the matrix weights input component
  116300. */
  116301. readonly matricesWeights: NodeMaterialConnectionPoint;
  116302. /**
  116303. * Gets the extra matrix indices input component
  116304. */
  116305. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  116306. /**
  116307. * Gets the extra matrix weights input component
  116308. */
  116309. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  116310. /**
  116311. * Gets the world input component
  116312. */
  116313. readonly world: NodeMaterialConnectionPoint;
  116314. /**
  116315. * Gets the output component
  116316. */
  116317. readonly output: NodeMaterialConnectionPoint;
  116318. autoConfigure(): void;
  116319. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  116320. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116321. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116322. protected _buildBlock(state: NodeMaterialBuildState): this;
  116323. }
  116324. }
  116325. declare module BABYLON {
  116326. /**
  116327. * Block used to add support for instances
  116328. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  116329. */
  116330. export class InstancesBlock extends NodeMaterialBlock {
  116331. /**
  116332. * Creates a new InstancesBlock
  116333. * @param name defines the block name
  116334. */
  116335. constructor(name: string);
  116336. /**
  116337. * Gets the current class name
  116338. * @returns the class name
  116339. */
  116340. getClassName(): string;
  116341. /**
  116342. * Gets the first world row input component
  116343. */
  116344. readonly world0: NodeMaterialConnectionPoint;
  116345. /**
  116346. * Gets the second world row input component
  116347. */
  116348. readonly world1: NodeMaterialConnectionPoint;
  116349. /**
  116350. * Gets the third world row input component
  116351. */
  116352. readonly world2: NodeMaterialConnectionPoint;
  116353. /**
  116354. * Gets the forth world row input component
  116355. */
  116356. readonly world3: NodeMaterialConnectionPoint;
  116357. /**
  116358. * Gets the world input component
  116359. */
  116360. readonly world: NodeMaterialConnectionPoint;
  116361. /**
  116362. * Gets the output component
  116363. */
  116364. readonly output: NodeMaterialConnectionPoint;
  116365. autoConfigure(): void;
  116366. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  116367. protected _buildBlock(state: NodeMaterialBuildState): this;
  116368. }
  116369. }
  116370. declare module BABYLON {
  116371. /**
  116372. * Block used to add morph targets support to vertex shader
  116373. */
  116374. export class MorphTargetsBlock extends NodeMaterialBlock {
  116375. private _repeatableContentAnchor;
  116376. private _repeatebleContentGenerated;
  116377. /**
  116378. * Create a new MorphTargetsBlock
  116379. * @param name defines the block name
  116380. */
  116381. constructor(name: string);
  116382. /**
  116383. * Gets the current class name
  116384. * @returns the class name
  116385. */
  116386. getClassName(): string;
  116387. /**
  116388. * Gets the position input component
  116389. */
  116390. readonly position: NodeMaterialConnectionPoint;
  116391. /**
  116392. * Gets the normal input component
  116393. */
  116394. readonly normal: NodeMaterialConnectionPoint;
  116395. /**
  116396. * Gets the tangent input component
  116397. */
  116398. readonly tangent: NodeMaterialConnectionPoint;
  116399. /**
  116400. * Gets the tangent input component
  116401. */
  116402. readonly uv: NodeMaterialConnectionPoint;
  116403. /**
  116404. * Gets the position output component
  116405. */
  116406. readonly positionOutput: NodeMaterialConnectionPoint;
  116407. /**
  116408. * Gets the normal output component
  116409. */
  116410. readonly normalOutput: NodeMaterialConnectionPoint;
  116411. /**
  116412. * Gets the tangent output component
  116413. */
  116414. readonly tangentOutput: NodeMaterialConnectionPoint;
  116415. /**
  116416. * Gets the tangent output component
  116417. */
  116418. readonly uvOutput: NodeMaterialConnectionPoint;
  116419. initialize(state: NodeMaterialBuildState): void;
  116420. autoConfigure(): void;
  116421. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116422. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116423. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  116424. protected _buildBlock(state: NodeMaterialBuildState): this;
  116425. }
  116426. }
  116427. declare module BABYLON {
  116428. /**
  116429. * Block used to add an alpha test in the fragment shader
  116430. */
  116431. export class AlphaTestBlock extends NodeMaterialBlock {
  116432. /**
  116433. * Gets or sets the alpha value where alpha testing happens
  116434. */
  116435. alphaCutOff: number;
  116436. /**
  116437. * Create a new AlphaTestBlock
  116438. * @param name defines the block name
  116439. */
  116440. constructor(name: string);
  116441. /**
  116442. * Gets the current class name
  116443. * @returns the class name
  116444. */
  116445. getClassName(): string;
  116446. /**
  116447. * Gets the color input component
  116448. */
  116449. readonly color: NodeMaterialConnectionPoint;
  116450. /**
  116451. * Gets the alpha input component
  116452. */
  116453. readonly alpha: NodeMaterialConnectionPoint;
  116454. protected _buildBlock(state: NodeMaterialBuildState): this;
  116455. }
  116456. }
  116457. declare module BABYLON {
  116458. /**
  116459. * Block used to create a Color3/4 out of individual inputs (one for each component)
  116460. */
  116461. export class ColorMergerBlock extends NodeMaterialBlock {
  116462. /**
  116463. * Create a new ColorMergerBlock
  116464. * @param name defines the block name
  116465. */
  116466. constructor(name: string);
  116467. /**
  116468. * Gets the current class name
  116469. * @returns the class name
  116470. */
  116471. getClassName(): string;
  116472. /**
  116473. * Gets the r component (input)
  116474. */
  116475. readonly r: NodeMaterialConnectionPoint;
  116476. /**
  116477. * Gets the g component (input)
  116478. */
  116479. readonly g: NodeMaterialConnectionPoint;
  116480. /**
  116481. * Gets the b component (input)
  116482. */
  116483. readonly b: NodeMaterialConnectionPoint;
  116484. /**
  116485. * Gets the a component (input)
  116486. */
  116487. readonly a: NodeMaterialConnectionPoint;
  116488. /**
  116489. * Gets the rgba component (output)
  116490. */
  116491. readonly rgba: NodeMaterialConnectionPoint;
  116492. /**
  116493. * Gets the rgb component (output)
  116494. */
  116495. readonly rgb: NodeMaterialConnectionPoint;
  116496. protected _buildBlock(state: NodeMaterialBuildState): this;
  116497. }
  116498. }
  116499. declare module BABYLON {
  116500. /**
  116501. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  116502. */
  116503. export class VectorMergerBlock extends NodeMaterialBlock {
  116504. /**
  116505. * Create a new VectorMergerBlock
  116506. * @param name defines the block name
  116507. */
  116508. constructor(name: string);
  116509. /**
  116510. * Gets the current class name
  116511. * @returns the class name
  116512. */
  116513. getClassName(): string;
  116514. /**
  116515. * Gets the x component (input)
  116516. */
  116517. readonly x: NodeMaterialConnectionPoint;
  116518. /**
  116519. * Gets the y component (input)
  116520. */
  116521. readonly y: NodeMaterialConnectionPoint;
  116522. /**
  116523. * Gets the z component (input)
  116524. */
  116525. readonly z: NodeMaterialConnectionPoint;
  116526. /**
  116527. * Gets the w component (input)
  116528. */
  116529. readonly w: NodeMaterialConnectionPoint;
  116530. /**
  116531. * Gets the xyzw component (output)
  116532. */
  116533. readonly xyzw: NodeMaterialConnectionPoint;
  116534. /**
  116535. * Gets the xyz component (output)
  116536. */
  116537. readonly xyz: NodeMaterialConnectionPoint;
  116538. /**
  116539. * Gets the xy component (output)
  116540. */
  116541. readonly xy: NodeMaterialConnectionPoint;
  116542. protected _buildBlock(state: NodeMaterialBuildState): this;
  116543. }
  116544. }
  116545. declare module BABYLON {
  116546. /**
  116547. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  116548. */
  116549. export class ColorSplitterBlock extends NodeMaterialBlock {
  116550. /**
  116551. * Create a new ColorSplitterBlock
  116552. * @param name defines the block name
  116553. */
  116554. constructor(name: string);
  116555. /**
  116556. * Gets the current class name
  116557. * @returns the class name
  116558. */
  116559. getClassName(): string;
  116560. /**
  116561. * Gets the rgba component (input)
  116562. */
  116563. readonly rgba: NodeMaterialConnectionPoint;
  116564. /**
  116565. * Gets the rgb component (input)
  116566. */
  116567. readonly rgbIn: NodeMaterialConnectionPoint;
  116568. /**
  116569. * Gets the rgb component (output)
  116570. */
  116571. readonly rgbOut: NodeMaterialConnectionPoint;
  116572. /**
  116573. * Gets the r component (output)
  116574. */
  116575. readonly r: NodeMaterialConnectionPoint;
  116576. /**
  116577. * Gets the g component (output)
  116578. */
  116579. readonly g: NodeMaterialConnectionPoint;
  116580. /**
  116581. * Gets the b component (output)
  116582. */
  116583. readonly b: NodeMaterialConnectionPoint;
  116584. /**
  116585. * Gets the a component (output)
  116586. */
  116587. readonly a: NodeMaterialConnectionPoint;
  116588. protected _buildBlock(state: NodeMaterialBuildState): this;
  116589. }
  116590. }
  116591. declare module BABYLON {
  116592. /**
  116593. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  116594. */
  116595. export class VectorSplitterBlock extends NodeMaterialBlock {
  116596. /**
  116597. * Create a new VectorSplitterBlock
  116598. * @param name defines the block name
  116599. */
  116600. constructor(name: string);
  116601. /**
  116602. * Gets the current class name
  116603. * @returns the class name
  116604. */
  116605. getClassName(): string;
  116606. /**
  116607. * Gets the xyzw component (input)
  116608. */
  116609. readonly xyzw: NodeMaterialConnectionPoint;
  116610. /**
  116611. * Gets the xyz component (input)
  116612. */
  116613. readonly xyzIn: NodeMaterialConnectionPoint;
  116614. /**
  116615. * Gets the xyz component (output)
  116616. */
  116617. readonly xyzOut: NodeMaterialConnectionPoint;
  116618. /**
  116619. * Gets the xy component (output)
  116620. */
  116621. readonly xy: NodeMaterialConnectionPoint;
  116622. /**
  116623. * Gets the x component (output)
  116624. */
  116625. readonly x: NodeMaterialConnectionPoint;
  116626. /**
  116627. * Gets the y component (output)
  116628. */
  116629. readonly y: NodeMaterialConnectionPoint;
  116630. /**
  116631. * Gets the z component (output)
  116632. */
  116633. readonly z: NodeMaterialConnectionPoint;
  116634. /**
  116635. * Gets the w component (output)
  116636. */
  116637. readonly w: NodeMaterialConnectionPoint;
  116638. protected _buildBlock(state: NodeMaterialBuildState): this;
  116639. }
  116640. }
  116641. declare module BABYLON {
  116642. /**
  116643. * Block used to add image processing support to fragment shader
  116644. */
  116645. export class ImageProcessingBlock extends NodeMaterialBlock {
  116646. /**
  116647. * Create a new ImageProcessingBlock
  116648. * @param name defines the block name
  116649. */
  116650. constructor(name: string);
  116651. /**
  116652. * Gets the current class name
  116653. * @returns the class name
  116654. */
  116655. getClassName(): string;
  116656. /**
  116657. * Gets the color input component
  116658. */
  116659. readonly color: NodeMaterialConnectionPoint;
  116660. /**
  116661. * Gets the output component
  116662. */
  116663. readonly output: NodeMaterialConnectionPoint;
  116664. /**
  116665. * Initialize the block and prepare the context for build
  116666. * @param state defines the state that will be used for the build
  116667. */
  116668. initialize(state: NodeMaterialBuildState): void;
  116669. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  116670. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116671. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116672. protected _buildBlock(state: NodeMaterialBuildState): this;
  116673. }
  116674. }
  116675. declare module BABYLON {
  116676. /**
  116677. * Block used to add support for scene fog
  116678. */
  116679. export class FogBlock extends NodeMaterialBlock {
  116680. private _fogDistanceName;
  116681. private _fogParameters;
  116682. /**
  116683. * Create a new FogBlock
  116684. * @param name defines the block name
  116685. */
  116686. constructor(name: string);
  116687. /**
  116688. * Gets the current class name
  116689. * @returns the class name
  116690. */
  116691. getClassName(): string;
  116692. /**
  116693. * Gets the world position input component
  116694. */
  116695. readonly worldPosition: NodeMaterialConnectionPoint;
  116696. /**
  116697. * Gets the view input component
  116698. */
  116699. readonly view: NodeMaterialConnectionPoint;
  116700. /**
  116701. * Gets the color input component
  116702. */
  116703. readonly color: NodeMaterialConnectionPoint;
  116704. /**
  116705. * Gets the fog color input component
  116706. */
  116707. readonly fogColor: NodeMaterialConnectionPoint;
  116708. /**
  116709. * Gets the output component
  116710. */
  116711. readonly output: NodeMaterialConnectionPoint;
  116712. autoConfigure(): void;
  116713. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116714. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116715. protected _buildBlock(state: NodeMaterialBuildState): this;
  116716. }
  116717. }
  116718. declare module BABYLON {
  116719. /**
  116720. * Block used to add light in the fragment shader
  116721. */
  116722. export class LightBlock extends NodeMaterialBlock {
  116723. private _lightId;
  116724. /**
  116725. * Gets or sets the light associated with this block
  116726. */
  116727. light: Nullable<Light>;
  116728. /**
  116729. * Create a new LightBlock
  116730. * @param name defines the block name
  116731. */
  116732. constructor(name: string);
  116733. /**
  116734. * Gets the current class name
  116735. * @returns the class name
  116736. */
  116737. getClassName(): string;
  116738. /**
  116739. * Gets the world position input component
  116740. */
  116741. readonly worldPosition: NodeMaterialConnectionPoint;
  116742. /**
  116743. * Gets the world normal input component
  116744. */
  116745. readonly worldNormal: NodeMaterialConnectionPoint;
  116746. /**
  116747. * Gets the camera (or eye) position component
  116748. */
  116749. readonly cameraPosition: NodeMaterialConnectionPoint;
  116750. /**
  116751. * Gets the diffuse output component
  116752. */
  116753. readonly diffuseOutput: NodeMaterialConnectionPoint;
  116754. /**
  116755. * Gets the specular output component
  116756. */
  116757. readonly specularOutput: NodeMaterialConnectionPoint;
  116758. autoConfigure(): void;
  116759. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116760. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116761. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116762. private _injectVertexCode;
  116763. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  116764. serialize(): any;
  116765. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116766. }
  116767. }
  116768. declare module BABYLON {
  116769. /**
  116770. * Block used to multiply 2 values
  116771. */
  116772. export class MultiplyBlock extends NodeMaterialBlock {
  116773. /**
  116774. * Creates a new MultiplyBlock
  116775. * @param name defines the block name
  116776. */
  116777. constructor(name: string);
  116778. /**
  116779. * Gets the current class name
  116780. * @returns the class name
  116781. */
  116782. getClassName(): string;
  116783. /**
  116784. * Gets the left operand input component
  116785. */
  116786. readonly left: NodeMaterialConnectionPoint;
  116787. /**
  116788. * Gets the right operand input component
  116789. */
  116790. readonly right: NodeMaterialConnectionPoint;
  116791. /**
  116792. * Gets the output component
  116793. */
  116794. readonly output: NodeMaterialConnectionPoint;
  116795. protected _buildBlock(state: NodeMaterialBuildState): this;
  116796. }
  116797. }
  116798. declare module BABYLON {
  116799. /**
  116800. * Block used to add 2 vectors
  116801. */
  116802. export class AddBlock extends NodeMaterialBlock {
  116803. /**
  116804. * Creates a new AddBlock
  116805. * @param name defines the block name
  116806. */
  116807. constructor(name: string);
  116808. /**
  116809. * Gets the current class name
  116810. * @returns the class name
  116811. */
  116812. getClassName(): string;
  116813. /**
  116814. * Gets the left operand input component
  116815. */
  116816. readonly left: NodeMaterialConnectionPoint;
  116817. /**
  116818. * Gets the right operand input component
  116819. */
  116820. readonly right: NodeMaterialConnectionPoint;
  116821. /**
  116822. * Gets the output component
  116823. */
  116824. readonly output: NodeMaterialConnectionPoint;
  116825. protected _buildBlock(state: NodeMaterialBuildState): this;
  116826. }
  116827. }
  116828. declare module BABYLON {
  116829. /**
  116830. * Block used to clamp a float
  116831. */
  116832. export class ClampBlock extends NodeMaterialBlock {
  116833. /** Gets or sets the minimum range */
  116834. minimum: number;
  116835. /** Gets or sets the maximum range */
  116836. maximum: number;
  116837. /**
  116838. * Creates a new ClampBlock
  116839. * @param name defines the block name
  116840. */
  116841. constructor(name: string);
  116842. /**
  116843. * Gets the current class name
  116844. * @returns the class name
  116845. */
  116846. getClassName(): string;
  116847. /**
  116848. * Gets the value input component
  116849. */
  116850. readonly value: NodeMaterialConnectionPoint;
  116851. /**
  116852. * Gets the output component
  116853. */
  116854. readonly output: NodeMaterialConnectionPoint;
  116855. protected _buildBlock(state: NodeMaterialBuildState): this;
  116856. }
  116857. }
  116858. declare module BABYLON {
  116859. /**
  116860. * Block used to apply a cross product between 2 vectors
  116861. */
  116862. export class CrossBlock extends NodeMaterialBlock {
  116863. /**
  116864. * Creates a new CrossBlock
  116865. * @param name defines the block name
  116866. */
  116867. constructor(name: string);
  116868. /**
  116869. * Gets the current class name
  116870. * @returns the class name
  116871. */
  116872. getClassName(): string;
  116873. /**
  116874. * Gets the left operand input component
  116875. */
  116876. readonly left: NodeMaterialConnectionPoint;
  116877. /**
  116878. * Gets the right operand input component
  116879. */
  116880. readonly right: NodeMaterialConnectionPoint;
  116881. /**
  116882. * Gets the output component
  116883. */
  116884. readonly output: NodeMaterialConnectionPoint;
  116885. protected _buildBlock(state: NodeMaterialBuildState): this;
  116886. }
  116887. }
  116888. declare module BABYLON {
  116889. /**
  116890. * Block used to apply a dot product between 2 vectors
  116891. */
  116892. export class DotBlock extends NodeMaterialBlock {
  116893. /**
  116894. * Creates a new DotBlock
  116895. * @param name defines the block name
  116896. */
  116897. constructor(name: string);
  116898. /**
  116899. * Gets the current class name
  116900. * @returns the class name
  116901. */
  116902. getClassName(): string;
  116903. /**
  116904. * Gets the left operand input component
  116905. */
  116906. readonly left: NodeMaterialConnectionPoint;
  116907. /**
  116908. * Gets the right operand input component
  116909. */
  116910. readonly right: NodeMaterialConnectionPoint;
  116911. /**
  116912. * Gets the output component
  116913. */
  116914. readonly output: NodeMaterialConnectionPoint;
  116915. protected _buildBlock(state: NodeMaterialBuildState): this;
  116916. }
  116917. }
  116918. declare module BABYLON {
  116919. /**
  116920. * Block used to remap a float from a range to a new one
  116921. */
  116922. export class RemapBlock extends NodeMaterialBlock {
  116923. /**
  116924. * Gets or sets the source range
  116925. */
  116926. sourceRange: Vector2;
  116927. /**
  116928. * Gets or sets the target range
  116929. */
  116930. targetRange: Vector2;
  116931. /**
  116932. * Creates a new RemapBlock
  116933. * @param name defines the block name
  116934. */
  116935. constructor(name: string);
  116936. /**
  116937. * Gets the current class name
  116938. * @returns the class name
  116939. */
  116940. getClassName(): string;
  116941. /**
  116942. * Gets the input component
  116943. */
  116944. readonly input: NodeMaterialConnectionPoint;
  116945. /**
  116946. * Gets the output component
  116947. */
  116948. readonly output: NodeMaterialConnectionPoint;
  116949. protected _buildBlock(state: NodeMaterialBuildState): this;
  116950. }
  116951. }
  116952. declare module BABYLON {
  116953. /**
  116954. * Block used to normalize a vector
  116955. */
  116956. export class NormalizeBlock extends NodeMaterialBlock {
  116957. /**
  116958. * Creates a new NormalizeBlock
  116959. * @param name defines the block name
  116960. */
  116961. constructor(name: string);
  116962. /**
  116963. * Gets the current class name
  116964. * @returns the class name
  116965. */
  116966. getClassName(): string;
  116967. /**
  116968. * Gets the input component
  116969. */
  116970. readonly input: NodeMaterialConnectionPoint;
  116971. /**
  116972. * Gets the output component
  116973. */
  116974. readonly output: NodeMaterialConnectionPoint;
  116975. protected _buildBlock(state: NodeMaterialBuildState): this;
  116976. }
  116977. }
  116978. declare module BABYLON {
  116979. /**
  116980. * Effect Render Options
  116981. */
  116982. export interface IEffectRendererOptions {
  116983. /**
  116984. * Defines the vertices positions.
  116985. */
  116986. positions?: number[];
  116987. /**
  116988. * Defines the indices.
  116989. */
  116990. indices?: number[];
  116991. }
  116992. /**
  116993. * Helper class to render one or more effects
  116994. */
  116995. export class EffectRenderer {
  116996. private engine;
  116997. private static _DefaultOptions;
  116998. private _vertexBuffers;
  116999. private _indexBuffer;
  117000. private _ringBufferIndex;
  117001. private _ringScreenBuffer;
  117002. private _fullscreenViewport;
  117003. private _getNextFrameBuffer;
  117004. /**
  117005. * Creates an effect renderer
  117006. * @param engine the engine to use for rendering
  117007. * @param options defines the options of the effect renderer
  117008. */
  117009. constructor(engine: Engine, options?: IEffectRendererOptions);
  117010. /**
  117011. * Sets the current viewport in normalized coordinates 0-1
  117012. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  117013. */
  117014. setViewport(viewport?: Viewport): void;
  117015. /**
  117016. * Sets the current effect wrapper to use during draw.
  117017. * The effect needs to be ready before calling this api.
  117018. * This also sets the default full screen position attribute.
  117019. * @param effectWrapper Defines the effect to draw with
  117020. */
  117021. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  117022. /**
  117023. * Draws a full screen quad.
  117024. */
  117025. draw(): void;
  117026. /**
  117027. * renders one or more effects to a specified texture
  117028. * @param effectWrappers list of effects to renderer
  117029. * @param outputTexture texture to draw to, if null it will render to the screen
  117030. */
  117031. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  117032. /**
  117033. * Disposes of the effect renderer
  117034. */
  117035. dispose(): void;
  117036. }
  117037. /**
  117038. * Options to create an EffectWrapper
  117039. */
  117040. interface EffectWrapperCreationOptions {
  117041. /**
  117042. * Engine to use to create the effect
  117043. */
  117044. engine: Engine;
  117045. /**
  117046. * Fragment shader for the effect
  117047. */
  117048. fragmentShader: string;
  117049. /**
  117050. * Vertex shader for the effect
  117051. */
  117052. vertexShader: string;
  117053. /**
  117054. * Attributes to use in the shader
  117055. */
  117056. attributeNames?: Array<string>;
  117057. /**
  117058. * Uniforms to use in the shader
  117059. */
  117060. uniformNames?: Array<string>;
  117061. /**
  117062. * Texture sampler names to use in the shader
  117063. */
  117064. samplerNames?: Array<string>;
  117065. /**
  117066. * The friendly name of the effect displayed in Spector.
  117067. */
  117068. name?: string;
  117069. }
  117070. /**
  117071. * Wraps an effect to be used for rendering
  117072. */
  117073. export class EffectWrapper {
  117074. /**
  117075. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  117076. */
  117077. onApplyObservable: Observable<{}>;
  117078. /**
  117079. * The underlying effect
  117080. */
  117081. effect: Effect;
  117082. /**
  117083. * Creates an effect to be renderer
  117084. * @param creationOptions options to create the effect
  117085. */
  117086. constructor(creationOptions: EffectWrapperCreationOptions);
  117087. /**
  117088. * Disposes of the effect wrapper
  117089. */
  117090. dispose(): void;
  117091. }
  117092. }
  117093. declare module BABYLON {
  117094. /**
  117095. * Helper class to push actions to a pool of workers.
  117096. */
  117097. export class WorkerPool implements IDisposable {
  117098. private _workerInfos;
  117099. private _pendingActions;
  117100. /**
  117101. * Constructor
  117102. * @param workers Array of workers to use for actions
  117103. */
  117104. constructor(workers: Array<Worker>);
  117105. /**
  117106. * Terminates all workers and clears any pending actions.
  117107. */
  117108. dispose(): void;
  117109. /**
  117110. * Pushes an action to the worker pool. If all the workers are active, the action will be
  117111. * pended until a worker has completed its action.
  117112. * @param action The action to perform. Call onComplete when the action is complete.
  117113. */
  117114. push(action: (worker: Worker, onComplete: () => void) => void): void;
  117115. private _execute;
  117116. }
  117117. }
  117118. declare module BABYLON {
  117119. /**
  117120. * Configuration for Draco compression
  117121. */
  117122. export interface IDracoCompressionConfiguration {
  117123. /**
  117124. * Configuration for the decoder.
  117125. */
  117126. decoder: {
  117127. /**
  117128. * The url to the WebAssembly module.
  117129. */
  117130. wasmUrl?: string;
  117131. /**
  117132. * The url to the WebAssembly binary.
  117133. */
  117134. wasmBinaryUrl?: string;
  117135. /**
  117136. * The url to the fallback JavaScript module.
  117137. */
  117138. fallbackUrl?: string;
  117139. };
  117140. }
  117141. /**
  117142. * Draco compression (https://google.github.io/draco/)
  117143. *
  117144. * This class wraps the Draco module.
  117145. *
  117146. * **Encoder**
  117147. *
  117148. * The encoder is not currently implemented.
  117149. *
  117150. * **Decoder**
  117151. *
  117152. * By default, the configuration points to a copy of the Draco decoder files for glTF from the babylon.js preview cdn https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js.
  117153. *
  117154. * To update the configuration, use the following code:
  117155. * ```javascript
  117156. * DracoCompression.Configuration = {
  117157. * decoder: {
  117158. * wasmUrl: "<url to the WebAssembly library>",
  117159. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  117160. * fallbackUrl: "<url to the fallback JavaScript library>",
  117161. * }
  117162. * };
  117163. * ```
  117164. *
  117165. * Draco has two versions, one for WebAssembly and one for JavaScript. The decoder configuration can be set to only support Webssembly or only support the JavaScript version.
  117166. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  117167. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  117168. *
  117169. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  117170. * ```javascript
  117171. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  117172. * ```
  117173. *
  117174. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  117175. */
  117176. export class DracoCompression implements IDisposable {
  117177. private _workerPoolPromise?;
  117178. private _decoderModulePromise?;
  117179. /**
  117180. * The configuration. Defaults to the following urls:
  117181. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  117182. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  117183. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  117184. */
  117185. static Configuration: IDracoCompressionConfiguration;
  117186. /**
  117187. * Returns true if the decoder configuration is available.
  117188. */
  117189. static readonly DecoderAvailable: boolean;
  117190. /**
  117191. * Default number of workers to create when creating the draco compression object.
  117192. */
  117193. static DefaultNumWorkers: number;
  117194. private static GetDefaultNumWorkers;
  117195. private static _Default;
  117196. /**
  117197. * Default instance for the draco compression object.
  117198. */
  117199. static readonly Default: DracoCompression;
  117200. /**
  117201. * Constructor
  117202. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  117203. */
  117204. constructor(numWorkers?: number);
  117205. /**
  117206. * Stop all async operations and release resources.
  117207. */
  117208. dispose(): void;
  117209. /**
  117210. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  117211. * @returns a promise that resolves when ready
  117212. */
  117213. whenReadyAsync(): Promise<void>;
  117214. /**
  117215. * Decode Draco compressed mesh data to vertex data.
  117216. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  117217. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  117218. * @returns A promise that resolves with the decoded vertex data
  117219. */
  117220. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  117221. [kind: string]: number;
  117222. }): Promise<VertexData>;
  117223. }
  117224. }
  117225. declare module BABYLON {
  117226. /**
  117227. * Class for building Constructive Solid Geometry
  117228. */
  117229. export class CSG {
  117230. private polygons;
  117231. /**
  117232. * The world matrix
  117233. */
  117234. matrix: Matrix;
  117235. /**
  117236. * Stores the position
  117237. */
  117238. position: Vector3;
  117239. /**
  117240. * Stores the rotation
  117241. */
  117242. rotation: Vector3;
  117243. /**
  117244. * Stores the rotation quaternion
  117245. */
  117246. rotationQuaternion: Nullable<Quaternion>;
  117247. /**
  117248. * Stores the scaling vector
  117249. */
  117250. scaling: Vector3;
  117251. /**
  117252. * Convert the Mesh to CSG
  117253. * @param mesh The Mesh to convert to CSG
  117254. * @returns A new CSG from the Mesh
  117255. */
  117256. static FromMesh(mesh: Mesh): CSG;
  117257. /**
  117258. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  117259. * @param polygons Polygons used to construct a CSG solid
  117260. */
  117261. private static FromPolygons;
  117262. /**
  117263. * Clones, or makes a deep copy, of the CSG
  117264. * @returns A new CSG
  117265. */
  117266. clone(): CSG;
  117267. /**
  117268. * Unions this CSG with another CSG
  117269. * @param csg The CSG to union against this CSG
  117270. * @returns The unioned CSG
  117271. */
  117272. union(csg: CSG): CSG;
  117273. /**
  117274. * Unions this CSG with another CSG in place
  117275. * @param csg The CSG to union against this CSG
  117276. */
  117277. unionInPlace(csg: CSG): void;
  117278. /**
  117279. * Subtracts this CSG with another CSG
  117280. * @param csg The CSG to subtract against this CSG
  117281. * @returns A new CSG
  117282. */
  117283. subtract(csg: CSG): CSG;
  117284. /**
  117285. * Subtracts this CSG with another CSG in place
  117286. * @param csg The CSG to subtact against this CSG
  117287. */
  117288. subtractInPlace(csg: CSG): void;
  117289. /**
  117290. * Intersect this CSG with another CSG
  117291. * @param csg The CSG to intersect against this CSG
  117292. * @returns A new CSG
  117293. */
  117294. intersect(csg: CSG): CSG;
  117295. /**
  117296. * Intersects this CSG with another CSG in place
  117297. * @param csg The CSG to intersect against this CSG
  117298. */
  117299. intersectInPlace(csg: CSG): void;
  117300. /**
  117301. * Return a new CSG solid with solid and empty space switched. This solid is
  117302. * not modified.
  117303. * @returns A new CSG solid with solid and empty space switched
  117304. */
  117305. inverse(): CSG;
  117306. /**
  117307. * Inverses the CSG in place
  117308. */
  117309. inverseInPlace(): void;
  117310. /**
  117311. * This is used to keep meshes transformations so they can be restored
  117312. * when we build back a Babylon Mesh
  117313. * NB : All CSG operations are performed in world coordinates
  117314. * @param csg The CSG to copy the transform attributes from
  117315. * @returns This CSG
  117316. */
  117317. copyTransformAttributes(csg: CSG): CSG;
  117318. /**
  117319. * Build Raw mesh from CSG
  117320. * Coordinates here are in world space
  117321. * @param name The name of the mesh geometry
  117322. * @param scene The Scene
  117323. * @param keepSubMeshes Specifies if the submeshes should be kept
  117324. * @returns A new Mesh
  117325. */
  117326. buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  117327. /**
  117328. * Build Mesh from CSG taking material and transforms into account
  117329. * @param name The name of the Mesh
  117330. * @param material The material of the Mesh
  117331. * @param scene The Scene
  117332. * @param keepSubMeshes Specifies if submeshes should be kept
  117333. * @returns The new Mesh
  117334. */
  117335. toMesh(name: string, material: Nullable<Material>, scene: Scene, keepSubMeshes: boolean): Mesh;
  117336. }
  117337. }
  117338. declare module BABYLON {
  117339. /**
  117340. * Class used to create a trail following a mesh
  117341. */
  117342. export class TrailMesh extends Mesh {
  117343. private _generator;
  117344. private _autoStart;
  117345. private _running;
  117346. private _diameter;
  117347. private _length;
  117348. private _sectionPolygonPointsCount;
  117349. private _sectionVectors;
  117350. private _sectionNormalVectors;
  117351. private _beforeRenderObserver;
  117352. /**
  117353. * @constructor
  117354. * @param name The value used by scene.getMeshByName() to do a lookup.
  117355. * @param generator The mesh to generate a trail.
  117356. * @param scene The scene to add this mesh to.
  117357. * @param diameter Diameter of trailing mesh. Default is 1.
  117358. * @param length Length of trailing mesh. Default is 60.
  117359. * @param autoStart Automatically start trailing mesh. Default true.
  117360. */
  117361. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  117362. /**
  117363. * "TrailMesh"
  117364. * @returns "TrailMesh"
  117365. */
  117366. getClassName(): string;
  117367. private _createMesh;
  117368. /**
  117369. * Start trailing mesh.
  117370. */
  117371. start(): void;
  117372. /**
  117373. * Stop trailing mesh.
  117374. */
  117375. stop(): void;
  117376. /**
  117377. * Update trailing mesh geometry.
  117378. */
  117379. update(): void;
  117380. /**
  117381. * Returns a new TrailMesh object.
  117382. * @param name is a string, the name given to the new mesh
  117383. * @param newGenerator use new generator object for cloned trail mesh
  117384. * @returns a new mesh
  117385. */
  117386. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  117387. /**
  117388. * Serializes this trail mesh
  117389. * @param serializationObject object to write serialization to
  117390. */
  117391. serialize(serializationObject: any): void;
  117392. /**
  117393. * Parses a serialized trail mesh
  117394. * @param parsedMesh the serialized mesh
  117395. * @param scene the scene to create the trail mesh in
  117396. * @returns the created trail mesh
  117397. */
  117398. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  117399. }
  117400. }
  117401. declare module BABYLON {
  117402. /**
  117403. * Class containing static functions to help procedurally build meshes
  117404. */
  117405. export class TiledBoxBuilder {
  117406. /**
  117407. * Creates a box mesh
  117408. * faceTiles sets the pattern, tile size and number of tiles for a face * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  117409. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  117410. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117411. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117412. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117413. * @param name defines the name of the mesh
  117414. * @param options defines the options used to create the mesh
  117415. * @param scene defines the hosting scene
  117416. * @returns the box mesh
  117417. */
  117418. static CreateTiledBox(name: string, options: {
  117419. pattern?: number;
  117420. width?: number;
  117421. height?: number;
  117422. depth?: number;
  117423. tileSize?: number;
  117424. tileWidth?: number;
  117425. tileHeight?: number;
  117426. alignHorizontal?: number;
  117427. alignVertical?: number;
  117428. faceUV?: Vector4[];
  117429. faceColors?: Color4[];
  117430. sideOrientation?: number;
  117431. updatable?: boolean;
  117432. }, scene?: Nullable<Scene>): Mesh;
  117433. }
  117434. }
  117435. declare module BABYLON {
  117436. /**
  117437. * Class containing static functions to help procedurally build meshes
  117438. */
  117439. export class TorusKnotBuilder {
  117440. /**
  117441. * Creates a torus knot mesh
  117442. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  117443. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  117444. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  117445. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  117446. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117447. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117448. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117449. * @param name defines the name of the mesh
  117450. * @param options defines the options used to create the mesh
  117451. * @param scene defines the hosting scene
  117452. * @returns the torus knot mesh
  117453. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  117454. */
  117455. static CreateTorusKnot(name: string, options: {
  117456. radius?: number;
  117457. tube?: number;
  117458. radialSegments?: number;
  117459. tubularSegments?: number;
  117460. p?: number;
  117461. q?: number;
  117462. updatable?: boolean;
  117463. sideOrientation?: number;
  117464. frontUVs?: Vector4;
  117465. backUVs?: Vector4;
  117466. }, scene: any): Mesh;
  117467. }
  117468. }
  117469. declare module BABYLON {
  117470. /**
  117471. * Polygon
  117472. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  117473. */
  117474. export class Polygon {
  117475. /**
  117476. * Creates a rectangle
  117477. * @param xmin bottom X coord
  117478. * @param ymin bottom Y coord
  117479. * @param xmax top X coord
  117480. * @param ymax top Y coord
  117481. * @returns points that make the resulting rectation
  117482. */
  117483. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  117484. /**
  117485. * Creates a circle
  117486. * @param radius radius of circle
  117487. * @param cx scale in x
  117488. * @param cy scale in y
  117489. * @param numberOfSides number of sides that make up the circle
  117490. * @returns points that make the resulting circle
  117491. */
  117492. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  117493. /**
  117494. * Creates a polygon from input string
  117495. * @param input Input polygon data
  117496. * @returns the parsed points
  117497. */
  117498. static Parse(input: string): Vector2[];
  117499. /**
  117500. * Starts building a polygon from x and y coordinates
  117501. * @param x x coordinate
  117502. * @param y y coordinate
  117503. * @returns the started path2
  117504. */
  117505. static StartingAt(x: number, y: number): Path2;
  117506. }
  117507. /**
  117508. * Builds a polygon
  117509. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  117510. */
  117511. export class PolygonMeshBuilder {
  117512. private _points;
  117513. private _outlinepoints;
  117514. private _holes;
  117515. private _name;
  117516. private _scene;
  117517. private _epoints;
  117518. private _eholes;
  117519. private _addToepoint;
  117520. /**
  117521. * Babylon reference to the earcut plugin.
  117522. */
  117523. bjsEarcut: any;
  117524. /**
  117525. * Creates a PolygonMeshBuilder
  117526. * @param name name of the builder
  117527. * @param contours Path of the polygon
  117528. * @param scene scene to add to when creating the mesh
  117529. * @param earcutInjection can be used to inject your own earcut reference
  117530. */
  117531. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  117532. /**
  117533. * Adds a whole within the polygon
  117534. * @param hole Array of points defining the hole
  117535. * @returns this
  117536. */
  117537. addHole(hole: Vector2[]): PolygonMeshBuilder;
  117538. /**
  117539. * Creates the polygon
  117540. * @param updatable If the mesh should be updatable
  117541. * @param depth The depth of the mesh created
  117542. * @returns the created mesh
  117543. */
  117544. build(updatable?: boolean, depth?: number): Mesh;
  117545. /**
  117546. * Creates the polygon
  117547. * @param depth The depth of the mesh created
  117548. * @returns the created VertexData
  117549. */
  117550. buildVertexData(depth?: number): VertexData;
  117551. /**
  117552. * Adds a side to the polygon
  117553. * @param positions points that make the polygon
  117554. * @param normals normals of the polygon
  117555. * @param uvs uvs of the polygon
  117556. * @param indices indices of the polygon
  117557. * @param bounds bounds of the polygon
  117558. * @param points points of the polygon
  117559. * @param depth depth of the polygon
  117560. * @param flip flip of the polygon
  117561. */
  117562. private addSide;
  117563. }
  117564. }
  117565. declare module BABYLON {
  117566. /**
  117567. * Class containing static functions to help procedurally build meshes
  117568. */
  117569. export class PolygonBuilder {
  117570. /**
  117571. * Creates a polygon mesh
  117572. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  117573. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  117574. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  117575. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117576. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  117577. * * Remember you can only change the shape positions, not their number when updating a polygon
  117578. * @param name defines the name of the mesh
  117579. * @param options defines the options used to create the mesh
  117580. * @param scene defines the hosting scene
  117581. * @param earcutInjection can be used to inject your own earcut reference
  117582. * @returns the polygon mesh
  117583. */
  117584. static CreatePolygon(name: string, options: {
  117585. shape: Vector3[];
  117586. holes?: Vector3[][];
  117587. depth?: number;
  117588. faceUV?: Vector4[];
  117589. faceColors?: Color4[];
  117590. updatable?: boolean;
  117591. sideOrientation?: number;
  117592. frontUVs?: Vector4;
  117593. backUVs?: Vector4;
  117594. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  117595. /**
  117596. * Creates an extruded polygon mesh, with depth in the Y direction.
  117597. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  117598. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  117599. * @param name defines the name of the mesh
  117600. * @param options defines the options used to create the mesh
  117601. * @param scene defines the hosting scene
  117602. * @param earcutInjection can be used to inject your own earcut reference
  117603. * @returns the polygon mesh
  117604. */
  117605. static ExtrudePolygon(name: string, options: {
  117606. shape: Vector3[];
  117607. holes?: Vector3[][];
  117608. depth?: number;
  117609. faceUV?: Vector4[];
  117610. faceColors?: Color4[];
  117611. updatable?: boolean;
  117612. sideOrientation?: number;
  117613. frontUVs?: Vector4;
  117614. backUVs?: Vector4;
  117615. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  117616. }
  117617. }
  117618. declare module BABYLON {
  117619. /**
  117620. * Class containing static functions to help procedurally build meshes
  117621. */
  117622. export class LatheBuilder {
  117623. /**
  117624. * Creates lathe mesh.
  117625. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  117626. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  117627. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  117628. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  117629. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  117630. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  117631. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  117632. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  117633. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117634. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117635. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117636. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117637. * @param name defines the name of the mesh
  117638. * @param options defines the options used to create the mesh
  117639. * @param scene defines the hosting scene
  117640. * @returns the lathe mesh
  117641. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  117642. */
  117643. static CreateLathe(name: string, options: {
  117644. shape: Vector3[];
  117645. radius?: number;
  117646. tessellation?: number;
  117647. clip?: number;
  117648. arc?: number;
  117649. closed?: boolean;
  117650. updatable?: boolean;
  117651. sideOrientation?: number;
  117652. frontUVs?: Vector4;
  117653. backUVs?: Vector4;
  117654. cap?: number;
  117655. invertUV?: boolean;
  117656. }, scene?: Nullable<Scene>): Mesh;
  117657. }
  117658. }
  117659. declare module BABYLON {
  117660. /**
  117661. * Class containing static functions to help procedurally build meshes
  117662. */
  117663. export class TiledPlaneBuilder {
  117664. /**
  117665. * Creates a tiled plane mesh
  117666. * * The parameter `pattern` will, depending on value, do nothing or
  117667. * * * flip (reflect about central vertical) alternate tiles across and up
  117668. * * * flip every tile on alternate rows
  117669. * * * rotate (180 degs) alternate tiles across and up
  117670. * * * rotate every tile on alternate rows
  117671. * * * flip and rotate alternate tiles across and up
  117672. * * * flip and rotate every tile on alternate rows
  117673. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  117674. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  117675. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117676. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  117677. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  117678. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  117679. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  117680. * @param name defines the name of the mesh
  117681. * @param options defines the options used to create the mesh
  117682. * @param scene defines the hosting scene
  117683. * @returns the box mesh
  117684. */
  117685. static CreateTiledPlane(name: string, options: {
  117686. pattern?: number;
  117687. tileSize?: number;
  117688. tileWidth?: number;
  117689. tileHeight?: number;
  117690. size?: number;
  117691. width?: number;
  117692. height?: number;
  117693. alignHorizontal?: number;
  117694. alignVertical?: number;
  117695. sideOrientation?: number;
  117696. frontUVs?: Vector4;
  117697. backUVs?: Vector4;
  117698. updatable?: boolean;
  117699. }, scene?: Nullable<Scene>): Mesh;
  117700. }
  117701. }
  117702. declare module BABYLON {
  117703. /**
  117704. * Class containing static functions to help procedurally build meshes
  117705. */
  117706. export class TubeBuilder {
  117707. /**
  117708. * Creates a tube mesh.
  117709. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  117710. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  117711. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  117712. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  117713. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  117714. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  117715. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  117716. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  117717. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  117718. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117719. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117720. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117721. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117722. * @param name defines the name of the mesh
  117723. * @param options defines the options used to create the mesh
  117724. * @param scene defines the hosting scene
  117725. * @returns the tube mesh
  117726. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  117727. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  117728. */
  117729. static CreateTube(name: string, options: {
  117730. path: Vector3[];
  117731. radius?: number;
  117732. tessellation?: number;
  117733. radiusFunction?: {
  117734. (i: number, distance: number): number;
  117735. };
  117736. cap?: number;
  117737. arc?: number;
  117738. updatable?: boolean;
  117739. sideOrientation?: number;
  117740. frontUVs?: Vector4;
  117741. backUVs?: Vector4;
  117742. instance?: Mesh;
  117743. invertUV?: boolean;
  117744. }, scene?: Nullable<Scene>): Mesh;
  117745. }
  117746. }
  117747. declare module BABYLON {
  117748. /**
  117749. * Class containing static functions to help procedurally build meshes
  117750. */
  117751. export class IcoSphereBuilder {
  117752. /**
  117753. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  117754. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  117755. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  117756. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  117757. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  117758. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117759. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117760. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117761. * @param name defines the name of the mesh
  117762. * @param options defines the options used to create the mesh
  117763. * @param scene defines the hosting scene
  117764. * @returns the icosahedron mesh
  117765. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  117766. */
  117767. static CreateIcoSphere(name: string, options: {
  117768. radius?: number;
  117769. radiusX?: number;
  117770. radiusY?: number;
  117771. radiusZ?: number;
  117772. flat?: boolean;
  117773. subdivisions?: number;
  117774. sideOrientation?: number;
  117775. frontUVs?: Vector4;
  117776. backUVs?: Vector4;
  117777. updatable?: boolean;
  117778. }, scene?: Nullable<Scene>): Mesh;
  117779. }
  117780. }
  117781. declare module BABYLON {
  117782. /**
  117783. * Class containing static functions to help procedurally build meshes
  117784. */
  117785. export class DecalBuilder {
  117786. /**
  117787. * Creates a decal mesh.
  117788. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  117789. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  117790. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  117791. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  117792. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  117793. * @param name defines the name of the mesh
  117794. * @param sourceMesh defines the mesh where the decal must be applied
  117795. * @param options defines the options used to create the mesh
  117796. * @param scene defines the hosting scene
  117797. * @returns the decal mesh
  117798. * @see https://doc.babylonjs.com/how_to/decals
  117799. */
  117800. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  117801. position?: Vector3;
  117802. normal?: Vector3;
  117803. size?: Vector3;
  117804. angle?: number;
  117805. }): Mesh;
  117806. }
  117807. }
  117808. declare module BABYLON {
  117809. /**
  117810. * Class containing static functions to help procedurally build meshes
  117811. */
  117812. export class MeshBuilder {
  117813. /**
  117814. * Creates a box mesh
  117815. * * The parameter `size` sets the size (float) of each box side (default 1)
  117816. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  117817. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  117818. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  117819. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117820. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117821. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117822. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  117823. * @param name defines the name of the mesh
  117824. * @param options defines the options used to create the mesh
  117825. * @param scene defines the hosting scene
  117826. * @returns the box mesh
  117827. */
  117828. static CreateBox(name: string, options: {
  117829. size?: number;
  117830. width?: number;
  117831. height?: number;
  117832. depth?: number;
  117833. faceUV?: Vector4[];
  117834. faceColors?: Color4[];
  117835. sideOrientation?: number;
  117836. frontUVs?: Vector4;
  117837. backUVs?: Vector4;
  117838. updatable?: boolean;
  117839. }, scene?: Nullable<Scene>): Mesh;
  117840. /**
  117841. * Creates a tiled box mesh
  117842. * * faceTiles sets the pattern, tile size and number of tiles for a face
  117843. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117844. * @param name defines the name of the mesh
  117845. * @param options defines the options used to create the mesh
  117846. * @param scene defines the hosting scene
  117847. * @returns the tiled box mesh
  117848. */
  117849. static CreateTiledBox(name: string, options: {
  117850. pattern?: number;
  117851. size?: number;
  117852. width?: number;
  117853. height?: number;
  117854. depth: number;
  117855. tileSize?: number;
  117856. tileWidth?: number;
  117857. tileHeight?: number;
  117858. faceUV?: Vector4[];
  117859. faceColors?: Color4[];
  117860. alignHorizontal?: number;
  117861. alignVertical?: number;
  117862. sideOrientation?: number;
  117863. updatable?: boolean;
  117864. }, scene?: Nullable<Scene>): Mesh;
  117865. /**
  117866. * Creates a sphere mesh
  117867. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  117868. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  117869. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  117870. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  117871. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  117872. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117873. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117874. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117875. * @param name defines the name of the mesh
  117876. * @param options defines the options used to create the mesh
  117877. * @param scene defines the hosting scene
  117878. * @returns the sphere mesh
  117879. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  117880. */
  117881. static CreateSphere(name: string, options: {
  117882. segments?: number;
  117883. diameter?: number;
  117884. diameterX?: number;
  117885. diameterY?: number;
  117886. diameterZ?: number;
  117887. arc?: number;
  117888. slice?: number;
  117889. sideOrientation?: number;
  117890. frontUVs?: Vector4;
  117891. backUVs?: Vector4;
  117892. updatable?: boolean;
  117893. }, scene?: Nullable<Scene>): Mesh;
  117894. /**
  117895. * Creates a plane polygonal mesh. By default, this is a disc
  117896. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  117897. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  117898. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  117899. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117900. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117901. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117902. * @param name defines the name of the mesh
  117903. * @param options defines the options used to create the mesh
  117904. * @param scene defines the hosting scene
  117905. * @returns the plane polygonal mesh
  117906. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  117907. */
  117908. static CreateDisc(name: string, options: {
  117909. radius?: number;
  117910. tessellation?: number;
  117911. arc?: number;
  117912. updatable?: boolean;
  117913. sideOrientation?: number;
  117914. frontUVs?: Vector4;
  117915. backUVs?: Vector4;
  117916. }, scene?: Nullable<Scene>): Mesh;
  117917. /**
  117918. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  117919. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  117920. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  117921. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  117922. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  117923. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117924. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117925. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117926. * @param name defines the name of the mesh
  117927. * @param options defines the options used to create the mesh
  117928. * @param scene defines the hosting scene
  117929. * @returns the icosahedron mesh
  117930. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  117931. */
  117932. static CreateIcoSphere(name: string, options: {
  117933. radius?: number;
  117934. radiusX?: number;
  117935. radiusY?: number;
  117936. radiusZ?: number;
  117937. flat?: boolean;
  117938. subdivisions?: number;
  117939. sideOrientation?: number;
  117940. frontUVs?: Vector4;
  117941. backUVs?: Vector4;
  117942. updatable?: boolean;
  117943. }, scene?: Nullable<Scene>): Mesh;
  117944. /**
  117945. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  117946. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  117947. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  117948. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  117949. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  117950. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  117951. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  117952. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117953. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117954. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117955. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  117956. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  117957. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  117958. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  117959. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117960. * @param name defines the name of the mesh
  117961. * @param options defines the options used to create the mesh
  117962. * @param scene defines the hosting scene
  117963. * @returns the ribbon mesh
  117964. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  117965. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  117966. */
  117967. static CreateRibbon(name: string, options: {
  117968. pathArray: Vector3[][];
  117969. closeArray?: boolean;
  117970. closePath?: boolean;
  117971. offset?: number;
  117972. updatable?: boolean;
  117973. sideOrientation?: number;
  117974. frontUVs?: Vector4;
  117975. backUVs?: Vector4;
  117976. instance?: Mesh;
  117977. invertUV?: boolean;
  117978. uvs?: Vector2[];
  117979. colors?: Color4[];
  117980. }, scene?: Nullable<Scene>): Mesh;
  117981. /**
  117982. * Creates a cylinder or a cone mesh
  117983. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  117984. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  117985. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  117986. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  117987. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  117988. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  117989. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  117990. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  117991. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  117992. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  117993. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  117994. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  117995. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  117996. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  117997. * * If `enclose` is false, a ring surface is one element.
  117998. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  117999. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  118000. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118001. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118002. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118003. * @param name defines the name of the mesh
  118004. * @param options defines the options used to create the mesh
  118005. * @param scene defines the hosting scene
  118006. * @returns the cylinder mesh
  118007. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  118008. */
  118009. static CreateCylinder(name: string, options: {
  118010. height?: number;
  118011. diameterTop?: number;
  118012. diameterBottom?: number;
  118013. diameter?: number;
  118014. tessellation?: number;
  118015. subdivisions?: number;
  118016. arc?: number;
  118017. faceColors?: Color4[];
  118018. faceUV?: Vector4[];
  118019. updatable?: boolean;
  118020. hasRings?: boolean;
  118021. enclose?: boolean;
  118022. cap?: number;
  118023. sideOrientation?: number;
  118024. frontUVs?: Vector4;
  118025. backUVs?: Vector4;
  118026. }, scene?: Nullable<Scene>): Mesh;
  118027. /**
  118028. * Creates a torus mesh
  118029. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  118030. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  118031. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  118032. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118033. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118034. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118035. * @param name defines the name of the mesh
  118036. * @param options defines the options used to create the mesh
  118037. * @param scene defines the hosting scene
  118038. * @returns the torus mesh
  118039. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  118040. */
  118041. static CreateTorus(name: string, options: {
  118042. diameter?: number;
  118043. thickness?: number;
  118044. tessellation?: number;
  118045. updatable?: boolean;
  118046. sideOrientation?: number;
  118047. frontUVs?: Vector4;
  118048. backUVs?: Vector4;
  118049. }, scene?: Nullable<Scene>): Mesh;
  118050. /**
  118051. * Creates a torus knot mesh
  118052. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  118053. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  118054. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  118055. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  118056. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118057. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118058. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118059. * @param name defines the name of the mesh
  118060. * @param options defines the options used to create the mesh
  118061. * @param scene defines the hosting scene
  118062. * @returns the torus knot mesh
  118063. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  118064. */
  118065. static CreateTorusKnot(name: string, options: {
  118066. radius?: number;
  118067. tube?: number;
  118068. radialSegments?: number;
  118069. tubularSegments?: number;
  118070. p?: number;
  118071. q?: number;
  118072. updatable?: boolean;
  118073. sideOrientation?: number;
  118074. frontUVs?: Vector4;
  118075. backUVs?: Vector4;
  118076. }, scene?: Nullable<Scene>): Mesh;
  118077. /**
  118078. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  118079. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  118080. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  118081. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  118082. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  118083. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  118084. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  118085. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  118086. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  118087. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118088. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  118089. * @param name defines the name of the new line system
  118090. * @param options defines the options used to create the line system
  118091. * @param scene defines the hosting scene
  118092. * @returns a new line system mesh
  118093. */
  118094. static CreateLineSystem(name: string, options: {
  118095. lines: Vector3[][];
  118096. updatable?: boolean;
  118097. instance?: Nullable<LinesMesh>;
  118098. colors?: Nullable<Color4[][]>;
  118099. useVertexAlpha?: boolean;
  118100. }, scene: Nullable<Scene>): LinesMesh;
  118101. /**
  118102. * Creates a line mesh
  118103. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  118104. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  118105. * * The parameter `points` is an array successive Vector3
  118106. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  118107. * * The optional parameter `colors` is an array of successive Color4, one per line point
  118108. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  118109. * * When updating an instance, remember that only point positions can change, not the number of points
  118110. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118111. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  118112. * @param name defines the name of the new line system
  118113. * @param options defines the options used to create the line system
  118114. * @param scene defines the hosting scene
  118115. * @returns a new line mesh
  118116. */
  118117. static CreateLines(name: string, options: {
  118118. points: Vector3[];
  118119. updatable?: boolean;
  118120. instance?: Nullable<LinesMesh>;
  118121. colors?: Color4[];
  118122. useVertexAlpha?: boolean;
  118123. }, scene?: Nullable<Scene>): LinesMesh;
  118124. /**
  118125. * Creates a dashed line mesh
  118126. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  118127. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  118128. * * The parameter `points` is an array successive Vector3
  118129. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  118130. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  118131. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  118132. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  118133. * * When updating an instance, remember that only point positions can change, not the number of points
  118134. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118135. * @param name defines the name of the mesh
  118136. * @param options defines the options used to create the mesh
  118137. * @param scene defines the hosting scene
  118138. * @returns the dashed line mesh
  118139. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  118140. */
  118141. static CreateDashedLines(name: string, options: {
  118142. points: Vector3[];
  118143. dashSize?: number;
  118144. gapSize?: number;
  118145. dashNb?: number;
  118146. updatable?: boolean;
  118147. instance?: LinesMesh;
  118148. }, scene?: Nullable<Scene>): LinesMesh;
  118149. /**
  118150. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  118151. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  118152. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  118153. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  118154. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  118155. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  118156. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  118157. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  118158. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118159. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118160. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  118161. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118162. * @param name defines the name of the mesh
  118163. * @param options defines the options used to create the mesh
  118164. * @param scene defines the hosting scene
  118165. * @returns the extruded shape mesh
  118166. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  118167. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  118168. */
  118169. static ExtrudeShape(name: string, options: {
  118170. shape: Vector3[];
  118171. path: Vector3[];
  118172. scale?: number;
  118173. rotation?: number;
  118174. cap?: number;
  118175. updatable?: boolean;
  118176. sideOrientation?: number;
  118177. frontUVs?: Vector4;
  118178. backUVs?: Vector4;
  118179. instance?: Mesh;
  118180. invertUV?: boolean;
  118181. }, scene?: Nullable<Scene>): Mesh;
  118182. /**
  118183. * Creates an custom extruded shape mesh.
  118184. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  118185. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  118186. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  118187. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  118188. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  118189. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  118190. * * It must returns a float value that will be the scale value applied to the shape on each path point
  118191. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  118192. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  118193. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  118194. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  118195. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  118196. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118197. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118198. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  118199. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118200. * @param name defines the name of the mesh
  118201. * @param options defines the options used to create the mesh
  118202. * @param scene defines the hosting scene
  118203. * @returns the custom extruded shape mesh
  118204. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  118205. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  118206. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  118207. */
  118208. static ExtrudeShapeCustom(name: string, options: {
  118209. shape: Vector3[];
  118210. path: Vector3[];
  118211. scaleFunction?: any;
  118212. rotationFunction?: any;
  118213. ribbonCloseArray?: boolean;
  118214. ribbonClosePath?: boolean;
  118215. cap?: number;
  118216. updatable?: boolean;
  118217. sideOrientation?: number;
  118218. frontUVs?: Vector4;
  118219. backUVs?: Vector4;
  118220. instance?: Mesh;
  118221. invertUV?: boolean;
  118222. }, scene?: Nullable<Scene>): Mesh;
  118223. /**
  118224. * Creates lathe mesh.
  118225. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  118226. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  118227. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  118228. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  118229. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  118230. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  118231. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  118232. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  118233. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118234. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118235. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  118236. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118237. * @param name defines the name of the mesh
  118238. * @param options defines the options used to create the mesh
  118239. * @param scene defines the hosting scene
  118240. * @returns the lathe mesh
  118241. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  118242. */
  118243. static CreateLathe(name: string, options: {
  118244. shape: Vector3[];
  118245. radius?: number;
  118246. tessellation?: number;
  118247. clip?: number;
  118248. arc?: number;
  118249. closed?: boolean;
  118250. updatable?: boolean;
  118251. sideOrientation?: number;
  118252. frontUVs?: Vector4;
  118253. backUVs?: Vector4;
  118254. cap?: number;
  118255. invertUV?: boolean;
  118256. }, scene?: Nullable<Scene>): Mesh;
  118257. /**
  118258. * Creates a tiled plane mesh
  118259. * * You can set a limited pattern arrangement with the tiles
  118260. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118261. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118262. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118263. * @param name defines the name of the mesh
  118264. * @param options defines the options used to create the mesh
  118265. * @param scene defines the hosting scene
  118266. * @returns the plane mesh
  118267. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  118268. */
  118269. static CreateTiledPlane(name: string, options: {
  118270. pattern?: number;
  118271. tileSize?: number;
  118272. tileWidth?: number;
  118273. tileHeight?: number;
  118274. size?: number;
  118275. width?: number;
  118276. height?: number;
  118277. alignHorizontal?: number;
  118278. alignVertical?: number;
  118279. sideOrientation?: number;
  118280. frontUVs?: Vector4;
  118281. backUVs?: Vector4;
  118282. updatable?: boolean;
  118283. }, scene?: Nullable<Scene>): Mesh;
  118284. /**
  118285. * Creates a plane mesh
  118286. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  118287. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  118288. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  118289. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118290. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118291. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118292. * @param name defines the name of the mesh
  118293. * @param options defines the options used to create the mesh
  118294. * @param scene defines the hosting scene
  118295. * @returns the plane mesh
  118296. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  118297. */
  118298. static CreatePlane(name: string, options: {
  118299. size?: number;
  118300. width?: number;
  118301. height?: number;
  118302. sideOrientation?: number;
  118303. frontUVs?: Vector4;
  118304. backUVs?: Vector4;
  118305. updatable?: boolean;
  118306. sourcePlane?: Plane;
  118307. }, scene?: Nullable<Scene>): Mesh;
  118308. /**
  118309. * Creates a ground mesh
  118310. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  118311. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  118312. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118313. * @param name defines the name of the mesh
  118314. * @param options defines the options used to create the mesh
  118315. * @param scene defines the hosting scene
  118316. * @returns the ground mesh
  118317. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  118318. */
  118319. static CreateGround(name: string, options: {
  118320. width?: number;
  118321. height?: number;
  118322. subdivisions?: number;
  118323. subdivisionsX?: number;
  118324. subdivisionsY?: number;
  118325. updatable?: boolean;
  118326. }, scene?: Nullable<Scene>): Mesh;
  118327. /**
  118328. * Creates a tiled ground mesh
  118329. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  118330. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  118331. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  118332. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  118333. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118334. * @param name defines the name of the mesh
  118335. * @param options defines the options used to create the mesh
  118336. * @param scene defines the hosting scene
  118337. * @returns the tiled ground mesh
  118338. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  118339. */
  118340. static CreateTiledGround(name: string, options: {
  118341. xmin: number;
  118342. zmin: number;
  118343. xmax: number;
  118344. zmax: number;
  118345. subdivisions?: {
  118346. w: number;
  118347. h: number;
  118348. };
  118349. precision?: {
  118350. w: number;
  118351. h: number;
  118352. };
  118353. updatable?: boolean;
  118354. }, scene?: Nullable<Scene>): Mesh;
  118355. /**
  118356. * Creates a ground mesh from a height map
  118357. * * The parameter `url` sets the URL of the height map image resource.
  118358. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  118359. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  118360. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  118361. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  118362. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  118363. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  118364. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  118365. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118366. * @param name defines the name of the mesh
  118367. * @param url defines the url to the height map
  118368. * @param options defines the options used to create the mesh
  118369. * @param scene defines the hosting scene
  118370. * @returns the ground mesh
  118371. * @see https://doc.babylonjs.com/babylon101/height_map
  118372. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  118373. */
  118374. static CreateGroundFromHeightMap(name: string, url: string, options: {
  118375. width?: number;
  118376. height?: number;
  118377. subdivisions?: number;
  118378. minHeight?: number;
  118379. maxHeight?: number;
  118380. colorFilter?: Color3;
  118381. alphaFilter?: number;
  118382. updatable?: boolean;
  118383. onReady?: (mesh: GroundMesh) => void;
  118384. }, scene?: Nullable<Scene>): GroundMesh;
  118385. /**
  118386. * Creates a polygon mesh
  118387. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  118388. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  118389. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  118390. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118391. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  118392. * * Remember you can only change the shape positions, not their number when updating a polygon
  118393. * @param name defines the name of the mesh
  118394. * @param options defines the options used to create the mesh
  118395. * @param scene defines the hosting scene
  118396. * @param earcutInjection can be used to inject your own earcut reference
  118397. * @returns the polygon mesh
  118398. */
  118399. static CreatePolygon(name: string, options: {
  118400. shape: Vector3[];
  118401. holes?: Vector3[][];
  118402. depth?: number;
  118403. faceUV?: Vector4[];
  118404. faceColors?: Color4[];
  118405. updatable?: boolean;
  118406. sideOrientation?: number;
  118407. frontUVs?: Vector4;
  118408. backUVs?: Vector4;
  118409. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  118410. /**
  118411. * Creates an extruded polygon mesh, with depth in the Y direction.
  118412. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  118413. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  118414. * @param name defines the name of the mesh
  118415. * @param options defines the options used to create the mesh
  118416. * @param scene defines the hosting scene
  118417. * @param earcutInjection can be used to inject your own earcut reference
  118418. * @returns the polygon mesh
  118419. */
  118420. static ExtrudePolygon(name: string, options: {
  118421. shape: Vector3[];
  118422. holes?: Vector3[][];
  118423. depth?: number;
  118424. faceUV?: Vector4[];
  118425. faceColors?: Color4[];
  118426. updatable?: boolean;
  118427. sideOrientation?: number;
  118428. frontUVs?: Vector4;
  118429. backUVs?: Vector4;
  118430. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  118431. /**
  118432. * Creates a tube mesh.
  118433. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  118434. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  118435. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  118436. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  118437. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  118438. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  118439. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  118440. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  118441. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  118442. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118443. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118444. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  118445. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118446. * @param name defines the name of the mesh
  118447. * @param options defines the options used to create the mesh
  118448. * @param scene defines the hosting scene
  118449. * @returns the tube mesh
  118450. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  118451. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  118452. */
  118453. static CreateTube(name: string, options: {
  118454. path: Vector3[];
  118455. radius?: number;
  118456. tessellation?: number;
  118457. radiusFunction?: {
  118458. (i: number, distance: number): number;
  118459. };
  118460. cap?: number;
  118461. arc?: number;
  118462. updatable?: boolean;
  118463. sideOrientation?: number;
  118464. frontUVs?: Vector4;
  118465. backUVs?: Vector4;
  118466. instance?: Mesh;
  118467. invertUV?: boolean;
  118468. }, scene?: Nullable<Scene>): Mesh;
  118469. /**
  118470. * Creates a polyhedron mesh
  118471. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  118472. * * The parameter `size` (positive float, default 1) sets the polygon size
  118473. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  118474. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  118475. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  118476. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  118477. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  118478. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  118479. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118480. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118481. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118482. * @param name defines the name of the mesh
  118483. * @param options defines the options used to create the mesh
  118484. * @param scene defines the hosting scene
  118485. * @returns the polyhedron mesh
  118486. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  118487. */
  118488. static CreatePolyhedron(name: string, options: {
  118489. type?: number;
  118490. size?: number;
  118491. sizeX?: number;
  118492. sizeY?: number;
  118493. sizeZ?: number;
  118494. custom?: any;
  118495. faceUV?: Vector4[];
  118496. faceColors?: Color4[];
  118497. flat?: boolean;
  118498. updatable?: boolean;
  118499. sideOrientation?: number;
  118500. frontUVs?: Vector4;
  118501. backUVs?: Vector4;
  118502. }, scene?: Nullable<Scene>): Mesh;
  118503. /**
  118504. * Creates a decal mesh.
  118505. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  118506. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  118507. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  118508. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  118509. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  118510. * @param name defines the name of the mesh
  118511. * @param sourceMesh defines the mesh where the decal must be applied
  118512. * @param options defines the options used to create the mesh
  118513. * @param scene defines the hosting scene
  118514. * @returns the decal mesh
  118515. * @see https://doc.babylonjs.com/how_to/decals
  118516. */
  118517. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  118518. position?: Vector3;
  118519. normal?: Vector3;
  118520. size?: Vector3;
  118521. angle?: number;
  118522. }): Mesh;
  118523. }
  118524. }
  118525. declare module BABYLON {
  118526. /**
  118527. * A simplifier interface for future simplification implementations
  118528. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118529. */
  118530. export interface ISimplifier {
  118531. /**
  118532. * Simplification of a given mesh according to the given settings.
  118533. * Since this requires computation, it is assumed that the function runs async.
  118534. * @param settings The settings of the simplification, including quality and distance
  118535. * @param successCallback A callback that will be called after the mesh was simplified.
  118536. * @param errorCallback in case of an error, this callback will be called. optional.
  118537. */
  118538. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  118539. }
  118540. /**
  118541. * Expected simplification settings.
  118542. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  118543. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118544. */
  118545. export interface ISimplificationSettings {
  118546. /**
  118547. * Gets or sets the expected quality
  118548. */
  118549. quality: number;
  118550. /**
  118551. * Gets or sets the distance when this optimized version should be used
  118552. */
  118553. distance: number;
  118554. /**
  118555. * Gets an already optimized mesh
  118556. */
  118557. optimizeMesh?: boolean;
  118558. }
  118559. /**
  118560. * Class used to specify simplification options
  118561. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118562. */
  118563. export class SimplificationSettings implements ISimplificationSettings {
  118564. /** expected quality */
  118565. quality: number;
  118566. /** distance when this optimized version should be used */
  118567. distance: number;
  118568. /** already optimized mesh */
  118569. optimizeMesh?: boolean | undefined;
  118570. /**
  118571. * Creates a SimplificationSettings
  118572. * @param quality expected quality
  118573. * @param distance distance when this optimized version should be used
  118574. * @param optimizeMesh already optimized mesh
  118575. */
  118576. constructor(
  118577. /** expected quality */
  118578. quality: number,
  118579. /** distance when this optimized version should be used */
  118580. distance: number,
  118581. /** already optimized mesh */
  118582. optimizeMesh?: boolean | undefined);
  118583. }
  118584. /**
  118585. * Interface used to define a simplification task
  118586. */
  118587. export interface ISimplificationTask {
  118588. /**
  118589. * Array of settings
  118590. */
  118591. settings: Array<ISimplificationSettings>;
  118592. /**
  118593. * Simplification type
  118594. */
  118595. simplificationType: SimplificationType;
  118596. /**
  118597. * Mesh to simplify
  118598. */
  118599. mesh: Mesh;
  118600. /**
  118601. * Callback called on success
  118602. */
  118603. successCallback?: () => void;
  118604. /**
  118605. * Defines if parallel processing can be used
  118606. */
  118607. parallelProcessing: boolean;
  118608. }
  118609. /**
  118610. * Queue used to order the simplification tasks
  118611. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118612. */
  118613. export class SimplificationQueue {
  118614. private _simplificationArray;
  118615. /**
  118616. * Gets a boolean indicating that the process is still running
  118617. */
  118618. running: boolean;
  118619. /**
  118620. * Creates a new queue
  118621. */
  118622. constructor();
  118623. /**
  118624. * Adds a new simplification task
  118625. * @param task defines a task to add
  118626. */
  118627. addTask(task: ISimplificationTask): void;
  118628. /**
  118629. * Execute next task
  118630. */
  118631. executeNext(): void;
  118632. /**
  118633. * Execute a simplification task
  118634. * @param task defines the task to run
  118635. */
  118636. runSimplification(task: ISimplificationTask): void;
  118637. private getSimplifier;
  118638. }
  118639. /**
  118640. * The implemented types of simplification
  118641. * At the moment only Quadratic Error Decimation is implemented
  118642. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118643. */
  118644. export enum SimplificationType {
  118645. /** Quadratic error decimation */
  118646. QUADRATIC = 0
  118647. }
  118648. }
  118649. declare module BABYLON {
  118650. interface Scene {
  118651. /** @hidden (Backing field) */
  118652. _simplificationQueue: SimplificationQueue;
  118653. /**
  118654. * Gets or sets the simplification queue attached to the scene
  118655. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118656. */
  118657. simplificationQueue: SimplificationQueue;
  118658. }
  118659. interface Mesh {
  118660. /**
  118661. * Simplify the mesh according to the given array of settings.
  118662. * Function will return immediately and will simplify async
  118663. * @param settings a collection of simplification settings
  118664. * @param parallelProcessing should all levels calculate parallel or one after the other
  118665. * @param simplificationType the type of simplification to run
  118666. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  118667. * @returns the current mesh
  118668. */
  118669. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  118670. }
  118671. /**
  118672. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  118673. * created in a scene
  118674. */
  118675. export class SimplicationQueueSceneComponent implements ISceneComponent {
  118676. /**
  118677. * The component name helpfull to identify the component in the list of scene components.
  118678. */
  118679. readonly name: string;
  118680. /**
  118681. * The scene the component belongs to.
  118682. */
  118683. scene: Scene;
  118684. /**
  118685. * Creates a new instance of the component for the given scene
  118686. * @param scene Defines the scene to register the component in
  118687. */
  118688. constructor(scene: Scene);
  118689. /**
  118690. * Registers the component in a given scene
  118691. */
  118692. register(): void;
  118693. /**
  118694. * Rebuilds the elements related to this component in case of
  118695. * context lost for instance.
  118696. */
  118697. rebuild(): void;
  118698. /**
  118699. * Disposes the component and the associated ressources
  118700. */
  118701. dispose(): void;
  118702. private _beforeCameraUpdate;
  118703. }
  118704. }
  118705. declare module BABYLON {
  118706. /**
  118707. * Navigation plugin interface to add navigation constrained by a navigation mesh
  118708. */
  118709. export interface INavigationEnginePlugin {
  118710. /**
  118711. * plugin name
  118712. */
  118713. name: string;
  118714. /**
  118715. * Creates a navigation mesh
  118716. * @param meshes array of all the geometry used to compute the navigatio mesh
  118717. * @param parameters bunch of parameters used to filter geometry
  118718. */
  118719. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  118720. /**
  118721. * Create a navigation mesh debug mesh
  118722. * @param scene is where the mesh will be added
  118723. * @returns debug display mesh
  118724. */
  118725. createDebugNavMesh(scene: Scene): Mesh;
  118726. /**
  118727. * Get a navigation mesh constrained position, closest to the parameter position
  118728. * @param position world position
  118729. * @returns the closest point to position constrained by the navigation mesh
  118730. */
  118731. getClosestPoint(position: Vector3): Vector3;
  118732. /**
  118733. * Get a navigation mesh constrained position, within a particular radius
  118734. * @param position world position
  118735. * @param maxRadius the maximum distance to the constrained world position
  118736. * @returns the closest point to position constrained by the navigation mesh
  118737. */
  118738. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  118739. /**
  118740. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  118741. * @param start world position
  118742. * @param end world position
  118743. * @returns array containing world position composing the path
  118744. */
  118745. computePath(start: Vector3, end: Vector3): Vector3[];
  118746. /**
  118747. * If this plugin is supported
  118748. * @returns true if plugin is supported
  118749. */
  118750. isSupported(): boolean;
  118751. /**
  118752. * Create a new Crowd so you can add agents
  118753. * @param maxAgents the maximum agent count in the crowd
  118754. * @param maxAgentRadius the maximum radius an agent can have
  118755. * @param scene to attach the crowd to
  118756. * @returns the crowd you can add agents to
  118757. */
  118758. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  118759. /**
  118760. * Release all resources
  118761. */
  118762. dispose(): void;
  118763. }
  118764. /**
  118765. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  118766. */
  118767. export interface ICrowd {
  118768. /**
  118769. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  118770. * You can attach anything to that node. The node position is updated in the scene update tick.
  118771. * @param pos world position that will be constrained by the navigation mesh
  118772. * @param parameters agent parameters
  118773. * @param transform hooked to the agent that will be update by the scene
  118774. * @returns agent index
  118775. */
  118776. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  118777. /**
  118778. * Returns the agent position in world space
  118779. * @param index agent index returned by addAgent
  118780. * @returns world space position
  118781. */
  118782. getAgentPosition(index: number): Vector3;
  118783. /**
  118784. * Gets the agent velocity in world space
  118785. * @param index agent index returned by addAgent
  118786. * @returns world space velocity
  118787. */
  118788. getAgentVelocity(index: number): Vector3;
  118789. /**
  118790. * remove a particular agent previously created
  118791. * @param index agent index returned by addAgent
  118792. */
  118793. removeAgent(index: number): void;
  118794. /**
  118795. * get the list of all agents attached to this crowd
  118796. * @returns list of agent indices
  118797. */
  118798. getAgents(): number[];
  118799. /**
  118800. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  118801. * @param deltaTime in seconds
  118802. */
  118803. update(deltaTime: number): void;
  118804. /**
  118805. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  118806. * @param index agent index returned by addAgent
  118807. * @param destination targeted world position
  118808. */
  118809. agentGoto(index: number, destination: Vector3): void;
  118810. /**
  118811. * Release all resources
  118812. */
  118813. dispose(): void;
  118814. }
  118815. /**
  118816. * Configures an agent
  118817. */
  118818. export interface IAgentParameters {
  118819. /**
  118820. * Agent radius. [Limit: >= 0]
  118821. */
  118822. radius: number;
  118823. /**
  118824. * Agent height. [Limit: > 0]
  118825. */
  118826. height: number;
  118827. /**
  118828. * Maximum allowed acceleration. [Limit: >= 0]
  118829. */
  118830. maxAcceleration: number;
  118831. /**
  118832. * Maximum allowed speed. [Limit: >= 0]
  118833. */
  118834. maxSpeed: number;
  118835. /**
  118836. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  118837. */
  118838. collisionQueryRange: number;
  118839. /**
  118840. * The path visibility optimization range. [Limit: > 0]
  118841. */
  118842. pathOptimizationRange: number;
  118843. /**
  118844. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  118845. */
  118846. separationWeight: number;
  118847. }
  118848. /**
  118849. * Configures the navigation mesh creation
  118850. */
  118851. export interface INavMeshParameters {
  118852. /**
  118853. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  118854. */
  118855. cs: number;
  118856. /**
  118857. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  118858. */
  118859. ch: number;
  118860. /**
  118861. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  118862. */
  118863. walkableSlopeAngle: number;
  118864. /**
  118865. * Minimum floor to 'ceiling' height that will still allow the floor area to
  118866. * be considered walkable. [Limit: >= 3] [Units: vx]
  118867. */
  118868. walkableHeight: number;
  118869. /**
  118870. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  118871. */
  118872. walkableClimb: number;
  118873. /**
  118874. * The distance to erode/shrink the walkable area of the heightfield away from
  118875. * obstructions. [Limit: >=0] [Units: vx]
  118876. */
  118877. walkableRadius: number;
  118878. /**
  118879. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  118880. */
  118881. maxEdgeLen: number;
  118882. /**
  118883. * The maximum distance a simplfied contour's border edges should deviate
  118884. * the original raw contour. [Limit: >=0] [Units: vx]
  118885. */
  118886. maxSimplificationError: number;
  118887. /**
  118888. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  118889. */
  118890. minRegionArea: number;
  118891. /**
  118892. * Any regions with a span count smaller than this value will, if possible,
  118893. * be merged with larger regions. [Limit: >=0] [Units: vx]
  118894. */
  118895. mergeRegionArea: number;
  118896. /**
  118897. * The maximum number of vertices allowed for polygons generated during the
  118898. * contour to polygon conversion process. [Limit: >= 3]
  118899. */
  118900. maxVertsPerPoly: number;
  118901. /**
  118902. * Sets the sampling distance to use when generating the detail mesh.
  118903. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  118904. */
  118905. detailSampleDist: number;
  118906. /**
  118907. * The maximum distance the detail mesh surface should deviate from heightfield
  118908. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  118909. */
  118910. detailSampleMaxError: number;
  118911. }
  118912. }
  118913. declare module BABYLON {
  118914. /**
  118915. * RecastJS navigation plugin
  118916. */
  118917. export class RecastJSPlugin implements INavigationEnginePlugin {
  118918. /**
  118919. * Reference to the Recast library
  118920. */
  118921. bjsRECAST: any;
  118922. /**
  118923. * plugin name
  118924. */
  118925. name: string;
  118926. /**
  118927. * the first navmesh created. We might extend this to support multiple navmeshes
  118928. */
  118929. navMesh: any;
  118930. /**
  118931. * Initializes the recastJS plugin
  118932. * @param recastInjection can be used to inject your own recast reference
  118933. */
  118934. constructor(recastInjection?: any);
  118935. /**
  118936. * Creates a navigation mesh
  118937. * @param meshes array of all the geometry used to compute the navigatio mesh
  118938. * @param parameters bunch of parameters used to filter geometry
  118939. */
  118940. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  118941. /**
  118942. * Create a navigation mesh debug mesh
  118943. * @param scene is where the mesh will be added
  118944. * @returns debug display mesh
  118945. */
  118946. createDebugNavMesh(scene: Scene): Mesh;
  118947. /**
  118948. * Get a navigation mesh constrained position, closest to the parameter position
  118949. * @param position world position
  118950. * @returns the closest point to position constrained by the navigation mesh
  118951. */
  118952. getClosestPoint(position: Vector3): Vector3;
  118953. /**
  118954. * Get a navigation mesh constrained position, within a particular radius
  118955. * @param position world position
  118956. * @param maxRadius the maximum distance to the constrained world position
  118957. * @returns the closest point to position constrained by the navigation mesh
  118958. */
  118959. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  118960. /**
  118961. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  118962. * @param start world position
  118963. * @param end world position
  118964. * @returns array containing world position composing the path
  118965. */
  118966. computePath(start: Vector3, end: Vector3): Vector3[];
  118967. /**
  118968. * Create a new Crowd so you can add agents
  118969. * @param maxAgents the maximum agent count in the crowd
  118970. * @param maxAgentRadius the maximum radius an agent can have
  118971. * @param scene to attach the crowd to
  118972. * @returns the crowd you can add agents to
  118973. */
  118974. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  118975. /**
  118976. * Disposes
  118977. */
  118978. dispose(): void;
  118979. /**
  118980. * If this plugin is supported
  118981. * @returns true if plugin is supported
  118982. */
  118983. isSupported(): boolean;
  118984. }
  118985. /**
  118986. * Recast detour crowd implementation
  118987. */
  118988. export class RecastJSCrowd implements ICrowd {
  118989. /**
  118990. * Recast/detour plugin
  118991. */
  118992. bjsRECASTPlugin: RecastJSPlugin;
  118993. /**
  118994. * Link to the detour crowd
  118995. */
  118996. recastCrowd: any;
  118997. /**
  118998. * One transform per agent
  118999. */
  119000. transforms: TransformNode[];
  119001. /**
  119002. * All agents created
  119003. */
  119004. agents: number[];
  119005. /**
  119006. * Link to the scene is kept to unregister the crowd from the scene
  119007. */
  119008. private _scene;
  119009. /**
  119010. * Observer for crowd updates
  119011. */
  119012. private _onBeforeAnimationsObserver;
  119013. /**
  119014. * Constructor
  119015. * @param plugin recastJS plugin
  119016. * @param maxAgents the maximum agent count in the crowd
  119017. * @param maxAgentRadius the maximum radius an agent can have
  119018. * @param scene to attach the crowd to
  119019. * @returns the crowd you can add agents to
  119020. */
  119021. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  119022. /**
  119023. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  119024. * You can attach anything to that node. The node position is updated in the scene update tick.
  119025. * @param pos world position that will be constrained by the navigation mesh
  119026. * @param parameters agent parameters
  119027. * @param transform hooked to the agent that will be update by the scene
  119028. * @returns agent index
  119029. */
  119030. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  119031. /**
  119032. * Returns the agent position in world space
  119033. * @param index agent index returned by addAgent
  119034. * @returns world space position
  119035. */
  119036. getAgentPosition(index: number): Vector3;
  119037. /**
  119038. * Returns the agent velocity in world space
  119039. * @param index agent index returned by addAgent
  119040. * @returns world space velocity
  119041. */
  119042. getAgentVelocity(index: number): Vector3;
  119043. /**
  119044. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  119045. * @param index agent index returned by addAgent
  119046. * @param destination targeted world position
  119047. */
  119048. agentGoto(index: number, destination: Vector3): void;
  119049. /**
  119050. * remove a particular agent previously created
  119051. * @param index agent index returned by addAgent
  119052. */
  119053. removeAgent(index: number): void;
  119054. /**
  119055. * get the list of all agents attached to this crowd
  119056. * @returns list of agent indices
  119057. */
  119058. getAgents(): number[];
  119059. /**
  119060. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  119061. * @param deltaTime in seconds
  119062. */
  119063. update(deltaTime: number): void;
  119064. /**
  119065. * Release all resources
  119066. */
  119067. dispose(): void;
  119068. }
  119069. }
  119070. declare module BABYLON {
  119071. /**
  119072. * Class used to enable access to IndexedDB
  119073. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  119074. */
  119075. export class Database implements IOfflineProvider {
  119076. private _callbackManifestChecked;
  119077. private _currentSceneUrl;
  119078. private _db;
  119079. private _enableSceneOffline;
  119080. private _enableTexturesOffline;
  119081. private _manifestVersionFound;
  119082. private _mustUpdateRessources;
  119083. private _hasReachedQuota;
  119084. private _isSupported;
  119085. private _idbFactory;
  119086. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  119087. private static IsUASupportingBlobStorage;
  119088. /**
  119089. * Gets a boolean indicating if Database storate is enabled (off by default)
  119090. */
  119091. static IDBStorageEnabled: boolean;
  119092. /**
  119093. * Gets a boolean indicating if scene must be saved in the database
  119094. */
  119095. readonly enableSceneOffline: boolean;
  119096. /**
  119097. * Gets a boolean indicating if textures must be saved in the database
  119098. */
  119099. readonly enableTexturesOffline: boolean;
  119100. /**
  119101. * Creates a new Database
  119102. * @param urlToScene defines the url to load the scene
  119103. * @param callbackManifestChecked defines the callback to use when manifest is checked
  119104. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  119105. */
  119106. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  119107. private static _ParseURL;
  119108. private static _ReturnFullUrlLocation;
  119109. private _checkManifestFile;
  119110. /**
  119111. * Open the database and make it available
  119112. * @param successCallback defines the callback to call on success
  119113. * @param errorCallback defines the callback to call on error
  119114. */
  119115. open(successCallback: () => void, errorCallback: () => void): void;
  119116. /**
  119117. * Loads an image from the database
  119118. * @param url defines the url to load from
  119119. * @param image defines the target DOM image
  119120. */
  119121. loadImage(url: string, image: HTMLImageElement): void;
  119122. private _loadImageFromDBAsync;
  119123. private _saveImageIntoDBAsync;
  119124. private _checkVersionFromDB;
  119125. private _loadVersionFromDBAsync;
  119126. private _saveVersionIntoDBAsync;
  119127. /**
  119128. * Loads a file from database
  119129. * @param url defines the URL to load from
  119130. * @param sceneLoaded defines a callback to call on success
  119131. * @param progressCallBack defines a callback to call when progress changed
  119132. * @param errorCallback defines a callback to call on error
  119133. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  119134. */
  119135. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  119136. private _loadFileAsync;
  119137. private _saveFileAsync;
  119138. /**
  119139. * Validates if xhr data is correct
  119140. * @param xhr defines the request to validate
  119141. * @param dataType defines the expected data type
  119142. * @returns true if data is correct
  119143. */
  119144. private static _ValidateXHRData;
  119145. }
  119146. }
  119147. declare module BABYLON {
  119148. /** @hidden */
  119149. export var gpuUpdateParticlesPixelShader: {
  119150. name: string;
  119151. shader: string;
  119152. };
  119153. }
  119154. declare module BABYLON {
  119155. /** @hidden */
  119156. export var gpuUpdateParticlesVertexShader: {
  119157. name: string;
  119158. shader: string;
  119159. };
  119160. }
  119161. declare module BABYLON {
  119162. /** @hidden */
  119163. export var clipPlaneFragmentDeclaration2: {
  119164. name: string;
  119165. shader: string;
  119166. };
  119167. }
  119168. declare module BABYLON {
  119169. /** @hidden */
  119170. export var gpuRenderParticlesPixelShader: {
  119171. name: string;
  119172. shader: string;
  119173. };
  119174. }
  119175. declare module BABYLON {
  119176. /** @hidden */
  119177. export var clipPlaneVertexDeclaration2: {
  119178. name: string;
  119179. shader: string;
  119180. };
  119181. }
  119182. declare module BABYLON {
  119183. /** @hidden */
  119184. export var gpuRenderParticlesVertexShader: {
  119185. name: string;
  119186. shader: string;
  119187. };
  119188. }
  119189. declare module BABYLON {
  119190. /**
  119191. * This represents a GPU particle system in Babylon
  119192. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  119193. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  119194. */
  119195. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  119196. /**
  119197. * The layer mask we are rendering the particles through.
  119198. */
  119199. layerMask: number;
  119200. private _capacity;
  119201. private _activeCount;
  119202. private _currentActiveCount;
  119203. private _accumulatedCount;
  119204. private _renderEffect;
  119205. private _updateEffect;
  119206. private _buffer0;
  119207. private _buffer1;
  119208. private _spriteBuffer;
  119209. private _updateVAO;
  119210. private _renderVAO;
  119211. private _targetIndex;
  119212. private _sourceBuffer;
  119213. private _targetBuffer;
  119214. private _engine;
  119215. private _currentRenderId;
  119216. private _started;
  119217. private _stopped;
  119218. private _timeDelta;
  119219. private _randomTexture;
  119220. private _randomTexture2;
  119221. private _attributesStrideSize;
  119222. private _updateEffectOptions;
  119223. private _randomTextureSize;
  119224. private _actualFrame;
  119225. private readonly _rawTextureWidth;
  119226. /**
  119227. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  119228. */
  119229. static readonly IsSupported: boolean;
  119230. /**
  119231. * An event triggered when the system is disposed.
  119232. */
  119233. onDisposeObservable: Observable<GPUParticleSystem>;
  119234. /**
  119235. * Gets the maximum number of particles active at the same time.
  119236. * @returns The max number of active particles.
  119237. */
  119238. getCapacity(): number;
  119239. /**
  119240. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  119241. * to override the particles.
  119242. */
  119243. forceDepthWrite: boolean;
  119244. /**
  119245. * Gets or set the number of active particles
  119246. */
  119247. activeParticleCount: number;
  119248. private _preWarmDone;
  119249. /**
  119250. * Is this system ready to be used/rendered
  119251. * @return true if the system is ready
  119252. */
  119253. isReady(): boolean;
  119254. /**
  119255. * Gets if the system has been started. (Note: this will still be true after stop is called)
  119256. * @returns True if it has been started, otherwise false.
  119257. */
  119258. isStarted(): boolean;
  119259. /**
  119260. * Starts the particle system and begins to emit
  119261. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  119262. */
  119263. start(delay?: number): void;
  119264. /**
  119265. * Stops the particle system.
  119266. */
  119267. stop(): void;
  119268. /**
  119269. * Remove all active particles
  119270. */
  119271. reset(): void;
  119272. /**
  119273. * Returns the string "GPUParticleSystem"
  119274. * @returns a string containing the class name
  119275. */
  119276. getClassName(): string;
  119277. private _colorGradientsTexture;
  119278. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  119279. /**
  119280. * Adds a new color gradient
  119281. * @param gradient defines the gradient to use (between 0 and 1)
  119282. * @param color1 defines the color to affect to the specified gradient
  119283. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  119284. * @returns the current particle system
  119285. */
  119286. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  119287. /**
  119288. * Remove a specific color gradient
  119289. * @param gradient defines the gradient to remove
  119290. * @returns the current particle system
  119291. */
  119292. removeColorGradient(gradient: number): GPUParticleSystem;
  119293. private _angularSpeedGradientsTexture;
  119294. private _sizeGradientsTexture;
  119295. private _velocityGradientsTexture;
  119296. private _limitVelocityGradientsTexture;
  119297. private _dragGradientsTexture;
  119298. private _addFactorGradient;
  119299. /**
  119300. * Adds a new size gradient
  119301. * @param gradient defines the gradient to use (between 0 and 1)
  119302. * @param factor defines the size factor to affect to the specified gradient
  119303. * @returns the current particle system
  119304. */
  119305. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  119306. /**
  119307. * Remove a specific size gradient
  119308. * @param gradient defines the gradient to remove
  119309. * @returns the current particle system
  119310. */
  119311. removeSizeGradient(gradient: number): GPUParticleSystem;
  119312. /**
  119313. * Adds a new angular speed gradient
  119314. * @param gradient defines the gradient to use (between 0 and 1)
  119315. * @param factor defines the angular speed to affect to the specified gradient
  119316. * @returns the current particle system
  119317. */
  119318. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  119319. /**
  119320. * Remove a specific angular speed gradient
  119321. * @param gradient defines the gradient to remove
  119322. * @returns the current particle system
  119323. */
  119324. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  119325. /**
  119326. * Adds a new velocity gradient
  119327. * @param gradient defines the gradient to use (between 0 and 1)
  119328. * @param factor defines the velocity to affect to the specified gradient
  119329. * @returns the current particle system
  119330. */
  119331. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  119332. /**
  119333. * Remove a specific velocity gradient
  119334. * @param gradient defines the gradient to remove
  119335. * @returns the current particle system
  119336. */
  119337. removeVelocityGradient(gradient: number): GPUParticleSystem;
  119338. /**
  119339. * Adds a new limit velocity gradient
  119340. * @param gradient defines the gradient to use (between 0 and 1)
  119341. * @param factor defines the limit velocity value to affect to the specified gradient
  119342. * @returns the current particle system
  119343. */
  119344. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  119345. /**
  119346. * Remove a specific limit velocity gradient
  119347. * @param gradient defines the gradient to remove
  119348. * @returns the current particle system
  119349. */
  119350. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  119351. /**
  119352. * Adds a new drag gradient
  119353. * @param gradient defines the gradient to use (between 0 and 1)
  119354. * @param factor defines the drag value to affect to the specified gradient
  119355. * @returns the current particle system
  119356. */
  119357. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  119358. /**
  119359. * Remove a specific drag gradient
  119360. * @param gradient defines the gradient to remove
  119361. * @returns the current particle system
  119362. */
  119363. removeDragGradient(gradient: number): GPUParticleSystem;
  119364. /**
  119365. * Not supported by GPUParticleSystem
  119366. * @param gradient defines the gradient to use (between 0 and 1)
  119367. * @param factor defines the emit rate value to affect to the specified gradient
  119368. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  119369. * @returns the current particle system
  119370. */
  119371. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  119372. /**
  119373. * Not supported by GPUParticleSystem
  119374. * @param gradient defines the gradient to remove
  119375. * @returns the current particle system
  119376. */
  119377. removeEmitRateGradient(gradient: number): IParticleSystem;
  119378. /**
  119379. * Not supported by GPUParticleSystem
  119380. * @param gradient defines the gradient to use (between 0 and 1)
  119381. * @param factor defines the start size value to affect to the specified gradient
  119382. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  119383. * @returns the current particle system
  119384. */
  119385. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  119386. /**
  119387. * Not supported by GPUParticleSystem
  119388. * @param gradient defines the gradient to remove
  119389. * @returns the current particle system
  119390. */
  119391. removeStartSizeGradient(gradient: number): IParticleSystem;
  119392. /**
  119393. * Not supported by GPUParticleSystem
  119394. * @param gradient defines the gradient to use (between 0 and 1)
  119395. * @param min defines the color remap minimal range
  119396. * @param max defines the color remap maximal range
  119397. * @returns the current particle system
  119398. */
  119399. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  119400. /**
  119401. * Not supported by GPUParticleSystem
  119402. * @param gradient defines the gradient to remove
  119403. * @returns the current particle system
  119404. */
  119405. removeColorRemapGradient(): IParticleSystem;
  119406. /**
  119407. * Not supported by GPUParticleSystem
  119408. * @param gradient defines the gradient to use (between 0 and 1)
  119409. * @param min defines the alpha remap minimal range
  119410. * @param max defines the alpha remap maximal range
  119411. * @returns the current particle system
  119412. */
  119413. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  119414. /**
  119415. * Not supported by GPUParticleSystem
  119416. * @param gradient defines the gradient to remove
  119417. * @returns the current particle system
  119418. */
  119419. removeAlphaRemapGradient(): IParticleSystem;
  119420. /**
  119421. * Not supported by GPUParticleSystem
  119422. * @param gradient defines the gradient to use (between 0 and 1)
  119423. * @param color defines the color to affect to the specified gradient
  119424. * @returns the current particle system
  119425. */
  119426. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  119427. /**
  119428. * Not supported by GPUParticleSystem
  119429. * @param gradient defines the gradient to remove
  119430. * @returns the current particle system
  119431. */
  119432. removeRampGradient(): IParticleSystem;
  119433. /**
  119434. * Not supported by GPUParticleSystem
  119435. * @returns the list of ramp gradients
  119436. */
  119437. getRampGradients(): Nullable<Array<Color3Gradient>>;
  119438. /**
  119439. * Not supported by GPUParticleSystem
  119440. * Gets or sets a boolean indicating that ramp gradients must be used
  119441. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  119442. */
  119443. useRampGradients: boolean;
  119444. /**
  119445. * Not supported by GPUParticleSystem
  119446. * @param gradient defines the gradient to use (between 0 and 1)
  119447. * @param factor defines the life time factor to affect to the specified gradient
  119448. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  119449. * @returns the current particle system
  119450. */
  119451. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  119452. /**
  119453. * Not supported by GPUParticleSystem
  119454. * @param gradient defines the gradient to remove
  119455. * @returns the current particle system
  119456. */
  119457. removeLifeTimeGradient(gradient: number): IParticleSystem;
  119458. /**
  119459. * Instantiates a GPU particle system.
  119460. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  119461. * @param name The name of the particle system
  119462. * @param options The options used to create the system
  119463. * @param scene The scene the particle system belongs to
  119464. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  119465. */
  119466. constructor(name: string, options: Partial<{
  119467. capacity: number;
  119468. randomTextureSize: number;
  119469. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  119470. protected _reset(): void;
  119471. private _createUpdateVAO;
  119472. private _createRenderVAO;
  119473. private _initialize;
  119474. /** @hidden */
  119475. _recreateUpdateEffect(): void;
  119476. /** @hidden */
  119477. _recreateRenderEffect(): void;
  119478. /**
  119479. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  119480. * @param preWarm defines if we are in the pre-warmimg phase
  119481. */
  119482. animate(preWarm?: boolean): void;
  119483. private _createFactorGradientTexture;
  119484. private _createSizeGradientTexture;
  119485. private _createAngularSpeedGradientTexture;
  119486. private _createVelocityGradientTexture;
  119487. private _createLimitVelocityGradientTexture;
  119488. private _createDragGradientTexture;
  119489. private _createColorGradientTexture;
  119490. /**
  119491. * Renders the particle system in its current state
  119492. * @param preWarm defines if the system should only update the particles but not render them
  119493. * @returns the current number of particles
  119494. */
  119495. render(preWarm?: boolean): number;
  119496. /**
  119497. * Rebuilds the particle system
  119498. */
  119499. rebuild(): void;
  119500. private _releaseBuffers;
  119501. private _releaseVAOs;
  119502. /**
  119503. * Disposes the particle system and free the associated resources
  119504. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  119505. */
  119506. dispose(disposeTexture?: boolean): void;
  119507. /**
  119508. * Clones the particle system.
  119509. * @param name The name of the cloned object
  119510. * @param newEmitter The new emitter to use
  119511. * @returns the cloned particle system
  119512. */
  119513. clone(name: string, newEmitter: any): GPUParticleSystem;
  119514. /**
  119515. * Serializes the particle system to a JSON object.
  119516. * @returns the JSON object
  119517. */
  119518. serialize(): any;
  119519. /**
  119520. * Parses a JSON object to create a GPU particle system.
  119521. * @param parsedParticleSystem The JSON object to parse
  119522. * @param scene The scene to create the particle system in
  119523. * @param rootUrl The root url to use to load external dependencies like texture
  119524. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  119525. * @returns the parsed GPU particle system
  119526. */
  119527. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  119528. }
  119529. }
  119530. declare module BABYLON {
  119531. /**
  119532. * Represents a set of particle systems working together to create a specific effect
  119533. */
  119534. export class ParticleSystemSet implements IDisposable {
  119535. private _emitterCreationOptions;
  119536. private _emitterNode;
  119537. /**
  119538. * Gets the particle system list
  119539. */
  119540. systems: IParticleSystem[];
  119541. /**
  119542. * Gets the emitter node used with this set
  119543. */
  119544. readonly emitterNode: Nullable<TransformNode>;
  119545. /**
  119546. * Creates a new emitter mesh as a sphere
  119547. * @param options defines the options used to create the sphere
  119548. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  119549. * @param scene defines the hosting scene
  119550. */
  119551. setEmitterAsSphere(options: {
  119552. diameter: number;
  119553. segments: number;
  119554. color: Color3;
  119555. }, renderingGroupId: number, scene: Scene): void;
  119556. /**
  119557. * Starts all particle systems of the set
  119558. * @param emitter defines an optional mesh to use as emitter for the particle systems
  119559. */
  119560. start(emitter?: AbstractMesh): void;
  119561. /**
  119562. * Release all associated resources
  119563. */
  119564. dispose(): void;
  119565. /**
  119566. * Serialize the set into a JSON compatible object
  119567. * @returns a JSON compatible representation of the set
  119568. */
  119569. serialize(): any;
  119570. /**
  119571. * Parse a new ParticleSystemSet from a serialized source
  119572. * @param data defines a JSON compatible representation of the set
  119573. * @param scene defines the hosting scene
  119574. * @param gpu defines if we want GPU particles or CPU particles
  119575. * @returns a new ParticleSystemSet
  119576. */
  119577. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  119578. }
  119579. }
  119580. declare module BABYLON {
  119581. /**
  119582. * This class is made for on one-liner static method to help creating particle system set.
  119583. */
  119584. export class ParticleHelper {
  119585. /**
  119586. * Gets or sets base Assets URL
  119587. */
  119588. static BaseAssetsUrl: string;
  119589. /**
  119590. * Create a default particle system that you can tweak
  119591. * @param emitter defines the emitter to use
  119592. * @param capacity defines the system capacity (default is 500 particles)
  119593. * @param scene defines the hosting scene
  119594. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  119595. * @returns the new Particle system
  119596. */
  119597. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  119598. /**
  119599. * This is the main static method (one-liner) of this helper to create different particle systems
  119600. * @param type This string represents the type to the particle system to create
  119601. * @param scene The scene where the particle system should live
  119602. * @param gpu If the system will use gpu
  119603. * @returns the ParticleSystemSet created
  119604. */
  119605. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  119606. /**
  119607. * Static function used to export a particle system to a ParticleSystemSet variable.
  119608. * Please note that the emitter shape is not exported
  119609. * @param systems defines the particle systems to export
  119610. * @returns the created particle system set
  119611. */
  119612. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  119613. }
  119614. }
  119615. declare module BABYLON {
  119616. interface Engine {
  119617. /**
  119618. * Create an effect to use with particle systems.
  119619. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  119620. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  119621. * @param uniformsNames defines a list of attribute names
  119622. * @param samplers defines an array of string used to represent textures
  119623. * @param defines defines the string containing the defines to use to compile the shaders
  119624. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  119625. * @param onCompiled defines a function to call when the effect creation is successful
  119626. * @param onError defines a function to call when the effect creation has failed
  119627. * @returns the new Effect
  119628. */
  119629. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  119630. }
  119631. interface Mesh {
  119632. /**
  119633. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  119634. * @returns an array of IParticleSystem
  119635. */
  119636. getEmittedParticleSystems(): IParticleSystem[];
  119637. /**
  119638. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  119639. * @returns an array of IParticleSystem
  119640. */
  119641. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  119642. }
  119643. /**
  119644. * @hidden
  119645. */
  119646. export var _IDoNeedToBeInTheBuild: number;
  119647. }
  119648. declare module BABYLON {
  119649. interface Scene {
  119650. /** @hidden (Backing field) */
  119651. _physicsEngine: Nullable<IPhysicsEngine>;
  119652. /**
  119653. * Gets the current physics engine
  119654. * @returns a IPhysicsEngine or null if none attached
  119655. */
  119656. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  119657. /**
  119658. * Enables physics to the current scene
  119659. * @param gravity defines the scene's gravity for the physics engine
  119660. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  119661. * @return a boolean indicating if the physics engine was initialized
  119662. */
  119663. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  119664. /**
  119665. * Disables and disposes the physics engine associated with the scene
  119666. */
  119667. disablePhysicsEngine(): void;
  119668. /**
  119669. * Gets a boolean indicating if there is an active physics engine
  119670. * @returns a boolean indicating if there is an active physics engine
  119671. */
  119672. isPhysicsEnabled(): boolean;
  119673. /**
  119674. * Deletes a physics compound impostor
  119675. * @param compound defines the compound to delete
  119676. */
  119677. deleteCompoundImpostor(compound: any): void;
  119678. /**
  119679. * An event triggered when physic simulation is about to be run
  119680. */
  119681. onBeforePhysicsObservable: Observable<Scene>;
  119682. /**
  119683. * An event triggered when physic simulation has been done
  119684. */
  119685. onAfterPhysicsObservable: Observable<Scene>;
  119686. }
  119687. interface AbstractMesh {
  119688. /** @hidden */
  119689. _physicsImpostor: Nullable<PhysicsImpostor>;
  119690. /**
  119691. * Gets or sets impostor used for physic simulation
  119692. * @see http://doc.babylonjs.com/features/physics_engine
  119693. */
  119694. physicsImpostor: Nullable<PhysicsImpostor>;
  119695. /**
  119696. * Gets the current physics impostor
  119697. * @see http://doc.babylonjs.com/features/physics_engine
  119698. * @returns a physics impostor or null
  119699. */
  119700. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  119701. /** Apply a physic impulse to the mesh
  119702. * @param force defines the force to apply
  119703. * @param contactPoint defines where to apply the force
  119704. * @returns the current mesh
  119705. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  119706. */
  119707. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  119708. /**
  119709. * Creates a physic joint between two meshes
  119710. * @param otherMesh defines the other mesh to use
  119711. * @param pivot1 defines the pivot to use on this mesh
  119712. * @param pivot2 defines the pivot to use on the other mesh
  119713. * @param options defines additional options (can be plugin dependent)
  119714. * @returns the current mesh
  119715. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  119716. */
  119717. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  119718. /** @hidden */
  119719. _disposePhysicsObserver: Nullable<Observer<Node>>;
  119720. }
  119721. /**
  119722. * Defines the physics engine scene component responsible to manage a physics engine
  119723. */
  119724. export class PhysicsEngineSceneComponent implements ISceneComponent {
  119725. /**
  119726. * The component name helpful to identify the component in the list of scene components.
  119727. */
  119728. readonly name: string;
  119729. /**
  119730. * The scene the component belongs to.
  119731. */
  119732. scene: Scene;
  119733. /**
  119734. * Creates a new instance of the component for the given scene
  119735. * @param scene Defines the scene to register the component in
  119736. */
  119737. constructor(scene: Scene);
  119738. /**
  119739. * Registers the component in a given scene
  119740. */
  119741. register(): void;
  119742. /**
  119743. * Rebuilds the elements related to this component in case of
  119744. * context lost for instance.
  119745. */
  119746. rebuild(): void;
  119747. /**
  119748. * Disposes the component and the associated ressources
  119749. */
  119750. dispose(): void;
  119751. }
  119752. }
  119753. declare module BABYLON {
  119754. /**
  119755. * A helper for physics simulations
  119756. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119757. */
  119758. export class PhysicsHelper {
  119759. private _scene;
  119760. private _physicsEngine;
  119761. /**
  119762. * Initializes the Physics helper
  119763. * @param scene Babylon.js scene
  119764. */
  119765. constructor(scene: Scene);
  119766. /**
  119767. * Applies a radial explosion impulse
  119768. * @param origin the origin of the explosion
  119769. * @param radiusOrEventOptions the radius or the options of radial explosion
  119770. * @param strength the explosion strength
  119771. * @param falloff possible options: Constant & Linear. Defaults to Constant
  119772. * @returns A physics radial explosion event, or null
  119773. */
  119774. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  119775. /**
  119776. * Applies a radial explosion force
  119777. * @param origin the origin of the explosion
  119778. * @param radiusOrEventOptions the radius or the options of radial explosion
  119779. * @param strength the explosion strength
  119780. * @param falloff possible options: Constant & Linear. Defaults to Constant
  119781. * @returns A physics radial explosion event, or null
  119782. */
  119783. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  119784. /**
  119785. * Creates a gravitational field
  119786. * @param origin the origin of the explosion
  119787. * @param radiusOrEventOptions the radius or the options of radial explosion
  119788. * @param strength the explosion strength
  119789. * @param falloff possible options: Constant & Linear. Defaults to Constant
  119790. * @returns A physics gravitational field event, or null
  119791. */
  119792. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  119793. /**
  119794. * Creates a physics updraft event
  119795. * @param origin the origin of the updraft
  119796. * @param radiusOrEventOptions the radius or the options of the updraft
  119797. * @param strength the strength of the updraft
  119798. * @param height the height of the updraft
  119799. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  119800. * @returns A physics updraft event, or null
  119801. */
  119802. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  119803. /**
  119804. * Creates a physics vortex event
  119805. * @param origin the of the vortex
  119806. * @param radiusOrEventOptions the radius or the options of the vortex
  119807. * @param strength the strength of the vortex
  119808. * @param height the height of the vortex
  119809. * @returns a Physics vortex event, or null
  119810. * A physics vortex event or null
  119811. */
  119812. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  119813. }
  119814. /**
  119815. * Represents a physics radial explosion event
  119816. */
  119817. class PhysicsRadialExplosionEvent {
  119818. private _scene;
  119819. private _options;
  119820. private _sphere;
  119821. private _dataFetched;
  119822. /**
  119823. * Initializes a radial explosioin event
  119824. * @param _scene BabylonJS scene
  119825. * @param _options The options for the vortex event
  119826. */
  119827. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  119828. /**
  119829. * Returns the data related to the radial explosion event (sphere).
  119830. * @returns The radial explosion event data
  119831. */
  119832. getData(): PhysicsRadialExplosionEventData;
  119833. /**
  119834. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  119835. * @param impostor A physics imposter
  119836. * @param origin the origin of the explosion
  119837. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  119838. */
  119839. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  119840. /**
  119841. * Triggers affecterd impostors callbacks
  119842. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  119843. */
  119844. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  119845. /**
  119846. * Disposes the sphere.
  119847. * @param force Specifies if the sphere should be disposed by force
  119848. */
  119849. dispose(force?: boolean): void;
  119850. /*** Helpers ***/
  119851. private _prepareSphere;
  119852. private _intersectsWithSphere;
  119853. }
  119854. /**
  119855. * Represents a gravitational field event
  119856. */
  119857. class PhysicsGravitationalFieldEvent {
  119858. private _physicsHelper;
  119859. private _scene;
  119860. private _origin;
  119861. private _options;
  119862. private _tickCallback;
  119863. private _sphere;
  119864. private _dataFetched;
  119865. /**
  119866. * Initializes the physics gravitational field event
  119867. * @param _physicsHelper A physics helper
  119868. * @param _scene BabylonJS scene
  119869. * @param _origin The origin position of the gravitational field event
  119870. * @param _options The options for the vortex event
  119871. */
  119872. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  119873. /**
  119874. * Returns the data related to the gravitational field event (sphere).
  119875. * @returns A gravitational field event
  119876. */
  119877. getData(): PhysicsGravitationalFieldEventData;
  119878. /**
  119879. * Enables the gravitational field.
  119880. */
  119881. enable(): void;
  119882. /**
  119883. * Disables the gravitational field.
  119884. */
  119885. disable(): void;
  119886. /**
  119887. * Disposes the sphere.
  119888. * @param force The force to dispose from the gravitational field event
  119889. */
  119890. dispose(force?: boolean): void;
  119891. private _tick;
  119892. }
  119893. /**
  119894. * Represents a physics updraft event
  119895. */
  119896. class PhysicsUpdraftEvent {
  119897. private _scene;
  119898. private _origin;
  119899. private _options;
  119900. private _physicsEngine;
  119901. private _originTop;
  119902. private _originDirection;
  119903. private _tickCallback;
  119904. private _cylinder;
  119905. private _cylinderPosition;
  119906. private _dataFetched;
  119907. /**
  119908. * Initializes the physics updraft event
  119909. * @param _scene BabylonJS scene
  119910. * @param _origin The origin position of the updraft
  119911. * @param _options The options for the updraft event
  119912. */
  119913. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  119914. /**
  119915. * Returns the data related to the updraft event (cylinder).
  119916. * @returns A physics updraft event
  119917. */
  119918. getData(): PhysicsUpdraftEventData;
  119919. /**
  119920. * Enables the updraft.
  119921. */
  119922. enable(): void;
  119923. /**
  119924. * Disables the updraft.
  119925. */
  119926. disable(): void;
  119927. /**
  119928. * Disposes the cylinder.
  119929. * @param force Specifies if the updraft should be disposed by force
  119930. */
  119931. dispose(force?: boolean): void;
  119932. private getImpostorHitData;
  119933. private _tick;
  119934. /*** Helpers ***/
  119935. private _prepareCylinder;
  119936. private _intersectsWithCylinder;
  119937. }
  119938. /**
  119939. * Represents a physics vortex event
  119940. */
  119941. class PhysicsVortexEvent {
  119942. private _scene;
  119943. private _origin;
  119944. private _options;
  119945. private _physicsEngine;
  119946. private _originTop;
  119947. private _tickCallback;
  119948. private _cylinder;
  119949. private _cylinderPosition;
  119950. private _dataFetched;
  119951. /**
  119952. * Initializes the physics vortex event
  119953. * @param _scene The BabylonJS scene
  119954. * @param _origin The origin position of the vortex
  119955. * @param _options The options for the vortex event
  119956. */
  119957. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  119958. /**
  119959. * Returns the data related to the vortex event (cylinder).
  119960. * @returns The physics vortex event data
  119961. */
  119962. getData(): PhysicsVortexEventData;
  119963. /**
  119964. * Enables the vortex.
  119965. */
  119966. enable(): void;
  119967. /**
  119968. * Disables the cortex.
  119969. */
  119970. disable(): void;
  119971. /**
  119972. * Disposes the sphere.
  119973. * @param force
  119974. */
  119975. dispose(force?: boolean): void;
  119976. private getImpostorHitData;
  119977. private _tick;
  119978. /*** Helpers ***/
  119979. private _prepareCylinder;
  119980. private _intersectsWithCylinder;
  119981. }
  119982. /**
  119983. * Options fot the radial explosion event
  119984. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119985. */
  119986. export class PhysicsRadialExplosionEventOptions {
  119987. /**
  119988. * The radius of the sphere for the radial explosion.
  119989. */
  119990. radius: number;
  119991. /**
  119992. * The strenth of the explosion.
  119993. */
  119994. strength: number;
  119995. /**
  119996. * The strenght of the force in correspondence to the distance of the affected object
  119997. */
  119998. falloff: PhysicsRadialImpulseFalloff;
  119999. /**
  120000. * Sphere options for the radial explosion.
  120001. */
  120002. sphere: {
  120003. segments: number;
  120004. diameter: number;
  120005. };
  120006. /**
  120007. * Sphere options for the radial explosion.
  120008. */
  120009. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  120010. }
  120011. /**
  120012. * Options fot the updraft event
  120013. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120014. */
  120015. export class PhysicsUpdraftEventOptions {
  120016. /**
  120017. * The radius of the cylinder for the vortex
  120018. */
  120019. radius: number;
  120020. /**
  120021. * The strenth of the updraft.
  120022. */
  120023. strength: number;
  120024. /**
  120025. * The height of the cylinder for the updraft.
  120026. */
  120027. height: number;
  120028. /**
  120029. * The mode for the the updraft.
  120030. */
  120031. updraftMode: PhysicsUpdraftMode;
  120032. }
  120033. /**
  120034. * Options fot the vortex event
  120035. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120036. */
  120037. export class PhysicsVortexEventOptions {
  120038. /**
  120039. * The radius of the cylinder for the vortex
  120040. */
  120041. radius: number;
  120042. /**
  120043. * The strenth of the vortex.
  120044. */
  120045. strength: number;
  120046. /**
  120047. * The height of the cylinder for the vortex.
  120048. */
  120049. height: number;
  120050. /**
  120051. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  120052. */
  120053. centripetalForceThreshold: number;
  120054. /**
  120055. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  120056. */
  120057. centripetalForceMultiplier: number;
  120058. /**
  120059. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  120060. */
  120061. centrifugalForceMultiplier: number;
  120062. /**
  120063. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  120064. */
  120065. updraftForceMultiplier: number;
  120066. }
  120067. /**
  120068. * The strenght of the force in correspondence to the distance of the affected object
  120069. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120070. */
  120071. export enum PhysicsRadialImpulseFalloff {
  120072. /** Defines that impulse is constant in strength across it's whole radius */
  120073. Constant = 0,
  120074. /** Defines that impulse gets weaker if it's further from the origin */
  120075. Linear = 1
  120076. }
  120077. /**
  120078. * The strength of the force in correspondence to the distance of the affected object
  120079. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120080. */
  120081. export enum PhysicsUpdraftMode {
  120082. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  120083. Center = 0,
  120084. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  120085. Perpendicular = 1
  120086. }
  120087. /**
  120088. * Interface for a physics hit data
  120089. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120090. */
  120091. export interface PhysicsHitData {
  120092. /**
  120093. * The force applied at the contact point
  120094. */
  120095. force: Vector3;
  120096. /**
  120097. * The contact point
  120098. */
  120099. contactPoint: Vector3;
  120100. /**
  120101. * The distance from the origin to the contact point
  120102. */
  120103. distanceFromOrigin: number;
  120104. }
  120105. /**
  120106. * Interface for radial explosion event data
  120107. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120108. */
  120109. export interface PhysicsRadialExplosionEventData {
  120110. /**
  120111. * A sphere used for the radial explosion event
  120112. */
  120113. sphere: Mesh;
  120114. }
  120115. /**
  120116. * Interface for gravitational field event data
  120117. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120118. */
  120119. export interface PhysicsGravitationalFieldEventData {
  120120. /**
  120121. * A sphere mesh used for the gravitational field event
  120122. */
  120123. sphere: Mesh;
  120124. }
  120125. /**
  120126. * Interface for updraft event data
  120127. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120128. */
  120129. export interface PhysicsUpdraftEventData {
  120130. /**
  120131. * A cylinder used for the updraft event
  120132. */
  120133. cylinder: Mesh;
  120134. }
  120135. /**
  120136. * Interface for vortex event data
  120137. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120138. */
  120139. export interface PhysicsVortexEventData {
  120140. /**
  120141. * A cylinder used for the vortex event
  120142. */
  120143. cylinder: Mesh;
  120144. }
  120145. /**
  120146. * Interface for an affected physics impostor
  120147. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120148. */
  120149. export interface PhysicsAffectedImpostorWithData {
  120150. /**
  120151. * The impostor affected by the effect
  120152. */
  120153. impostor: PhysicsImpostor;
  120154. /**
  120155. * The data about the hit/horce from the explosion
  120156. */
  120157. hitData: PhysicsHitData;
  120158. }
  120159. }
  120160. declare module BABYLON {
  120161. /** @hidden */
  120162. export var blackAndWhitePixelShader: {
  120163. name: string;
  120164. shader: string;
  120165. };
  120166. }
  120167. declare module BABYLON {
  120168. /**
  120169. * Post process used to render in black and white
  120170. */
  120171. export class BlackAndWhitePostProcess extends PostProcess {
  120172. /**
  120173. * Linear about to convert he result to black and white (default: 1)
  120174. */
  120175. degree: number;
  120176. /**
  120177. * Creates a black and white post process
  120178. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  120179. * @param name The name of the effect.
  120180. * @param options The required width/height ratio to downsize to before computing the render pass.
  120181. * @param camera The camera to apply the render pass to.
  120182. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120183. * @param engine The engine which the post process will be applied. (default: current engine)
  120184. * @param reusable If the post process can be reused on the same frame. (default: false)
  120185. */
  120186. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  120187. }
  120188. }
  120189. declare module BABYLON {
  120190. /**
  120191. * This represents a set of one or more post processes in Babylon.
  120192. * A post process can be used to apply a shader to a texture after it is rendered.
  120193. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  120194. */
  120195. export class PostProcessRenderEffect {
  120196. private _postProcesses;
  120197. private _getPostProcesses;
  120198. private _singleInstance;
  120199. private _cameras;
  120200. private _indicesForCamera;
  120201. /**
  120202. * Name of the effect
  120203. * @hidden
  120204. */
  120205. _name: string;
  120206. /**
  120207. * Instantiates a post process render effect.
  120208. * A post process can be used to apply a shader to a texture after it is rendered.
  120209. * @param engine The engine the effect is tied to
  120210. * @param name The name of the effect
  120211. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  120212. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  120213. */
  120214. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  120215. /**
  120216. * Checks if all the post processes in the effect are supported.
  120217. */
  120218. readonly isSupported: boolean;
  120219. /**
  120220. * Updates the current state of the effect
  120221. * @hidden
  120222. */
  120223. _update(): void;
  120224. /**
  120225. * Attaches the effect on cameras
  120226. * @param cameras The camera to attach to.
  120227. * @hidden
  120228. */
  120229. _attachCameras(cameras: Camera): void;
  120230. /**
  120231. * Attaches the effect on cameras
  120232. * @param cameras The camera to attach to.
  120233. * @hidden
  120234. */
  120235. _attachCameras(cameras: Camera[]): void;
  120236. /**
  120237. * Detaches the effect on cameras
  120238. * @param cameras The camera to detatch from.
  120239. * @hidden
  120240. */
  120241. _detachCameras(cameras: Camera): void;
  120242. /**
  120243. * Detatches the effect on cameras
  120244. * @param cameras The camera to detatch from.
  120245. * @hidden
  120246. */
  120247. _detachCameras(cameras: Camera[]): void;
  120248. /**
  120249. * Enables the effect on given cameras
  120250. * @param cameras The camera to enable.
  120251. * @hidden
  120252. */
  120253. _enable(cameras: Camera): void;
  120254. /**
  120255. * Enables the effect on given cameras
  120256. * @param cameras The camera to enable.
  120257. * @hidden
  120258. */
  120259. _enable(cameras: Nullable<Camera[]>): void;
  120260. /**
  120261. * Disables the effect on the given cameras
  120262. * @param cameras The camera to disable.
  120263. * @hidden
  120264. */
  120265. _disable(cameras: Camera): void;
  120266. /**
  120267. * Disables the effect on the given cameras
  120268. * @param cameras The camera to disable.
  120269. * @hidden
  120270. */
  120271. _disable(cameras: Nullable<Camera[]>): void;
  120272. /**
  120273. * Gets a list of the post processes contained in the effect.
  120274. * @param camera The camera to get the post processes on.
  120275. * @returns The list of the post processes in the effect.
  120276. */
  120277. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  120278. }
  120279. }
  120280. declare module BABYLON {
  120281. /** @hidden */
  120282. export var extractHighlightsPixelShader: {
  120283. name: string;
  120284. shader: string;
  120285. };
  120286. }
  120287. declare module BABYLON {
  120288. /**
  120289. * The extract highlights post process sets all pixels to black except pixels above the specified luminance threshold. Used as the first step for a bloom effect.
  120290. */
  120291. export class ExtractHighlightsPostProcess extends PostProcess {
  120292. /**
  120293. * The luminance threshold, pixels below this value will be set to black.
  120294. */
  120295. threshold: number;
  120296. /** @hidden */
  120297. _exposure: number;
  120298. /**
  120299. * Post process which has the input texture to be used when performing highlight extraction
  120300. * @hidden
  120301. */
  120302. _inputPostProcess: Nullable<PostProcess>;
  120303. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120304. }
  120305. }
  120306. declare module BABYLON {
  120307. /** @hidden */
  120308. export var bloomMergePixelShader: {
  120309. name: string;
  120310. shader: string;
  120311. };
  120312. }
  120313. declare module BABYLON {
  120314. /**
  120315. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  120316. */
  120317. export class BloomMergePostProcess extends PostProcess {
  120318. /** Weight of the bloom to be added to the original input. */
  120319. weight: number;
  120320. /**
  120321. * Creates a new instance of @see BloomMergePostProcess
  120322. * @param name The name of the effect.
  120323. * @param originalFromInput Post process which's input will be used for the merge.
  120324. * @param blurred Blurred highlights post process which's output will be used.
  120325. * @param weight Weight of the bloom to be added to the original input.
  120326. * @param options The required width/height ratio to downsize to before computing the render pass.
  120327. * @param camera The camera to apply the render pass to.
  120328. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120329. * @param engine The engine which the post process will be applied. (default: current engine)
  120330. * @param reusable If the post process can be reused on the same frame. (default: false)
  120331. * @param textureType Type of textures used when performing the post process. (default: 0)
  120332. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  120333. */
  120334. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  120335. /** Weight of the bloom to be added to the original input. */
  120336. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120337. }
  120338. }
  120339. declare module BABYLON {
  120340. /**
  120341. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  120342. */
  120343. export class BloomEffect extends PostProcessRenderEffect {
  120344. private bloomScale;
  120345. /**
  120346. * @hidden Internal
  120347. */
  120348. _effects: Array<PostProcess>;
  120349. /**
  120350. * @hidden Internal
  120351. */
  120352. _downscale: ExtractHighlightsPostProcess;
  120353. private _blurX;
  120354. private _blurY;
  120355. private _merge;
  120356. /**
  120357. * The luminance threshold to find bright areas of the image to bloom.
  120358. */
  120359. threshold: number;
  120360. /**
  120361. * The strength of the bloom.
  120362. */
  120363. weight: number;
  120364. /**
  120365. * Specifies the size of the bloom blur kernel, relative to the final output size
  120366. */
  120367. kernel: number;
  120368. /**
  120369. * Creates a new instance of @see BloomEffect
  120370. * @param scene The scene the effect belongs to.
  120371. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  120372. * @param bloomKernel The size of the kernel to be used when applying the blur.
  120373. * @param bloomWeight The the strength of bloom.
  120374. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  120375. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  120376. */
  120377. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  120378. /**
  120379. * Disposes each of the internal effects for a given camera.
  120380. * @param camera The camera to dispose the effect on.
  120381. */
  120382. disposeEffects(camera: Camera): void;
  120383. /**
  120384. * @hidden Internal
  120385. */
  120386. _updateEffects(): void;
  120387. /**
  120388. * Internal
  120389. * @returns if all the contained post processes are ready.
  120390. * @hidden
  120391. */
  120392. _isReady(): boolean;
  120393. }
  120394. }
  120395. declare module BABYLON {
  120396. /** @hidden */
  120397. export var chromaticAberrationPixelShader: {
  120398. name: string;
  120399. shader: string;
  120400. };
  120401. }
  120402. declare module BABYLON {
  120403. /**
  120404. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  120405. */
  120406. export class ChromaticAberrationPostProcess extends PostProcess {
  120407. /**
  120408. * The amount of seperation of rgb channels (default: 30)
  120409. */
  120410. aberrationAmount: number;
  120411. /**
  120412. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  120413. */
  120414. radialIntensity: number;
  120415. /**
  120416. * The normilized direction in which the rgb channels should be seperated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))
  120417. */
  120418. direction: Vector2;
  120419. /**
  120420. * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corder] (default: Vector2(0.5 ,0.5))
  120421. */
  120422. centerPosition: Vector2;
  120423. /**
  120424. * Creates a new instance ChromaticAberrationPostProcess
  120425. * @param name The name of the effect.
  120426. * @param screenWidth The width of the screen to apply the effect on.
  120427. * @param screenHeight The height of the screen to apply the effect on.
  120428. * @param options The required width/height ratio to downsize to before computing the render pass.
  120429. * @param camera The camera to apply the render pass to.
  120430. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120431. * @param engine The engine which the post process will be applied. (default: current engine)
  120432. * @param reusable If the post process can be reused on the same frame. (default: false)
  120433. * @param textureType Type of textures used when performing the post process. (default: 0)
  120434. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  120435. */
  120436. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120437. }
  120438. }
  120439. declare module BABYLON {
  120440. /** @hidden */
  120441. export var circleOfConfusionPixelShader: {
  120442. name: string;
  120443. shader: string;
  120444. };
  120445. }
  120446. declare module BABYLON {
  120447. /**
  120448. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  120449. */
  120450. export class CircleOfConfusionPostProcess extends PostProcess {
  120451. /**
  120452. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  120453. */
  120454. lensSize: number;
  120455. /**
  120456. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  120457. */
  120458. fStop: number;
  120459. /**
  120460. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  120461. */
  120462. focusDistance: number;
  120463. /**
  120464. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  120465. */
  120466. focalLength: number;
  120467. private _depthTexture;
  120468. /**
  120469. * Creates a new instance CircleOfConfusionPostProcess
  120470. * @param name The name of the effect.
  120471. * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.
  120472. * @param options The required width/height ratio to downsize to before computing the render pass.
  120473. * @param camera The camera to apply the render pass to.
  120474. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120475. * @param engine The engine which the post process will be applied. (default: current engine)
  120476. * @param reusable If the post process can be reused on the same frame. (default: false)
  120477. * @param textureType Type of textures used when performing the post process. (default: 0)
  120478. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  120479. */
  120480. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120481. /**
  120482. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  120483. */
  120484. depthTexture: RenderTargetTexture;
  120485. }
  120486. }
  120487. declare module BABYLON {
  120488. /** @hidden */
  120489. export var colorCorrectionPixelShader: {
  120490. name: string;
  120491. shader: string;
  120492. };
  120493. }
  120494. declare module BABYLON {
  120495. /**
  120496. *
  120497. * This post-process allows the modification of rendered colors by using
  120498. * a 'look-up table' (LUT). This effect is also called Color Grading.
  120499. *
  120500. * The object needs to be provided an url to a texture containing the color
  120501. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  120502. * Use an image editing software to tweak the LUT to match your needs.
  120503. *
  120504. * For an example of a color LUT, see here:
  120505. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  120506. * For explanations on color grading, see here:
  120507. * @see http://udn.epicgames.com/Three/ColorGrading.html
  120508. *
  120509. */
  120510. export class ColorCorrectionPostProcess extends PostProcess {
  120511. private _colorTableTexture;
  120512. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  120513. }
  120514. }
  120515. declare module BABYLON {
  120516. /** @hidden */
  120517. export var convolutionPixelShader: {
  120518. name: string;
  120519. shader: string;
  120520. };
  120521. }
  120522. declare module BABYLON {
  120523. /**
  120524. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  120525. * input texture to perform effects such as edge detection or sharpening
  120526. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  120527. */
  120528. export class ConvolutionPostProcess extends PostProcess {
  120529. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  120530. kernel: number[];
  120531. /**
  120532. * Creates a new instance ConvolutionPostProcess
  120533. * @param name The name of the effect.
  120534. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  120535. * @param options The required width/height ratio to downsize to before computing the render pass.
  120536. * @param camera The camera to apply the render pass to.
  120537. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120538. * @param engine The engine which the post process will be applied. (default: current engine)
  120539. * @param reusable If the post process can be reused on the same frame. (default: false)
  120540. * @param textureType Type of textures used when performing the post process. (default: 0)
  120541. */
  120542. constructor(name: string,
  120543. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  120544. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  120545. /**
  120546. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120547. */
  120548. static EdgeDetect0Kernel: number[];
  120549. /**
  120550. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120551. */
  120552. static EdgeDetect1Kernel: number[];
  120553. /**
  120554. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120555. */
  120556. static EdgeDetect2Kernel: number[];
  120557. /**
  120558. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120559. */
  120560. static SharpenKernel: number[];
  120561. /**
  120562. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120563. */
  120564. static EmbossKernel: number[];
  120565. /**
  120566. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120567. */
  120568. static GaussianKernel: number[];
  120569. }
  120570. }
  120571. declare module BABYLON {
  120572. /**
  120573. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  120574. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  120575. * based on samples that have a large difference in distance than the center pixel.
  120576. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  120577. */
  120578. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  120579. direction: Vector2;
  120580. /**
  120581. * Creates a new instance CircleOfConfusionPostProcess
  120582. * @param name The name of the effect.
  120583. * @param scene The scene the effect belongs to.
  120584. * @param direction The direction the blur should be applied.
  120585. * @param kernel The size of the kernel used to blur.
  120586. * @param options The required width/height ratio to downsize to before computing the render pass.
  120587. * @param camera The camera to apply the render pass to.
  120588. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  120589. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  120590. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120591. * @param engine The engine which the post process will be applied. (default: current engine)
  120592. * @param reusable If the post process can be reused on the same frame. (default: false)
  120593. * @param textureType Type of textures used when performing the post process. (default: 0)
  120594. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  120595. */
  120596. constructor(name: string, scene: Scene, direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, circleOfConfusion: PostProcess, imageToBlur?: Nullable<PostProcess>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120597. }
  120598. }
  120599. declare module BABYLON {
  120600. /** @hidden */
  120601. export var depthOfFieldMergePixelShader: {
  120602. name: string;
  120603. shader: string;
  120604. };
  120605. }
  120606. declare module BABYLON {
  120607. /**
  120608. * Options to be set when merging outputs from the default pipeline.
  120609. */
  120610. export class DepthOfFieldMergePostProcessOptions {
  120611. /**
  120612. * The original image to merge on top of
  120613. */
  120614. originalFromInput: PostProcess;
  120615. /**
  120616. * Parameters to perform the merge of the depth of field effect
  120617. */
  120618. depthOfField?: {
  120619. circleOfConfusion: PostProcess;
  120620. blurSteps: Array<PostProcess>;
  120621. };
  120622. /**
  120623. * Parameters to perform the merge of bloom effect
  120624. */
  120625. bloom?: {
  120626. blurred: PostProcess;
  120627. weight: number;
  120628. };
  120629. }
  120630. /**
  120631. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  120632. */
  120633. export class DepthOfFieldMergePostProcess extends PostProcess {
  120634. private blurSteps;
  120635. /**
  120636. * Creates a new instance of DepthOfFieldMergePostProcess
  120637. * @param name The name of the effect.
  120638. * @param originalFromInput Post process which's input will be used for the merge.
  120639. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  120640. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  120641. * @param options The required width/height ratio to downsize to before computing the render pass.
  120642. * @param camera The camera to apply the render pass to.
  120643. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120644. * @param engine The engine which the post process will be applied. (default: current engine)
  120645. * @param reusable If the post process can be reused on the same frame. (default: false)
  120646. * @param textureType Type of textures used when performing the post process. (default: 0)
  120647. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  120648. */
  120649. constructor(name: string, originalFromInput: PostProcess, circleOfConfusion: PostProcess, blurSteps: Array<PostProcess>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120650. /**
  120651. * Updates the effect with the current post process compile time values and recompiles the shader.
  120652. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  120653. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  120654. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  120655. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  120656. * @param onCompiled Called when the shader has been compiled.
  120657. * @param onError Called if there is an error when compiling a shader.
  120658. */
  120659. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  120660. }
  120661. }
  120662. declare module BABYLON {
  120663. /**
  120664. * Specifies the level of max blur that should be applied when using the depth of field effect
  120665. */
  120666. export enum DepthOfFieldEffectBlurLevel {
  120667. /**
  120668. * Subtle blur
  120669. */
  120670. Low = 0,
  120671. /**
  120672. * Medium blur
  120673. */
  120674. Medium = 1,
  120675. /**
  120676. * Large blur
  120677. */
  120678. High = 2
  120679. }
  120680. /**
  120681. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  120682. */
  120683. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  120684. private _circleOfConfusion;
  120685. /**
  120686. * @hidden Internal, blurs from high to low
  120687. */
  120688. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  120689. private _depthOfFieldBlurY;
  120690. private _dofMerge;
  120691. /**
  120692. * @hidden Internal post processes in depth of field effect
  120693. */
  120694. _effects: Array<PostProcess>;
  120695. /**
  120696. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  120697. */
  120698. focalLength: number;
  120699. /**
  120700. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  120701. */
  120702. fStop: number;
  120703. /**
  120704. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  120705. */
  120706. focusDistance: number;
  120707. /**
  120708. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  120709. */
  120710. lensSize: number;
  120711. /**
  120712. * Creates a new instance DepthOfFieldEffect
  120713. * @param scene The scene the effect belongs to.
  120714. * @param depthTexture The depth texture of the scene to compute the circle of confusion.This must be set in order for this to function but may be set after initialization if needed.
  120715. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  120716. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  120717. */
  120718. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  120719. /**
  120720. * Get the current class name of the current effet
  120721. * @returns "DepthOfFieldEffect"
  120722. */
  120723. getClassName(): string;
  120724. /**
  120725. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  120726. */
  120727. depthTexture: RenderTargetTexture;
  120728. /**
  120729. * Disposes each of the internal effects for a given camera.
  120730. * @param camera The camera to dispose the effect on.
  120731. */
  120732. disposeEffects(camera: Camera): void;
  120733. /**
  120734. * @hidden Internal
  120735. */
  120736. _updateEffects(): void;
  120737. /**
  120738. * Internal
  120739. * @returns if all the contained post processes are ready.
  120740. * @hidden
  120741. */
  120742. _isReady(): boolean;
  120743. }
  120744. }
  120745. declare module BABYLON {
  120746. /** @hidden */
  120747. export var displayPassPixelShader: {
  120748. name: string;
  120749. shader: string;
  120750. };
  120751. }
  120752. declare module BABYLON {
  120753. /**
  120754. * DisplayPassPostProcess which produces an output the same as it's input
  120755. */
  120756. export class DisplayPassPostProcess extends PostProcess {
  120757. /**
  120758. * Creates the DisplayPassPostProcess
  120759. * @param name The name of the effect.
  120760. * @param options The required width/height ratio to downsize to before computing the render pass.
  120761. * @param camera The camera to apply the render pass to.
  120762. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120763. * @param engine The engine which the post process will be applied. (default: current engine)
  120764. * @param reusable If the post process can be reused on the same frame. (default: false)
  120765. */
  120766. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  120767. }
  120768. }
  120769. declare module BABYLON {
  120770. /** @hidden */
  120771. export var filterPixelShader: {
  120772. name: string;
  120773. shader: string;
  120774. };
  120775. }
  120776. declare module BABYLON {
  120777. /**
  120778. * Applies a kernel filter to the image
  120779. */
  120780. export class FilterPostProcess extends PostProcess {
  120781. /** The matrix to be applied to the image */
  120782. kernelMatrix: Matrix;
  120783. /**
  120784. *
  120785. * @param name The name of the effect.
  120786. * @param kernelMatrix The matrix to be applied to the image
  120787. * @param options The required width/height ratio to downsize to before computing the render pass.
  120788. * @param camera The camera to apply the render pass to.
  120789. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120790. * @param engine The engine which the post process will be applied. (default: current engine)
  120791. * @param reusable If the post process can be reused on the same frame. (default: false)
  120792. */
  120793. constructor(name: string,
  120794. /** The matrix to be applied to the image */
  120795. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  120796. }
  120797. }
  120798. declare module BABYLON {
  120799. /** @hidden */
  120800. export var fxaaPixelShader: {
  120801. name: string;
  120802. shader: string;
  120803. };
  120804. }
  120805. declare module BABYLON {
  120806. /** @hidden */
  120807. export var fxaaVertexShader: {
  120808. name: string;
  120809. shader: string;
  120810. };
  120811. }
  120812. declare module BABYLON {
  120813. /**
  120814. * Fxaa post process
  120815. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  120816. */
  120817. export class FxaaPostProcess extends PostProcess {
  120818. /** @hidden */
  120819. texelWidth: number;
  120820. /** @hidden */
  120821. texelHeight: number;
  120822. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  120823. private _getDefines;
  120824. }
  120825. }
  120826. declare module BABYLON {
  120827. /** @hidden */
  120828. export var grainPixelShader: {
  120829. name: string;
  120830. shader: string;
  120831. };
  120832. }
  120833. declare module BABYLON {
  120834. /**
  120835. * The GrainPostProcess adds noise to the image at mid luminance levels
  120836. */
  120837. export class GrainPostProcess extends PostProcess {
  120838. /**
  120839. * The intensity of the grain added (default: 30)
  120840. */
  120841. intensity: number;
  120842. /**
  120843. * If the grain should be randomized on every frame
  120844. */
  120845. animated: boolean;
  120846. /**
  120847. * Creates a new instance of @see GrainPostProcess
  120848. * @param name The name of the effect.
  120849. * @param options The required width/height ratio to downsize to before computing the render pass.
  120850. * @param camera The camera to apply the render pass to.
  120851. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120852. * @param engine The engine which the post process will be applied. (default: current engine)
  120853. * @param reusable If the post process can be reused on the same frame. (default: false)
  120854. * @param textureType Type of textures used when performing the post process. (default: 0)
  120855. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  120856. */
  120857. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120858. }
  120859. }
  120860. declare module BABYLON {
  120861. /** @hidden */
  120862. export var highlightsPixelShader: {
  120863. name: string;
  120864. shader: string;
  120865. };
  120866. }
  120867. declare module BABYLON {
  120868. /**
  120869. * Extracts highlights from the image
  120870. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  120871. */
  120872. export class HighlightsPostProcess extends PostProcess {
  120873. /**
  120874. * Extracts highlights from the image
  120875. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  120876. * @param name The name of the effect.
  120877. * @param options The required width/height ratio to downsize to before computing the render pass.
  120878. * @param camera The camera to apply the render pass to.
  120879. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120880. * @param engine The engine which the post process will be applied. (default: current engine)
  120881. * @param reusable If the post process can be reused on the same frame. (default: false)
  120882. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  120883. */
  120884. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  120885. }
  120886. }
  120887. declare module BABYLON {
  120888. /** @hidden */
  120889. export var mrtFragmentDeclaration: {
  120890. name: string;
  120891. shader: string;
  120892. };
  120893. }
  120894. declare module BABYLON {
  120895. /** @hidden */
  120896. export var geometryPixelShader: {
  120897. name: string;
  120898. shader: string;
  120899. };
  120900. }
  120901. declare module BABYLON {
  120902. /** @hidden */
  120903. export var geometryVertexShader: {
  120904. name: string;
  120905. shader: string;
  120906. };
  120907. }
  120908. declare module BABYLON {
  120909. /** @hidden */
  120910. interface ISavedTransformationMatrix {
  120911. world: Matrix;
  120912. viewProjection: Matrix;
  120913. }
  120914. /**
  120915. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  120916. */
  120917. export class GeometryBufferRenderer {
  120918. /**
  120919. * Constant used to retrieve the position texture index in the G-Buffer textures array
  120920. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  120921. */
  120922. static readonly POSITION_TEXTURE_TYPE: number;
  120923. /**
  120924. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  120925. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  120926. */
  120927. static readonly VELOCITY_TEXTURE_TYPE: number;
  120928. /**
  120929. * Dictionary used to store the previous transformation matrices of each rendered mesh
  120930. * in order to compute objects velocities when enableVelocity is set to "true"
  120931. * @hidden
  120932. */
  120933. _previousTransformationMatrices: {
  120934. [index: number]: ISavedTransformationMatrix;
  120935. };
  120936. /**
  120937. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  120938. * in order to compute objects velocities when enableVelocity is set to "true"
  120939. * @hidden
  120940. */
  120941. _previousBonesTransformationMatrices: {
  120942. [index: number]: Float32Array;
  120943. };
  120944. /**
  120945. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  120946. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  120947. */
  120948. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  120949. private _scene;
  120950. private _multiRenderTarget;
  120951. private _ratio;
  120952. private _enablePosition;
  120953. private _enableVelocity;
  120954. private _positionIndex;
  120955. private _velocityIndex;
  120956. protected _effect: Effect;
  120957. protected _cachedDefines: string;
  120958. /**
  120959. * Set the render list (meshes to be rendered) used in the G buffer.
  120960. */
  120961. renderList: Mesh[];
  120962. /**
  120963. * Gets wether or not G buffer are supported by the running hardware.
  120964. * This requires draw buffer supports
  120965. */
  120966. readonly isSupported: boolean;
  120967. /**
  120968. * Returns the index of the given texture type in the G-Buffer textures array
  120969. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  120970. * @returns the index of the given texture type in the G-Buffer textures array
  120971. */
  120972. getTextureIndex(textureType: number): number;
  120973. /**
  120974. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  120975. */
  120976. /**
  120977. * Sets whether or not objects positions are enabled for the G buffer.
  120978. */
  120979. enablePosition: boolean;
  120980. /**
  120981. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  120982. */
  120983. /**
  120984. * Sets wether or not objects velocities are enabled for the G buffer.
  120985. */
  120986. enableVelocity: boolean;
  120987. /**
  120988. * Gets the scene associated with the buffer.
  120989. */
  120990. readonly scene: Scene;
  120991. /**
  120992. * Gets the ratio used by the buffer during its creation.
  120993. * How big is the buffer related to the main canvas.
  120994. */
  120995. readonly ratio: number;
  120996. /** @hidden */
  120997. static _SceneComponentInitialization: (scene: Scene) => void;
  120998. /**
  120999. * Creates a new G Buffer for the scene
  121000. * @param scene The scene the buffer belongs to
  121001. * @param ratio How big is the buffer related to the main canvas.
  121002. */
  121003. constructor(scene: Scene, ratio?: number);
  121004. /**
  121005. * Checks wether everything is ready to render a submesh to the G buffer.
  121006. * @param subMesh the submesh to check readiness for
  121007. * @param useInstances is the mesh drawn using instance or not
  121008. * @returns true if ready otherwise false
  121009. */
  121010. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  121011. /**
  121012. * Gets the current underlying G Buffer.
  121013. * @returns the buffer
  121014. */
  121015. getGBuffer(): MultiRenderTarget;
  121016. /**
  121017. * Gets the number of samples used to render the buffer (anti aliasing).
  121018. */
  121019. /**
  121020. * Sets the number of samples used to render the buffer (anti aliasing).
  121021. */
  121022. samples: number;
  121023. /**
  121024. * Disposes the renderer and frees up associated resources.
  121025. */
  121026. dispose(): void;
  121027. protected _createRenderTargets(): void;
  121028. private _copyBonesTransformationMatrices;
  121029. }
  121030. }
  121031. declare module BABYLON {
  121032. interface Scene {
  121033. /** @hidden (Backing field) */
  121034. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  121035. /**
  121036. * Gets or Sets the current geometry buffer associated to the scene.
  121037. */
  121038. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  121039. /**
  121040. * Enables a GeometryBufferRender and associates it with the scene
  121041. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  121042. * @returns the GeometryBufferRenderer
  121043. */
  121044. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  121045. /**
  121046. * Disables the GeometryBufferRender associated with the scene
  121047. */
  121048. disableGeometryBufferRenderer(): void;
  121049. }
  121050. /**
  121051. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  121052. * in several rendering techniques.
  121053. */
  121054. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  121055. /**
  121056. * The component name helpful to identify the component in the list of scene components.
  121057. */
  121058. readonly name: string;
  121059. /**
  121060. * The scene the component belongs to.
  121061. */
  121062. scene: Scene;
  121063. /**
  121064. * Creates a new instance of the component for the given scene
  121065. * @param scene Defines the scene to register the component in
  121066. */
  121067. constructor(scene: Scene);
  121068. /**
  121069. * Registers the component in a given scene
  121070. */
  121071. register(): void;
  121072. /**
  121073. * Rebuilds the elements related to this component in case of
  121074. * context lost for instance.
  121075. */
  121076. rebuild(): void;
  121077. /**
  121078. * Disposes the component and the associated ressources
  121079. */
  121080. dispose(): void;
  121081. private _gatherRenderTargets;
  121082. }
  121083. }
  121084. declare module BABYLON {
  121085. /** @hidden */
  121086. export var motionBlurPixelShader: {
  121087. name: string;
  121088. shader: string;
  121089. };
  121090. }
  121091. declare module BABYLON {
  121092. /**
  121093. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  121094. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  121095. * As an example, all you have to do is to create the post-process:
  121096. * var mb = new BABYLON.MotionBlurPostProcess(
  121097. * 'mb', // The name of the effect.
  121098. * scene, // The scene containing the objects to blur according to their velocity.
  121099. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  121100. * camera // The camera to apply the render pass to.
  121101. * );
  121102. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  121103. */
  121104. export class MotionBlurPostProcess extends PostProcess {
  121105. /**
  121106. * Defines how much the image is blurred by the movement. Default value is equal to 1
  121107. */
  121108. motionStrength: number;
  121109. /**
  121110. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  121111. */
  121112. /**
  121113. * Sets the number of iterations to be used for motion blur quality
  121114. */
  121115. motionBlurSamples: number;
  121116. private _motionBlurSamples;
  121117. private _geometryBufferRenderer;
  121118. /**
  121119. * Creates a new instance MotionBlurPostProcess
  121120. * @param name The name of the effect.
  121121. * @param scene The scene containing the objects to blur according to their velocity.
  121122. * @param options The required width/height ratio to downsize to before computing the render pass.
  121123. * @param camera The camera to apply the render pass to.
  121124. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121125. * @param engine The engine which the post process will be applied. (default: current engine)
  121126. * @param reusable If the post process can be reused on the same frame. (default: false)
  121127. * @param textureType Type of textures used when performing the post process. (default: 0)
  121128. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  121129. */
  121130. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121131. /**
  121132. * Excludes the given skinned mesh from computing bones velocities.
  121133. * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore.
  121134. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  121135. */
  121136. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  121137. /**
  121138. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  121139. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  121140. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  121141. */
  121142. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  121143. /**
  121144. * Disposes the post process.
  121145. * @param camera The camera to dispose the post process on.
  121146. */
  121147. dispose(camera?: Camera): void;
  121148. }
  121149. }
  121150. declare module BABYLON {
  121151. /** @hidden */
  121152. export var refractionPixelShader: {
  121153. name: string;
  121154. shader: string;
  121155. };
  121156. }
  121157. declare module BABYLON {
  121158. /**
  121159. * Post process which applies a refractin texture
  121160. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  121161. */
  121162. export class RefractionPostProcess extends PostProcess {
  121163. /** the base color of the refraction (used to taint the rendering) */
  121164. color: Color3;
  121165. /** simulated refraction depth */
  121166. depth: number;
  121167. /** the coefficient of the base color (0 to remove base color tainting) */
  121168. colorLevel: number;
  121169. private _refTexture;
  121170. private _ownRefractionTexture;
  121171. /**
  121172. * Gets or sets the refraction texture
  121173. * Please note that you are responsible for disposing the texture if you set it manually
  121174. */
  121175. refractionTexture: Texture;
  121176. /**
  121177. * Initializes the RefractionPostProcess
  121178. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  121179. * @param name The name of the effect.
  121180. * @param refractionTextureUrl Url of the refraction texture to use
  121181. * @param color the base color of the refraction (used to taint the rendering)
  121182. * @param depth simulated refraction depth
  121183. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  121184. * @param camera The camera to apply the render pass to.
  121185. * @param options The required width/height ratio to downsize to before computing the render pass.
  121186. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121187. * @param engine The engine which the post process will be applied. (default: current engine)
  121188. * @param reusable If the post process can be reused on the same frame. (default: false)
  121189. */
  121190. constructor(name: string, refractionTextureUrl: string,
  121191. /** the base color of the refraction (used to taint the rendering) */
  121192. color: Color3,
  121193. /** simulated refraction depth */
  121194. depth: number,
  121195. /** the coefficient of the base color (0 to remove base color tainting) */
  121196. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  121197. /**
  121198. * Disposes of the post process
  121199. * @param camera Camera to dispose post process on
  121200. */
  121201. dispose(camera: Camera): void;
  121202. }
  121203. }
  121204. declare module BABYLON {
  121205. /** @hidden */
  121206. export var sharpenPixelShader: {
  121207. name: string;
  121208. shader: string;
  121209. };
  121210. }
  121211. declare module BABYLON {
  121212. /**
  121213. * The SharpenPostProcess applies a sharpen kernel to every pixel
  121214. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  121215. */
  121216. export class SharpenPostProcess extends PostProcess {
  121217. /**
  121218. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  121219. */
  121220. colorAmount: number;
  121221. /**
  121222. * How much sharpness should be applied (default: 0.3)
  121223. */
  121224. edgeAmount: number;
  121225. /**
  121226. * Creates a new instance ConvolutionPostProcess
  121227. * @param name The name of the effect.
  121228. * @param options The required width/height ratio to downsize to before computing the render pass.
  121229. * @param camera The camera to apply the render pass to.
  121230. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121231. * @param engine The engine which the post process will be applied. (default: current engine)
  121232. * @param reusable If the post process can be reused on the same frame. (default: false)
  121233. * @param textureType Type of textures used when performing the post process. (default: 0)
  121234. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  121235. */
  121236. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121237. }
  121238. }
  121239. declare module BABYLON {
  121240. /**
  121241. * PostProcessRenderPipeline
  121242. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  121243. */
  121244. export class PostProcessRenderPipeline {
  121245. private engine;
  121246. private _renderEffects;
  121247. private _renderEffectsForIsolatedPass;
  121248. /**
  121249. * List of inspectable custom properties (used by the Inspector)
  121250. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  121251. */
  121252. inspectableCustomProperties: IInspectable[];
  121253. /**
  121254. * @hidden
  121255. */
  121256. protected _cameras: Camera[];
  121257. /** @hidden */
  121258. _name: string;
  121259. /**
  121260. * Gets pipeline name
  121261. */
  121262. readonly name: string;
  121263. /**
  121264. * Initializes a PostProcessRenderPipeline
  121265. * @param engine engine to add the pipeline to
  121266. * @param name name of the pipeline
  121267. */
  121268. constructor(engine: Engine, name: string);
  121269. /**
  121270. * Gets the class name
  121271. * @returns "PostProcessRenderPipeline"
  121272. */
  121273. getClassName(): string;
  121274. /**
  121275. * If all the render effects in the pipeline are supported
  121276. */
  121277. readonly isSupported: boolean;
  121278. /**
  121279. * Adds an effect to the pipeline
  121280. * @param renderEffect the effect to add
  121281. */
  121282. addEffect(renderEffect: PostProcessRenderEffect): void;
  121283. /** @hidden */
  121284. _rebuild(): void;
  121285. /** @hidden */
  121286. _enableEffect(renderEffectName: string, cameras: Camera): void;
  121287. /** @hidden */
  121288. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  121289. /** @hidden */
  121290. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  121291. /** @hidden */
  121292. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  121293. /** @hidden */
  121294. _attachCameras(cameras: Camera, unique: boolean): void;
  121295. /** @hidden */
  121296. _attachCameras(cameras: Camera[], unique: boolean): void;
  121297. /** @hidden */
  121298. _detachCameras(cameras: Camera): void;
  121299. /** @hidden */
  121300. _detachCameras(cameras: Nullable<Camera[]>): void;
  121301. /** @hidden */
  121302. _update(): void;
  121303. /** @hidden */
  121304. _reset(): void;
  121305. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  121306. /**
  121307. * Disposes of the pipeline
  121308. */
  121309. dispose(): void;
  121310. }
  121311. }
  121312. declare module BABYLON {
  121313. /**
  121314. * PostProcessRenderPipelineManager class
  121315. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  121316. */
  121317. export class PostProcessRenderPipelineManager {
  121318. private _renderPipelines;
  121319. /**
  121320. * Initializes a PostProcessRenderPipelineManager
  121321. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  121322. */
  121323. constructor();
  121324. /**
  121325. * Gets the list of supported render pipelines
  121326. */
  121327. readonly supportedPipelines: PostProcessRenderPipeline[];
  121328. /**
  121329. * Adds a pipeline to the manager
  121330. * @param renderPipeline The pipeline to add
  121331. */
  121332. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  121333. /**
  121334. * Attaches a camera to the pipeline
  121335. * @param renderPipelineName The name of the pipeline to attach to
  121336. * @param cameras the camera to attach
  121337. * @param unique if the camera can be attached multiple times to the pipeline
  121338. */
  121339. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  121340. /**
  121341. * Detaches a camera from the pipeline
  121342. * @param renderPipelineName The name of the pipeline to detach from
  121343. * @param cameras the camera to detach
  121344. */
  121345. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  121346. /**
  121347. * Enables an effect by name on a pipeline
  121348. * @param renderPipelineName the name of the pipeline to enable the effect in
  121349. * @param renderEffectName the name of the effect to enable
  121350. * @param cameras the cameras that the effect should be enabled on
  121351. */
  121352. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  121353. /**
  121354. * Disables an effect by name on a pipeline
  121355. * @param renderPipelineName the name of the pipeline to disable the effect in
  121356. * @param renderEffectName the name of the effect to disable
  121357. * @param cameras the cameras that the effect should be disabled on
  121358. */
  121359. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  121360. /**
  121361. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  121362. */
  121363. update(): void;
  121364. /** @hidden */
  121365. _rebuild(): void;
  121366. /**
  121367. * Disposes of the manager and pipelines
  121368. */
  121369. dispose(): void;
  121370. }
  121371. }
  121372. declare module BABYLON {
  121373. interface Scene {
  121374. /** @hidden (Backing field) */
  121375. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  121376. /**
  121377. * Gets the postprocess render pipeline manager
  121378. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  121379. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  121380. */
  121381. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  121382. }
  121383. /**
  121384. * Defines the Render Pipeline scene component responsible to rendering pipelines
  121385. */
  121386. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  121387. /**
  121388. * The component name helpfull to identify the component in the list of scene components.
  121389. */
  121390. readonly name: string;
  121391. /**
  121392. * The scene the component belongs to.
  121393. */
  121394. scene: Scene;
  121395. /**
  121396. * Creates a new instance of the component for the given scene
  121397. * @param scene Defines the scene to register the component in
  121398. */
  121399. constructor(scene: Scene);
  121400. /**
  121401. * Registers the component in a given scene
  121402. */
  121403. register(): void;
  121404. /**
  121405. * Rebuilds the elements related to this component in case of
  121406. * context lost for instance.
  121407. */
  121408. rebuild(): void;
  121409. /**
  121410. * Disposes the component and the associated ressources
  121411. */
  121412. dispose(): void;
  121413. private _gatherRenderTargets;
  121414. }
  121415. }
  121416. declare module BABYLON {
  121417. /**
  121418. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  121419. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  121420. */
  121421. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  121422. private _scene;
  121423. private _camerasToBeAttached;
  121424. /**
  121425. * ID of the sharpen post process,
  121426. */
  121427. private readonly SharpenPostProcessId;
  121428. /**
  121429. * @ignore
  121430. * ID of the image processing post process;
  121431. */
  121432. readonly ImageProcessingPostProcessId: string;
  121433. /**
  121434. * @ignore
  121435. * ID of the Fast Approximate Anti-Aliasing post process;
  121436. */
  121437. readonly FxaaPostProcessId: string;
  121438. /**
  121439. * ID of the chromatic aberration post process,
  121440. */
  121441. private readonly ChromaticAberrationPostProcessId;
  121442. /**
  121443. * ID of the grain post process
  121444. */
  121445. private readonly GrainPostProcessId;
  121446. /**
  121447. * Sharpen post process which will apply a sharpen convolution to enhance edges
  121448. */
  121449. sharpen: SharpenPostProcess;
  121450. private _sharpenEffect;
  121451. private bloom;
  121452. /**
  121453. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  121454. */
  121455. depthOfField: DepthOfFieldEffect;
  121456. /**
  121457. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  121458. */
  121459. fxaa: FxaaPostProcess;
  121460. /**
  121461. * Image post processing pass used to perform operations such as tone mapping or color grading.
  121462. */
  121463. imageProcessing: ImageProcessingPostProcess;
  121464. /**
  121465. * Chromatic aberration post process which will shift rgb colors in the image
  121466. */
  121467. chromaticAberration: ChromaticAberrationPostProcess;
  121468. private _chromaticAberrationEffect;
  121469. /**
  121470. * Grain post process which add noise to the image
  121471. */
  121472. grain: GrainPostProcess;
  121473. private _grainEffect;
  121474. /**
  121475. * Glow post process which adds a glow to emissive areas of the image
  121476. */
  121477. private _glowLayer;
  121478. /**
  121479. * Animations which can be used to tweak settings over a period of time
  121480. */
  121481. animations: Animation[];
  121482. private _imageProcessingConfigurationObserver;
  121483. private _sharpenEnabled;
  121484. private _bloomEnabled;
  121485. private _depthOfFieldEnabled;
  121486. private _depthOfFieldBlurLevel;
  121487. private _fxaaEnabled;
  121488. private _imageProcessingEnabled;
  121489. private _defaultPipelineTextureType;
  121490. private _bloomScale;
  121491. private _chromaticAberrationEnabled;
  121492. private _grainEnabled;
  121493. private _buildAllowed;
  121494. /**
  121495. * Gets active scene
  121496. */
  121497. readonly scene: Scene;
  121498. /**
  121499. * Enable or disable the sharpen process from the pipeline
  121500. */
  121501. sharpenEnabled: boolean;
  121502. private _resizeObserver;
  121503. private _hardwareScaleLevel;
  121504. private _bloomKernel;
  121505. /**
  121506. * Specifies the size of the bloom blur kernel, relative to the final output size
  121507. */
  121508. bloomKernel: number;
  121509. /**
  121510. * Specifies the weight of the bloom in the final rendering
  121511. */
  121512. private _bloomWeight;
  121513. /**
  121514. * Specifies the luma threshold for the area that will be blurred by the bloom
  121515. */
  121516. private _bloomThreshold;
  121517. private _hdr;
  121518. /**
  121519. * The strength of the bloom.
  121520. */
  121521. bloomWeight: number;
  121522. /**
  121523. * The strength of the bloom.
  121524. */
  121525. bloomThreshold: number;
  121526. /**
  121527. * The scale of the bloom, lower value will provide better performance.
  121528. */
  121529. bloomScale: number;
  121530. /**
  121531. * Enable or disable the bloom from the pipeline
  121532. */
  121533. bloomEnabled: boolean;
  121534. private _rebuildBloom;
  121535. /**
  121536. * If the depth of field is enabled.
  121537. */
  121538. depthOfFieldEnabled: boolean;
  121539. /**
  121540. * Blur level of the depth of field effect. (Higher blur will effect performance)
  121541. */
  121542. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  121543. /**
  121544. * If the anti aliasing is enabled.
  121545. */
  121546. fxaaEnabled: boolean;
  121547. private _samples;
  121548. /**
  121549. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  121550. */
  121551. samples: number;
  121552. /**
  121553. * If image processing is enabled.
  121554. */
  121555. imageProcessingEnabled: boolean;
  121556. /**
  121557. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  121558. */
  121559. glowLayerEnabled: boolean;
  121560. /**
  121561. * Gets the glow layer (or null if not defined)
  121562. */
  121563. readonly glowLayer: Nullable<GlowLayer>;
  121564. /**
  121565. * Enable or disable the chromaticAberration process from the pipeline
  121566. */
  121567. chromaticAberrationEnabled: boolean;
  121568. /**
  121569. * Enable or disable the grain process from the pipeline
  121570. */
  121571. grainEnabled: boolean;
  121572. /**
  121573. * @constructor
  121574. * @param name - The rendering pipeline name (default: "")
  121575. * @param hdr - If high dynamic range textures should be used (default: true)
  121576. * @param scene - The scene linked to this pipeline (default: the last created scene)
  121577. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  121578. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  121579. */
  121580. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  121581. /**
  121582. * Get the class name
  121583. * @returns "DefaultRenderingPipeline"
  121584. */
  121585. getClassName(): string;
  121586. /**
  121587. * Force the compilation of the entire pipeline.
  121588. */
  121589. prepare(): void;
  121590. private _hasCleared;
  121591. private _prevPostProcess;
  121592. private _prevPrevPostProcess;
  121593. private _setAutoClearAndTextureSharing;
  121594. private _depthOfFieldSceneObserver;
  121595. private _buildPipeline;
  121596. private _disposePostProcesses;
  121597. /**
  121598. * Adds a camera to the pipeline
  121599. * @param camera the camera to be added
  121600. */
  121601. addCamera(camera: Camera): void;
  121602. /**
  121603. * Removes a camera from the pipeline
  121604. * @param camera the camera to remove
  121605. */
  121606. removeCamera(camera: Camera): void;
  121607. /**
  121608. * Dispose of the pipeline and stop all post processes
  121609. */
  121610. dispose(): void;
  121611. /**
  121612. * Serialize the rendering pipeline (Used when exporting)
  121613. * @returns the serialized object
  121614. */
  121615. serialize(): any;
  121616. /**
  121617. * Parse the serialized pipeline
  121618. * @param source Source pipeline.
  121619. * @param scene The scene to load the pipeline to.
  121620. * @param rootUrl The URL of the serialized pipeline.
  121621. * @returns An instantiated pipeline from the serialized object.
  121622. */
  121623. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  121624. }
  121625. }
  121626. declare module BABYLON {
  121627. /** @hidden */
  121628. export var lensHighlightsPixelShader: {
  121629. name: string;
  121630. shader: string;
  121631. };
  121632. }
  121633. declare module BABYLON {
  121634. /** @hidden */
  121635. export var depthOfFieldPixelShader: {
  121636. name: string;
  121637. shader: string;
  121638. };
  121639. }
  121640. declare module BABYLON {
  121641. /**
  121642. * BABYLON.JS Chromatic Aberration GLSL Shader
  121643. * Author: Olivier Guyot
  121644. * Separates very slightly R, G and B colors on the edges of the screen
  121645. * Inspired by Francois Tarlier & Martins Upitis
  121646. */
  121647. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  121648. /**
  121649. * @ignore
  121650. * The chromatic aberration PostProcess id in the pipeline
  121651. */
  121652. LensChromaticAberrationEffect: string;
  121653. /**
  121654. * @ignore
  121655. * The highlights enhancing PostProcess id in the pipeline
  121656. */
  121657. HighlightsEnhancingEffect: string;
  121658. /**
  121659. * @ignore
  121660. * The depth-of-field PostProcess id in the pipeline
  121661. */
  121662. LensDepthOfFieldEffect: string;
  121663. private _scene;
  121664. private _depthTexture;
  121665. private _grainTexture;
  121666. private _chromaticAberrationPostProcess;
  121667. private _highlightsPostProcess;
  121668. private _depthOfFieldPostProcess;
  121669. private _edgeBlur;
  121670. private _grainAmount;
  121671. private _chromaticAberration;
  121672. private _distortion;
  121673. private _highlightsGain;
  121674. private _highlightsThreshold;
  121675. private _dofDistance;
  121676. private _dofAperture;
  121677. private _dofDarken;
  121678. private _dofPentagon;
  121679. private _blurNoise;
  121680. /**
  121681. * @constructor
  121682. *
  121683. * Effect parameters are as follow:
  121684. * {
  121685. * chromatic_aberration: number; // from 0 to x (1 for realism)
  121686. * edge_blur: number; // from 0 to x (1 for realism)
  121687. * distortion: number; // from 0 to x (1 for realism)
  121688. * grain_amount: number; // from 0 to 1
  121689. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  121690. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  121691. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  121692. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  121693. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  121694. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  121695. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  121696. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  121697. * }
  121698. * Note: if an effect parameter is unset, effect is disabled
  121699. *
  121700. * @param name The rendering pipeline name
  121701. * @param parameters - An object containing all parameters (see above)
  121702. * @param scene The scene linked to this pipeline
  121703. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  121704. * @param cameras The array of cameras that the rendering pipeline will be attached to
  121705. */
  121706. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  121707. /**
  121708. * Get the class name
  121709. * @returns "LensRenderingPipeline"
  121710. */
  121711. getClassName(): string;
  121712. /**
  121713. * Gets associated scene
  121714. */
  121715. readonly scene: Scene;
  121716. /**
  121717. * Gets or sets the edge blur
  121718. */
  121719. edgeBlur: number;
  121720. /**
  121721. * Gets or sets the grain amount
  121722. */
  121723. grainAmount: number;
  121724. /**
  121725. * Gets or sets the chromatic aberration amount
  121726. */
  121727. chromaticAberration: number;
  121728. /**
  121729. * Gets or sets the depth of field aperture
  121730. */
  121731. dofAperture: number;
  121732. /**
  121733. * Gets or sets the edge distortion
  121734. */
  121735. edgeDistortion: number;
  121736. /**
  121737. * Gets or sets the depth of field distortion
  121738. */
  121739. dofDistortion: number;
  121740. /**
  121741. * Gets or sets the darken out of focus amount
  121742. */
  121743. darkenOutOfFocus: number;
  121744. /**
  121745. * Gets or sets a boolean indicating if blur noise is enabled
  121746. */
  121747. blurNoise: boolean;
  121748. /**
  121749. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  121750. */
  121751. pentagonBokeh: boolean;
  121752. /**
  121753. * Gets or sets the highlight grain amount
  121754. */
  121755. highlightsGain: number;
  121756. /**
  121757. * Gets or sets the highlight threshold
  121758. */
  121759. highlightsThreshold: number;
  121760. /**
  121761. * Sets the amount of blur at the edges
  121762. * @param amount blur amount
  121763. */
  121764. setEdgeBlur(amount: number): void;
  121765. /**
  121766. * Sets edge blur to 0
  121767. */
  121768. disableEdgeBlur(): void;
  121769. /**
  121770. * Sets the amout of grain
  121771. * @param amount Amount of grain
  121772. */
  121773. setGrainAmount(amount: number): void;
  121774. /**
  121775. * Set grain amount to 0
  121776. */
  121777. disableGrain(): void;
  121778. /**
  121779. * Sets the chromatic aberration amount
  121780. * @param amount amount of chromatic aberration
  121781. */
  121782. setChromaticAberration(amount: number): void;
  121783. /**
  121784. * Sets chromatic aberration amount to 0
  121785. */
  121786. disableChromaticAberration(): void;
  121787. /**
  121788. * Sets the EdgeDistortion amount
  121789. * @param amount amount of EdgeDistortion
  121790. */
  121791. setEdgeDistortion(amount: number): void;
  121792. /**
  121793. * Sets edge distortion to 0
  121794. */
  121795. disableEdgeDistortion(): void;
  121796. /**
  121797. * Sets the FocusDistance amount
  121798. * @param amount amount of FocusDistance
  121799. */
  121800. setFocusDistance(amount: number): void;
  121801. /**
  121802. * Disables depth of field
  121803. */
  121804. disableDepthOfField(): void;
  121805. /**
  121806. * Sets the Aperture amount
  121807. * @param amount amount of Aperture
  121808. */
  121809. setAperture(amount: number): void;
  121810. /**
  121811. * Sets the DarkenOutOfFocus amount
  121812. * @param amount amount of DarkenOutOfFocus
  121813. */
  121814. setDarkenOutOfFocus(amount: number): void;
  121815. private _pentagonBokehIsEnabled;
  121816. /**
  121817. * Creates a pentagon bokeh effect
  121818. */
  121819. enablePentagonBokeh(): void;
  121820. /**
  121821. * Disables the pentagon bokeh effect
  121822. */
  121823. disablePentagonBokeh(): void;
  121824. /**
  121825. * Enables noise blur
  121826. */
  121827. enableNoiseBlur(): void;
  121828. /**
  121829. * Disables noise blur
  121830. */
  121831. disableNoiseBlur(): void;
  121832. /**
  121833. * Sets the HighlightsGain amount
  121834. * @param amount amount of HighlightsGain
  121835. */
  121836. setHighlightsGain(amount: number): void;
  121837. /**
  121838. * Sets the HighlightsThreshold amount
  121839. * @param amount amount of HighlightsThreshold
  121840. */
  121841. setHighlightsThreshold(amount: number): void;
  121842. /**
  121843. * Disables highlights
  121844. */
  121845. disableHighlights(): void;
  121846. /**
  121847. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  121848. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  121849. */
  121850. dispose(disableDepthRender?: boolean): void;
  121851. private _createChromaticAberrationPostProcess;
  121852. private _createHighlightsPostProcess;
  121853. private _createDepthOfFieldPostProcess;
  121854. private _createGrainTexture;
  121855. }
  121856. }
  121857. declare module BABYLON {
  121858. /** @hidden */
  121859. export var ssao2PixelShader: {
  121860. name: string;
  121861. shader: string;
  121862. };
  121863. }
  121864. declare module BABYLON {
  121865. /** @hidden */
  121866. export var ssaoCombinePixelShader: {
  121867. name: string;
  121868. shader: string;
  121869. };
  121870. }
  121871. declare module BABYLON {
  121872. /**
  121873. * Render pipeline to produce ssao effect
  121874. */
  121875. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  121876. /**
  121877. * @ignore
  121878. * The PassPostProcess id in the pipeline that contains the original scene color
  121879. */
  121880. SSAOOriginalSceneColorEffect: string;
  121881. /**
  121882. * @ignore
  121883. * The SSAO PostProcess id in the pipeline
  121884. */
  121885. SSAORenderEffect: string;
  121886. /**
  121887. * @ignore
  121888. * The horizontal blur PostProcess id in the pipeline
  121889. */
  121890. SSAOBlurHRenderEffect: string;
  121891. /**
  121892. * @ignore
  121893. * The vertical blur PostProcess id in the pipeline
  121894. */
  121895. SSAOBlurVRenderEffect: string;
  121896. /**
  121897. * @ignore
  121898. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  121899. */
  121900. SSAOCombineRenderEffect: string;
  121901. /**
  121902. * The output strength of the SSAO post-process. Default value is 1.0.
  121903. */
  121904. totalStrength: number;
  121905. /**
  121906. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  121907. */
  121908. maxZ: number;
  121909. /**
  121910. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  121911. */
  121912. minZAspect: number;
  121913. private _samples;
  121914. /**
  121915. * Number of samples used for the SSAO calculations. Default value is 8
  121916. */
  121917. samples: number;
  121918. private _textureSamples;
  121919. /**
  121920. * Number of samples to use for antialiasing
  121921. */
  121922. textureSamples: number;
  121923. /**
  121924. * Ratio object used for SSAO ratio and blur ratio
  121925. */
  121926. private _ratio;
  121927. /**
  121928. * Dynamically generated sphere sampler.
  121929. */
  121930. private _sampleSphere;
  121931. /**
  121932. * Blur filter offsets
  121933. */
  121934. private _samplerOffsets;
  121935. private _expensiveBlur;
  121936. /**
  121937. * If bilateral blur should be used
  121938. */
  121939. expensiveBlur: boolean;
  121940. /**
  121941. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  121942. */
  121943. radius: number;
  121944. /**
  121945. * The base color of the SSAO post-process
  121946. * The final result is "base + ssao" between [0, 1]
  121947. */
  121948. base: number;
  121949. /**
  121950. * Support test.
  121951. */
  121952. static readonly IsSupported: boolean;
  121953. private _scene;
  121954. private _depthTexture;
  121955. private _normalTexture;
  121956. private _randomTexture;
  121957. private _originalColorPostProcess;
  121958. private _ssaoPostProcess;
  121959. private _blurHPostProcess;
  121960. private _blurVPostProcess;
  121961. private _ssaoCombinePostProcess;
  121962. private _firstUpdate;
  121963. /**
  121964. * Gets active scene
  121965. */
  121966. readonly scene: Scene;
  121967. /**
  121968. * @constructor
  121969. * @param name The rendering pipeline name
  121970. * @param scene The scene linked to this pipeline
  121971. * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }
  121972. * @param cameras The array of cameras that the rendering pipeline will be attached to
  121973. */
  121974. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  121975. /**
  121976. * Get the class name
  121977. * @returns "SSAO2RenderingPipeline"
  121978. */
  121979. getClassName(): string;
  121980. /**
  121981. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  121982. */
  121983. dispose(disableGeometryBufferRenderer?: boolean): void;
  121984. private _createBlurPostProcess;
  121985. /** @hidden */
  121986. _rebuild(): void;
  121987. private _bits;
  121988. private _radicalInverse_VdC;
  121989. private _hammersley;
  121990. private _hemisphereSample_uniform;
  121991. private _generateHemisphere;
  121992. private _createSSAOPostProcess;
  121993. private _createSSAOCombinePostProcess;
  121994. private _createRandomTexture;
  121995. /**
  121996. * Serialize the rendering pipeline (Used when exporting)
  121997. * @returns the serialized object
  121998. */
  121999. serialize(): any;
  122000. /**
  122001. * Parse the serialized pipeline
  122002. * @param source Source pipeline.
  122003. * @param scene The scene to load the pipeline to.
  122004. * @param rootUrl The URL of the serialized pipeline.
  122005. * @returns An instantiated pipeline from the serialized object.
  122006. */
  122007. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  122008. }
  122009. }
  122010. declare module BABYLON {
  122011. /** @hidden */
  122012. export var ssaoPixelShader: {
  122013. name: string;
  122014. shader: string;
  122015. };
  122016. }
  122017. declare module BABYLON {
  122018. /**
  122019. * Render pipeline to produce ssao effect
  122020. */
  122021. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  122022. /**
  122023. * @ignore
  122024. * The PassPostProcess id in the pipeline that contains the original scene color
  122025. */
  122026. SSAOOriginalSceneColorEffect: string;
  122027. /**
  122028. * @ignore
  122029. * The SSAO PostProcess id in the pipeline
  122030. */
  122031. SSAORenderEffect: string;
  122032. /**
  122033. * @ignore
  122034. * The horizontal blur PostProcess id in the pipeline
  122035. */
  122036. SSAOBlurHRenderEffect: string;
  122037. /**
  122038. * @ignore
  122039. * The vertical blur PostProcess id in the pipeline
  122040. */
  122041. SSAOBlurVRenderEffect: string;
  122042. /**
  122043. * @ignore
  122044. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  122045. */
  122046. SSAOCombineRenderEffect: string;
  122047. /**
  122048. * The output strength of the SSAO post-process. Default value is 1.0.
  122049. */
  122050. totalStrength: number;
  122051. /**
  122052. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  122053. */
  122054. radius: number;
  122055. /**
  122056. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  122057. * Must not be equal to fallOff and superior to fallOff.
  122058. * Default value is 0.0075
  122059. */
  122060. area: number;
  122061. /**
  122062. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  122063. * Must not be equal to area and inferior to area.
  122064. * Default value is 0.000001
  122065. */
  122066. fallOff: number;
  122067. /**
  122068. * The base color of the SSAO post-process
  122069. * The final result is "base + ssao" between [0, 1]
  122070. */
  122071. base: number;
  122072. private _scene;
  122073. private _depthTexture;
  122074. private _randomTexture;
  122075. private _originalColorPostProcess;
  122076. private _ssaoPostProcess;
  122077. private _blurHPostProcess;
  122078. private _blurVPostProcess;
  122079. private _ssaoCombinePostProcess;
  122080. private _firstUpdate;
  122081. /**
  122082. * Gets active scene
  122083. */
  122084. readonly scene: Scene;
  122085. /**
  122086. * @constructor
  122087. * @param name - The rendering pipeline name
  122088. * @param scene - The scene linked to this pipeline
  122089. * @param ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
  122090. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  122091. */
  122092. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  122093. /**
  122094. * Get the class name
  122095. * @returns "SSAORenderingPipeline"
  122096. */
  122097. getClassName(): string;
  122098. /**
  122099. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  122100. */
  122101. dispose(disableDepthRender?: boolean): void;
  122102. private _createBlurPostProcess;
  122103. /** @hidden */
  122104. _rebuild(): void;
  122105. private _createSSAOPostProcess;
  122106. private _createSSAOCombinePostProcess;
  122107. private _createRandomTexture;
  122108. }
  122109. }
  122110. declare module BABYLON {
  122111. /** @hidden */
  122112. export var standardPixelShader: {
  122113. name: string;
  122114. shader: string;
  122115. };
  122116. }
  122117. declare module BABYLON {
  122118. /**
  122119. * Standard rendering pipeline
  122120. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  122121. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  122122. */
  122123. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  122124. /**
  122125. * Public members
  122126. */
  122127. /**
  122128. * Post-process which contains the original scene color before the pipeline applies all the effects
  122129. */
  122130. originalPostProcess: Nullable<PostProcess>;
  122131. /**
  122132. * Post-process used to down scale an image x4
  122133. */
  122134. downSampleX4PostProcess: Nullable<PostProcess>;
  122135. /**
  122136. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  122137. */
  122138. brightPassPostProcess: Nullable<PostProcess>;
  122139. /**
  122140. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  122141. */
  122142. blurHPostProcesses: PostProcess[];
  122143. /**
  122144. * Post-process array storing all the vertical blur post-processes used by the pipeline
  122145. */
  122146. blurVPostProcesses: PostProcess[];
  122147. /**
  122148. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  122149. */
  122150. textureAdderPostProcess: Nullable<PostProcess>;
  122151. /**
  122152. * Post-process used to create volumetric lighting effect
  122153. */
  122154. volumetricLightPostProcess: Nullable<PostProcess>;
  122155. /**
  122156. * Post-process used to smooth the previous volumetric light post-process on the X axis
  122157. */
  122158. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  122159. /**
  122160. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  122161. */
  122162. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  122163. /**
  122164. * Post-process used to merge the volumetric light effect and the real scene color
  122165. */
  122166. volumetricLightMergePostProces: Nullable<PostProcess>;
  122167. /**
  122168. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  122169. */
  122170. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  122171. /**
  122172. * Base post-process used to calculate the average luminance of the final image for HDR
  122173. */
  122174. luminancePostProcess: Nullable<PostProcess>;
  122175. /**
  122176. * Post-processes used to create down sample post-processes in order to get
  122177. * the average luminance of the final image for HDR
  122178. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  122179. */
  122180. luminanceDownSamplePostProcesses: PostProcess[];
  122181. /**
  122182. * Post-process used to create a HDR effect (light adaptation)
  122183. */
  122184. hdrPostProcess: Nullable<PostProcess>;
  122185. /**
  122186. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  122187. */
  122188. textureAdderFinalPostProcess: Nullable<PostProcess>;
  122189. /**
  122190. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  122191. */
  122192. lensFlareFinalPostProcess: Nullable<PostProcess>;
  122193. /**
  122194. * Post-process used to merge the final HDR post-process and the real scene color
  122195. */
  122196. hdrFinalPostProcess: Nullable<PostProcess>;
  122197. /**
  122198. * Post-process used to create a lens flare effect
  122199. */
  122200. lensFlarePostProcess: Nullable<PostProcess>;
  122201. /**
  122202. * Post-process that merges the result of the lens flare post-process and the real scene color
  122203. */
  122204. lensFlareComposePostProcess: Nullable<PostProcess>;
  122205. /**
  122206. * Post-process used to create a motion blur effect
  122207. */
  122208. motionBlurPostProcess: Nullable<PostProcess>;
  122209. /**
  122210. * Post-process used to create a depth of field effect
  122211. */
  122212. depthOfFieldPostProcess: Nullable<PostProcess>;
  122213. /**
  122214. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  122215. */
  122216. fxaaPostProcess: Nullable<FxaaPostProcess>;
  122217. /**
  122218. * Represents the brightness threshold in order to configure the illuminated surfaces
  122219. */
  122220. brightThreshold: number;
  122221. /**
  122222. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  122223. */
  122224. blurWidth: number;
  122225. /**
  122226. * Sets if the blur for highlighted surfaces must be only horizontal
  122227. */
  122228. horizontalBlur: boolean;
  122229. /**
  122230. * Gets the overall exposure used by the pipeline
  122231. */
  122232. /**
  122233. * Sets the overall exposure used by the pipeline
  122234. */
  122235. exposure: number;
  122236. /**
  122237. * Texture used typically to simulate "dirty" on camera lens
  122238. */
  122239. lensTexture: Nullable<Texture>;
  122240. /**
  122241. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  122242. */
  122243. volumetricLightCoefficient: number;
  122244. /**
  122245. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  122246. */
  122247. volumetricLightPower: number;
  122248. /**
  122249. * Used the set the blur intensity to smooth the volumetric lights
  122250. */
  122251. volumetricLightBlurScale: number;
  122252. /**
  122253. * Light (spot or directional) used to generate the volumetric lights rays
  122254. * The source light must have a shadow generate so the pipeline can get its
  122255. * depth map
  122256. */
  122257. sourceLight: Nullable<SpotLight | DirectionalLight>;
  122258. /**
  122259. * For eye adaptation, represents the minimum luminance the eye can see
  122260. */
  122261. hdrMinimumLuminance: number;
  122262. /**
  122263. * For eye adaptation, represents the decrease luminance speed
  122264. */
  122265. hdrDecreaseRate: number;
  122266. /**
  122267. * For eye adaptation, represents the increase luminance speed
  122268. */
  122269. hdrIncreaseRate: number;
  122270. /**
  122271. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  122272. */
  122273. /**
  122274. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  122275. */
  122276. hdrAutoExposure: boolean;
  122277. /**
  122278. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  122279. */
  122280. lensColorTexture: Nullable<Texture>;
  122281. /**
  122282. * The overall strengh for the lens flare effect
  122283. */
  122284. lensFlareStrength: number;
  122285. /**
  122286. * Dispersion coefficient for lens flare ghosts
  122287. */
  122288. lensFlareGhostDispersal: number;
  122289. /**
  122290. * Main lens flare halo width
  122291. */
  122292. lensFlareHaloWidth: number;
  122293. /**
  122294. * Based on the lens distortion effect, defines how much the lens flare result
  122295. * is distorted
  122296. */
  122297. lensFlareDistortionStrength: number;
  122298. /**
  122299. * Lens star texture must be used to simulate rays on the flares and is available
  122300. * in the documentation
  122301. */
  122302. lensStarTexture: Nullable<Texture>;
  122303. /**
  122304. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  122305. * flare effect by taking account of the dirt texture
  122306. */
  122307. lensFlareDirtTexture: Nullable<Texture>;
  122308. /**
  122309. * Represents the focal length for the depth of field effect
  122310. */
  122311. depthOfFieldDistance: number;
  122312. /**
  122313. * Represents the blur intensity for the blurred part of the depth of field effect
  122314. */
  122315. depthOfFieldBlurWidth: number;
  122316. /**
  122317. * Gets how much the image is blurred by the movement while using the motion blur post-process
  122318. */
  122319. /**
  122320. * Sets how much the image is blurred by the movement while using the motion blur post-process
  122321. */
  122322. motionStrength: number;
  122323. /**
  122324. * Gets wether or not the motion blur post-process is object based or screen based.
  122325. */
  122326. /**
  122327. * Sets wether or not the motion blur post-process should be object based or screen based
  122328. */
  122329. objectBasedMotionBlur: boolean;
  122330. /**
  122331. * List of animations for the pipeline (IAnimatable implementation)
  122332. */
  122333. animations: Animation[];
  122334. /**
  122335. * Private members
  122336. */
  122337. private _scene;
  122338. private _currentDepthOfFieldSource;
  122339. private _basePostProcess;
  122340. private _fixedExposure;
  122341. private _currentExposure;
  122342. private _hdrAutoExposure;
  122343. private _hdrCurrentLuminance;
  122344. private _motionStrength;
  122345. private _isObjectBasedMotionBlur;
  122346. private _floatTextureType;
  122347. private _ratio;
  122348. private _bloomEnabled;
  122349. private _depthOfFieldEnabled;
  122350. private _vlsEnabled;
  122351. private _lensFlareEnabled;
  122352. private _hdrEnabled;
  122353. private _motionBlurEnabled;
  122354. private _fxaaEnabled;
  122355. private _motionBlurSamples;
  122356. private _volumetricLightStepsCount;
  122357. private _samples;
  122358. /**
  122359. * @ignore
  122360. * Specifies if the bloom pipeline is enabled
  122361. */
  122362. BloomEnabled: boolean;
  122363. /**
  122364. * @ignore
  122365. * Specifies if the depth of field pipeline is enabed
  122366. */
  122367. DepthOfFieldEnabled: boolean;
  122368. /**
  122369. * @ignore
  122370. * Specifies if the lens flare pipeline is enabed
  122371. */
  122372. LensFlareEnabled: boolean;
  122373. /**
  122374. * @ignore
  122375. * Specifies if the HDR pipeline is enabled
  122376. */
  122377. HDREnabled: boolean;
  122378. /**
  122379. * @ignore
  122380. * Specifies if the volumetric lights scattering effect is enabled
  122381. */
  122382. VLSEnabled: boolean;
  122383. /**
  122384. * @ignore
  122385. * Specifies if the motion blur effect is enabled
  122386. */
  122387. MotionBlurEnabled: boolean;
  122388. /**
  122389. * Specifies if anti-aliasing is enabled
  122390. */
  122391. fxaaEnabled: boolean;
  122392. /**
  122393. * Specifies the number of steps used to calculate the volumetric lights
  122394. * Typically in interval [50, 200]
  122395. */
  122396. volumetricLightStepsCount: number;
  122397. /**
  122398. * Specifies the number of samples used for the motion blur effect
  122399. * Typically in interval [16, 64]
  122400. */
  122401. motionBlurSamples: number;
  122402. /**
  122403. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  122404. */
  122405. samples: number;
  122406. /**
  122407. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  122408. * @constructor
  122409. * @param name The rendering pipeline name
  122410. * @param scene The scene linked to this pipeline
  122411. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  122412. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  122413. * @param cameras The array of cameras that the rendering pipeline will be attached to
  122414. */
  122415. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  122416. private _buildPipeline;
  122417. private _createDownSampleX4PostProcess;
  122418. private _createBrightPassPostProcess;
  122419. private _createBlurPostProcesses;
  122420. private _createTextureAdderPostProcess;
  122421. private _createVolumetricLightPostProcess;
  122422. private _createLuminancePostProcesses;
  122423. private _createHdrPostProcess;
  122424. private _createLensFlarePostProcess;
  122425. private _createDepthOfFieldPostProcess;
  122426. private _createMotionBlurPostProcess;
  122427. private _getDepthTexture;
  122428. private _disposePostProcesses;
  122429. /**
  122430. * Dispose of the pipeline and stop all post processes
  122431. */
  122432. dispose(): void;
  122433. /**
  122434. * Serialize the rendering pipeline (Used when exporting)
  122435. * @returns the serialized object
  122436. */
  122437. serialize(): any;
  122438. /**
  122439. * Parse the serialized pipeline
  122440. * @param source Source pipeline.
  122441. * @param scene The scene to load the pipeline to.
  122442. * @param rootUrl The URL of the serialized pipeline.
  122443. * @returns An instantiated pipeline from the serialized object.
  122444. */
  122445. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  122446. /**
  122447. * Luminance steps
  122448. */
  122449. static LuminanceSteps: number;
  122450. }
  122451. }
  122452. declare module BABYLON {
  122453. /** @hidden */
  122454. export var tonemapPixelShader: {
  122455. name: string;
  122456. shader: string;
  122457. };
  122458. }
  122459. declare module BABYLON {
  122460. /** Defines operator used for tonemapping */
  122461. export enum TonemappingOperator {
  122462. /** Hable */
  122463. Hable = 0,
  122464. /** Reinhard */
  122465. Reinhard = 1,
  122466. /** HejiDawson */
  122467. HejiDawson = 2,
  122468. /** Photographic */
  122469. Photographic = 3
  122470. }
  122471. /**
  122472. * Defines a post process to apply tone mapping
  122473. */
  122474. export class TonemapPostProcess extends PostProcess {
  122475. private _operator;
  122476. /** Defines the required exposure adjustement */
  122477. exposureAdjustment: number;
  122478. /**
  122479. * Creates a new TonemapPostProcess
  122480. * @param name defines the name of the postprocess
  122481. * @param _operator defines the operator to use
  122482. * @param exposureAdjustment defines the required exposure adjustement
  122483. * @param camera defines the camera to use (can be null)
  122484. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  122485. * @param engine defines the hosting engine (can be ignore if camera is set)
  122486. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  122487. */
  122488. constructor(name: string, _operator: TonemappingOperator,
  122489. /** Defines the required exposure adjustement */
  122490. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  122491. }
  122492. }
  122493. declare module BABYLON {
  122494. /** @hidden */
  122495. export var depthVertexShader: {
  122496. name: string;
  122497. shader: string;
  122498. };
  122499. }
  122500. declare module BABYLON {
  122501. /** @hidden */
  122502. export var volumetricLightScatteringPixelShader: {
  122503. name: string;
  122504. shader: string;
  122505. };
  122506. }
  122507. declare module BABYLON {
  122508. /** @hidden */
  122509. export var volumetricLightScatteringPassPixelShader: {
  122510. name: string;
  122511. shader: string;
  122512. };
  122513. }
  122514. declare module BABYLON {
  122515. /**
  122516. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  122517. */
  122518. export class VolumetricLightScatteringPostProcess extends PostProcess {
  122519. private _volumetricLightScatteringPass;
  122520. private _volumetricLightScatteringRTT;
  122521. private _viewPort;
  122522. private _screenCoordinates;
  122523. private _cachedDefines;
  122524. /**
  122525. * If not undefined, the mesh position is computed from the attached node position
  122526. */
  122527. attachedNode: {
  122528. position: Vector3;
  122529. };
  122530. /**
  122531. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  122532. */
  122533. customMeshPosition: Vector3;
  122534. /**
  122535. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  122536. */
  122537. useCustomMeshPosition: boolean;
  122538. /**
  122539. * If the post-process should inverse the light scattering direction
  122540. */
  122541. invert: boolean;
  122542. /**
  122543. * The internal mesh used by the post-process
  122544. */
  122545. mesh: Mesh;
  122546. /**
  122547. * @hidden
  122548. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  122549. */
  122550. useDiffuseColor: boolean;
  122551. /**
  122552. * Array containing the excluded meshes not rendered in the internal pass
  122553. */
  122554. excludedMeshes: AbstractMesh[];
  122555. /**
  122556. * Controls the overall intensity of the post-process
  122557. */
  122558. exposure: number;
  122559. /**
  122560. * Dissipates each sample's contribution in range [0, 1]
  122561. */
  122562. decay: number;
  122563. /**
  122564. * Controls the overall intensity of each sample
  122565. */
  122566. weight: number;
  122567. /**
  122568. * Controls the density of each sample
  122569. */
  122570. density: number;
  122571. /**
  122572. * @constructor
  122573. * @param name The post-process name
  122574. * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  122575. * @param camera The camera that the post-process will be attached to
  122576. * @param mesh The mesh used to create the light scattering
  122577. * @param samples The post-process quality, default 100
  122578. * @param samplingModeThe post-process filtering mode
  122579. * @param engine The babylon engine
  122580. * @param reusable If the post-process is reusable
  122581. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  122582. */
  122583. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  122584. /**
  122585. * Returns the string "VolumetricLightScatteringPostProcess"
  122586. * @returns "VolumetricLightScatteringPostProcess"
  122587. */
  122588. getClassName(): string;
  122589. private _isReady;
  122590. /**
  122591. * Sets the new light position for light scattering effect
  122592. * @param position The new custom light position
  122593. */
  122594. setCustomMeshPosition(position: Vector3): void;
  122595. /**
  122596. * Returns the light position for light scattering effect
  122597. * @return Vector3 The custom light position
  122598. */
  122599. getCustomMeshPosition(): Vector3;
  122600. /**
  122601. * Disposes the internal assets and detaches the post-process from the camera
  122602. */
  122603. dispose(camera: Camera): void;
  122604. /**
  122605. * Returns the render target texture used by the post-process
  122606. * @return the render target texture used by the post-process
  122607. */
  122608. getPass(): RenderTargetTexture;
  122609. private _meshExcluded;
  122610. private _createPass;
  122611. private _updateMeshScreenCoordinates;
  122612. /**
  122613. * Creates a default mesh for the Volumeric Light Scattering post-process
  122614. * @param name The mesh name
  122615. * @param scene The scene where to create the mesh
  122616. * @return the default mesh
  122617. */
  122618. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  122619. }
  122620. }
  122621. declare module BABYLON {
  122622. interface Scene {
  122623. /** @hidden (Backing field) */
  122624. _boundingBoxRenderer: BoundingBoxRenderer;
  122625. /** @hidden (Backing field) */
  122626. _forceShowBoundingBoxes: boolean;
  122627. /**
  122628. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  122629. */
  122630. forceShowBoundingBoxes: boolean;
  122631. /**
  122632. * Gets the bounding box renderer associated with the scene
  122633. * @returns a BoundingBoxRenderer
  122634. */
  122635. getBoundingBoxRenderer(): BoundingBoxRenderer;
  122636. }
  122637. interface AbstractMesh {
  122638. /** @hidden (Backing field) */
  122639. _showBoundingBox: boolean;
  122640. /**
  122641. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  122642. */
  122643. showBoundingBox: boolean;
  122644. }
  122645. /**
  122646. * Component responsible of rendering the bounding box of the meshes in a scene.
  122647. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  122648. */
  122649. export class BoundingBoxRenderer implements ISceneComponent {
  122650. /**
  122651. * The component name helpfull to identify the component in the list of scene components.
  122652. */
  122653. readonly name: string;
  122654. /**
  122655. * The scene the component belongs to.
  122656. */
  122657. scene: Scene;
  122658. /**
  122659. * Color of the bounding box lines placed in front of an object
  122660. */
  122661. frontColor: Color3;
  122662. /**
  122663. * Color of the bounding box lines placed behind an object
  122664. */
  122665. backColor: Color3;
  122666. /**
  122667. * Defines if the renderer should show the back lines or not
  122668. */
  122669. showBackLines: boolean;
  122670. /**
  122671. * @hidden
  122672. */
  122673. renderList: SmartArray<BoundingBox>;
  122674. private _colorShader;
  122675. private _vertexBuffers;
  122676. private _indexBuffer;
  122677. private _fillIndexBuffer;
  122678. private _fillIndexData;
  122679. /**
  122680. * Instantiates a new bounding box renderer in a scene.
  122681. * @param scene the scene the renderer renders in
  122682. */
  122683. constructor(scene: Scene);
  122684. /**
  122685. * Registers the component in a given scene
  122686. */
  122687. register(): void;
  122688. private _evaluateSubMesh;
  122689. private _activeMesh;
  122690. private _prepareRessources;
  122691. private _createIndexBuffer;
  122692. /**
  122693. * Rebuilds the elements related to this component in case of
  122694. * context lost for instance.
  122695. */
  122696. rebuild(): void;
  122697. /**
  122698. * @hidden
  122699. */
  122700. reset(): void;
  122701. /**
  122702. * Render the bounding boxes of a specific rendering group
  122703. * @param renderingGroupId defines the rendering group to render
  122704. */
  122705. render(renderingGroupId: number): void;
  122706. /**
  122707. * In case of occlusion queries, we can render the occlusion bounding box through this method
  122708. * @param mesh Define the mesh to render the occlusion bounding box for
  122709. */
  122710. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  122711. /**
  122712. * Dispose and release the resources attached to this renderer.
  122713. */
  122714. dispose(): void;
  122715. }
  122716. }
  122717. declare module BABYLON {
  122718. /** @hidden */
  122719. export var depthPixelShader: {
  122720. name: string;
  122721. shader: string;
  122722. };
  122723. }
  122724. declare module BABYLON {
  122725. /**
  122726. * This represents a depth renderer in Babylon.
  122727. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  122728. */
  122729. export class DepthRenderer {
  122730. private _scene;
  122731. private _depthMap;
  122732. private _effect;
  122733. private readonly _storeNonLinearDepth;
  122734. private readonly _clearColor;
  122735. /** Get if the depth renderer is using packed depth or not */
  122736. readonly isPacked: boolean;
  122737. private _cachedDefines;
  122738. private _camera;
  122739. /**
  122740. * Specifiess that the depth renderer will only be used within
  122741. * the camera it is created for.
  122742. * This can help forcing its rendering during the camera processing.
  122743. */
  122744. useOnlyInActiveCamera: boolean;
  122745. /** @hidden */
  122746. static _SceneComponentInitialization: (scene: Scene) => void;
  122747. /**
  122748. * Instantiates a depth renderer
  122749. * @param scene The scene the renderer belongs to
  122750. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  122751. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  122752. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  122753. */
  122754. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  122755. /**
  122756. * Creates the depth rendering effect and checks if the effect is ready.
  122757. * @param subMesh The submesh to be used to render the depth map of
  122758. * @param useInstances If multiple world instances should be used
  122759. * @returns if the depth renderer is ready to render the depth map
  122760. */
  122761. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  122762. /**
  122763. * Gets the texture which the depth map will be written to.
  122764. * @returns The depth map texture
  122765. */
  122766. getDepthMap(): RenderTargetTexture;
  122767. /**
  122768. * Disposes of the depth renderer.
  122769. */
  122770. dispose(): void;
  122771. }
  122772. }
  122773. declare module BABYLON {
  122774. interface Scene {
  122775. /** @hidden (Backing field) */
  122776. _depthRenderer: {
  122777. [id: string]: DepthRenderer;
  122778. };
  122779. /**
  122780. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  122781. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  122782. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  122783. * @returns the created depth renderer
  122784. */
  122785. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  122786. /**
  122787. * Disables a depth renderer for a given camera
  122788. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  122789. */
  122790. disableDepthRenderer(camera?: Nullable<Camera>): void;
  122791. }
  122792. /**
  122793. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  122794. * in several rendering techniques.
  122795. */
  122796. export class DepthRendererSceneComponent implements ISceneComponent {
  122797. /**
  122798. * The component name helpfull to identify the component in the list of scene components.
  122799. */
  122800. readonly name: string;
  122801. /**
  122802. * The scene the component belongs to.
  122803. */
  122804. scene: Scene;
  122805. /**
  122806. * Creates a new instance of the component for the given scene
  122807. * @param scene Defines the scene to register the component in
  122808. */
  122809. constructor(scene: Scene);
  122810. /**
  122811. * Registers the component in a given scene
  122812. */
  122813. register(): void;
  122814. /**
  122815. * Rebuilds the elements related to this component in case of
  122816. * context lost for instance.
  122817. */
  122818. rebuild(): void;
  122819. /**
  122820. * Disposes the component and the associated ressources
  122821. */
  122822. dispose(): void;
  122823. private _gatherRenderTargets;
  122824. private _gatherActiveCameraRenderTargets;
  122825. }
  122826. }
  122827. declare module BABYLON {
  122828. /** @hidden */
  122829. export var outlinePixelShader: {
  122830. name: string;
  122831. shader: string;
  122832. };
  122833. }
  122834. declare module BABYLON {
  122835. /** @hidden */
  122836. export var outlineVertexShader: {
  122837. name: string;
  122838. shader: string;
  122839. };
  122840. }
  122841. declare module BABYLON {
  122842. interface Scene {
  122843. /** @hidden */
  122844. _outlineRenderer: OutlineRenderer;
  122845. /**
  122846. * Gets the outline renderer associated with the scene
  122847. * @returns a OutlineRenderer
  122848. */
  122849. getOutlineRenderer(): OutlineRenderer;
  122850. }
  122851. interface AbstractMesh {
  122852. /** @hidden (Backing field) */
  122853. _renderOutline: boolean;
  122854. /**
  122855. * Gets or sets a boolean indicating if the outline must be rendered as well
  122856. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  122857. */
  122858. renderOutline: boolean;
  122859. /** @hidden (Backing field) */
  122860. _renderOverlay: boolean;
  122861. /**
  122862. * Gets or sets a boolean indicating if the overlay must be rendered as well
  122863. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  122864. */
  122865. renderOverlay: boolean;
  122866. }
  122867. /**
  122868. * This class is responsible to draw bothe outline/overlay of meshes.
  122869. * It should not be used directly but through the available method on mesh.
  122870. */
  122871. export class OutlineRenderer implements ISceneComponent {
  122872. /**
  122873. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  122874. */
  122875. private static _StencilReference;
  122876. /**
  122877. * The name of the component. Each component must have a unique name.
  122878. */
  122879. name: string;
  122880. /**
  122881. * The scene the component belongs to.
  122882. */
  122883. scene: Scene;
  122884. /**
  122885. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  122886. */
  122887. zOffset: number;
  122888. private _engine;
  122889. private _effect;
  122890. private _cachedDefines;
  122891. private _savedDepthWrite;
  122892. /**
  122893. * Instantiates a new outline renderer. (There could be only one per scene).
  122894. * @param scene Defines the scene it belongs to
  122895. */
  122896. constructor(scene: Scene);
  122897. /**
  122898. * Register the component to one instance of a scene.
  122899. */
  122900. register(): void;
  122901. /**
  122902. * Rebuilds the elements related to this component in case of
  122903. * context lost for instance.
  122904. */
  122905. rebuild(): void;
  122906. /**
  122907. * Disposes the component and the associated ressources.
  122908. */
  122909. dispose(): void;
  122910. /**
  122911. * Renders the outline in the canvas.
  122912. * @param subMesh Defines the sumesh to render
  122913. * @param batch Defines the batch of meshes in case of instances
  122914. * @param useOverlay Defines if the rendering is for the overlay or the outline
  122915. */
  122916. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  122917. /**
  122918. * Returns whether or not the outline renderer is ready for a given submesh.
  122919. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  122920. * @param subMesh Defines the submesh to check readyness for
  122921. * @param useInstances Defines wheter wee are trying to render instances or not
  122922. * @returns true if ready otherwise false
  122923. */
  122924. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  122925. private _beforeRenderingMesh;
  122926. private _afterRenderingMesh;
  122927. }
  122928. }
  122929. declare module BABYLON {
  122930. /**
  122931. * Defines the list of states available for a task inside a AssetsManager
  122932. */
  122933. export enum AssetTaskState {
  122934. /**
  122935. * Initialization
  122936. */
  122937. INIT = 0,
  122938. /**
  122939. * Running
  122940. */
  122941. RUNNING = 1,
  122942. /**
  122943. * Done
  122944. */
  122945. DONE = 2,
  122946. /**
  122947. * Error
  122948. */
  122949. ERROR = 3
  122950. }
  122951. /**
  122952. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  122953. */
  122954. export abstract class AbstractAssetTask {
  122955. /**
  122956. * Task name
  122957. */ name: string;
  122958. /**
  122959. * Callback called when the task is successful
  122960. */
  122961. onSuccess: (task: any) => void;
  122962. /**
  122963. * Callback called when the task is not successful
  122964. */
  122965. onError: (task: any, message?: string, exception?: any) => void;
  122966. /**
  122967. * Creates a new AssetsManager
  122968. * @param name defines the name of the task
  122969. */
  122970. constructor(
  122971. /**
  122972. * Task name
  122973. */ name: string);
  122974. private _isCompleted;
  122975. private _taskState;
  122976. private _errorObject;
  122977. /**
  122978. * Get if the task is completed
  122979. */
  122980. readonly isCompleted: boolean;
  122981. /**
  122982. * Gets the current state of the task
  122983. */
  122984. readonly taskState: AssetTaskState;
  122985. /**
  122986. * Gets the current error object (if task is in error)
  122987. */
  122988. readonly errorObject: {
  122989. message?: string;
  122990. exception?: any;
  122991. };
  122992. /**
  122993. * Internal only
  122994. * @hidden
  122995. */
  122996. _setErrorObject(message?: string, exception?: any): void;
  122997. /**
  122998. * Execute the current task
  122999. * @param scene defines the scene where you want your assets to be loaded
  123000. * @param onSuccess is a callback called when the task is successfully executed
  123001. * @param onError is a callback called if an error occurs
  123002. */
  123003. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123004. /**
  123005. * Execute the current task
  123006. * @param scene defines the scene where you want your assets to be loaded
  123007. * @param onSuccess is a callback called when the task is successfully executed
  123008. * @param onError is a callback called if an error occurs
  123009. */
  123010. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123011. /**
  123012. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  123013. * This can be used with failed tasks that have the reason for failure fixed.
  123014. */
  123015. reset(): void;
  123016. private onErrorCallback;
  123017. private onDoneCallback;
  123018. }
  123019. /**
  123020. * Define the interface used by progress events raised during assets loading
  123021. */
  123022. export interface IAssetsProgressEvent {
  123023. /**
  123024. * Defines the number of remaining tasks to process
  123025. */
  123026. remainingCount: number;
  123027. /**
  123028. * Defines the total number of tasks
  123029. */
  123030. totalCount: number;
  123031. /**
  123032. * Defines the task that was just processed
  123033. */
  123034. task: AbstractAssetTask;
  123035. }
  123036. /**
  123037. * Class used to share progress information about assets loading
  123038. */
  123039. export class AssetsProgressEvent implements IAssetsProgressEvent {
  123040. /**
  123041. * Defines the number of remaining tasks to process
  123042. */
  123043. remainingCount: number;
  123044. /**
  123045. * Defines the total number of tasks
  123046. */
  123047. totalCount: number;
  123048. /**
  123049. * Defines the task that was just processed
  123050. */
  123051. task: AbstractAssetTask;
  123052. /**
  123053. * Creates a AssetsProgressEvent
  123054. * @param remainingCount defines the number of remaining tasks to process
  123055. * @param totalCount defines the total number of tasks
  123056. * @param task defines the task that was just processed
  123057. */
  123058. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  123059. }
  123060. /**
  123061. * Define a task used by AssetsManager to load meshes
  123062. */
  123063. export class MeshAssetTask extends AbstractAssetTask {
  123064. /**
  123065. * Defines the name of the task
  123066. */
  123067. name: string;
  123068. /**
  123069. * Defines the list of mesh's names you want to load
  123070. */
  123071. meshesNames: any;
  123072. /**
  123073. * Defines the root url to use as a base to load your meshes and associated resources
  123074. */
  123075. rootUrl: string;
  123076. /**
  123077. * Defines the filename of the scene to load from
  123078. */
  123079. sceneFilename: string;
  123080. /**
  123081. * Gets the list of loaded meshes
  123082. */
  123083. loadedMeshes: Array<AbstractMesh>;
  123084. /**
  123085. * Gets the list of loaded particle systems
  123086. */
  123087. loadedParticleSystems: Array<IParticleSystem>;
  123088. /**
  123089. * Gets the list of loaded skeletons
  123090. */
  123091. loadedSkeletons: Array<Skeleton>;
  123092. /**
  123093. * Gets the list of loaded animation groups
  123094. */
  123095. loadedAnimationGroups: Array<AnimationGroup>;
  123096. /**
  123097. * Callback called when the task is successful
  123098. */
  123099. onSuccess: (task: MeshAssetTask) => void;
  123100. /**
  123101. * Callback called when the task is successful
  123102. */
  123103. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  123104. /**
  123105. * Creates a new MeshAssetTask
  123106. * @param name defines the name of the task
  123107. * @param meshesNames defines the list of mesh's names you want to load
  123108. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  123109. * @param sceneFilename defines the filename of the scene to load from
  123110. */
  123111. constructor(
  123112. /**
  123113. * Defines the name of the task
  123114. */
  123115. name: string,
  123116. /**
  123117. * Defines the list of mesh's names you want to load
  123118. */
  123119. meshesNames: any,
  123120. /**
  123121. * Defines the root url to use as a base to load your meshes and associated resources
  123122. */
  123123. rootUrl: string,
  123124. /**
  123125. * Defines the filename of the scene to load from
  123126. */
  123127. sceneFilename: string);
  123128. /**
  123129. * Execute the current task
  123130. * @param scene defines the scene where you want your assets to be loaded
  123131. * @param onSuccess is a callback called when the task is successfully executed
  123132. * @param onError is a callback called if an error occurs
  123133. */
  123134. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123135. }
  123136. /**
  123137. * Define a task used by AssetsManager to load text content
  123138. */
  123139. export class TextFileAssetTask extends AbstractAssetTask {
  123140. /**
  123141. * Defines the name of the task
  123142. */
  123143. name: string;
  123144. /**
  123145. * Defines the location of the file to load
  123146. */
  123147. url: string;
  123148. /**
  123149. * Gets the loaded text string
  123150. */
  123151. text: string;
  123152. /**
  123153. * Callback called when the task is successful
  123154. */
  123155. onSuccess: (task: TextFileAssetTask) => void;
  123156. /**
  123157. * Callback called when the task is successful
  123158. */
  123159. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  123160. /**
  123161. * Creates a new TextFileAssetTask object
  123162. * @param name defines the name of the task
  123163. * @param url defines the location of the file to load
  123164. */
  123165. constructor(
  123166. /**
  123167. * Defines the name of the task
  123168. */
  123169. name: string,
  123170. /**
  123171. * Defines the location of the file to load
  123172. */
  123173. url: string);
  123174. /**
  123175. * Execute the current task
  123176. * @param scene defines the scene where you want your assets to be loaded
  123177. * @param onSuccess is a callback called when the task is successfully executed
  123178. * @param onError is a callback called if an error occurs
  123179. */
  123180. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123181. }
  123182. /**
  123183. * Define a task used by AssetsManager to load binary data
  123184. */
  123185. export class BinaryFileAssetTask extends AbstractAssetTask {
  123186. /**
  123187. * Defines the name of the task
  123188. */
  123189. name: string;
  123190. /**
  123191. * Defines the location of the file to load
  123192. */
  123193. url: string;
  123194. /**
  123195. * Gets the lodaded data (as an array buffer)
  123196. */
  123197. data: ArrayBuffer;
  123198. /**
  123199. * Callback called when the task is successful
  123200. */
  123201. onSuccess: (task: BinaryFileAssetTask) => void;
  123202. /**
  123203. * Callback called when the task is successful
  123204. */
  123205. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  123206. /**
  123207. * Creates a new BinaryFileAssetTask object
  123208. * @param name defines the name of the new task
  123209. * @param url defines the location of the file to load
  123210. */
  123211. constructor(
  123212. /**
  123213. * Defines the name of the task
  123214. */
  123215. name: string,
  123216. /**
  123217. * Defines the location of the file to load
  123218. */
  123219. url: string);
  123220. /**
  123221. * Execute the current task
  123222. * @param scene defines the scene where you want your assets to be loaded
  123223. * @param onSuccess is a callback called when the task is successfully executed
  123224. * @param onError is a callback called if an error occurs
  123225. */
  123226. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123227. }
  123228. /**
  123229. * Define a task used by AssetsManager to load images
  123230. */
  123231. export class ImageAssetTask extends AbstractAssetTask {
  123232. /**
  123233. * Defines the name of the task
  123234. */
  123235. name: string;
  123236. /**
  123237. * Defines the location of the image to load
  123238. */
  123239. url: string;
  123240. /**
  123241. * Gets the loaded images
  123242. */
  123243. image: HTMLImageElement;
  123244. /**
  123245. * Callback called when the task is successful
  123246. */
  123247. onSuccess: (task: ImageAssetTask) => void;
  123248. /**
  123249. * Callback called when the task is successful
  123250. */
  123251. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  123252. /**
  123253. * Creates a new ImageAssetTask
  123254. * @param name defines the name of the task
  123255. * @param url defines the location of the image to load
  123256. */
  123257. constructor(
  123258. /**
  123259. * Defines the name of the task
  123260. */
  123261. name: string,
  123262. /**
  123263. * Defines the location of the image to load
  123264. */
  123265. url: string);
  123266. /**
  123267. * Execute the current task
  123268. * @param scene defines the scene where you want your assets to be loaded
  123269. * @param onSuccess is a callback called when the task is successfully executed
  123270. * @param onError is a callback called if an error occurs
  123271. */
  123272. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123273. }
  123274. /**
  123275. * Defines the interface used by texture loading tasks
  123276. */
  123277. export interface ITextureAssetTask<TEX extends BaseTexture> {
  123278. /**
  123279. * Gets the loaded texture
  123280. */
  123281. texture: TEX;
  123282. }
  123283. /**
  123284. * Define a task used by AssetsManager to load 2D textures
  123285. */
  123286. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  123287. /**
  123288. * Defines the name of the task
  123289. */
  123290. name: string;
  123291. /**
  123292. * Defines the location of the file to load
  123293. */
  123294. url: string;
  123295. /**
  123296. * Defines if mipmap should not be generated (default is false)
  123297. */
  123298. noMipmap?: boolean | undefined;
  123299. /**
  123300. * Defines if texture must be inverted on Y axis (default is false)
  123301. */
  123302. invertY?: boolean | undefined;
  123303. /**
  123304. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  123305. */
  123306. samplingMode: number;
  123307. /**
  123308. * Gets the loaded texture
  123309. */
  123310. texture: Texture;
  123311. /**
  123312. * Callback called when the task is successful
  123313. */
  123314. onSuccess: (task: TextureAssetTask) => void;
  123315. /**
  123316. * Callback called when the task is successful
  123317. */
  123318. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  123319. /**
  123320. * Creates a new TextureAssetTask object
  123321. * @param name defines the name of the task
  123322. * @param url defines the location of the file to load
  123323. * @param noMipmap defines if mipmap should not be generated (default is false)
  123324. * @param invertY defines if texture must be inverted on Y axis (default is false)
  123325. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  123326. */
  123327. constructor(
  123328. /**
  123329. * Defines the name of the task
  123330. */
  123331. name: string,
  123332. /**
  123333. * Defines the location of the file to load
  123334. */
  123335. url: string,
  123336. /**
  123337. * Defines if mipmap should not be generated (default is false)
  123338. */
  123339. noMipmap?: boolean | undefined,
  123340. /**
  123341. * Defines if texture must be inverted on Y axis (default is false)
  123342. */
  123343. invertY?: boolean | undefined,
  123344. /**
  123345. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  123346. */
  123347. samplingMode?: number);
  123348. /**
  123349. * Execute the current task
  123350. * @param scene defines the scene where you want your assets to be loaded
  123351. * @param onSuccess is a callback called when the task is successfully executed
  123352. * @param onError is a callback called if an error occurs
  123353. */
  123354. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123355. }
  123356. /**
  123357. * Define a task used by AssetsManager to load cube textures
  123358. */
  123359. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  123360. /**
  123361. * Defines the name of the task
  123362. */
  123363. name: string;
  123364. /**
  123365. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  123366. */
  123367. url: string;
  123368. /**
  123369. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  123370. */
  123371. extensions?: string[] | undefined;
  123372. /**
  123373. * Defines if mipmaps should not be generated (default is false)
  123374. */
  123375. noMipmap?: boolean | undefined;
  123376. /**
  123377. * Defines the explicit list of files (undefined by default)
  123378. */
  123379. files?: string[] | undefined;
  123380. /**
  123381. * Gets the loaded texture
  123382. */
  123383. texture: CubeTexture;
  123384. /**
  123385. * Callback called when the task is successful
  123386. */
  123387. onSuccess: (task: CubeTextureAssetTask) => void;
  123388. /**
  123389. * Callback called when the task is successful
  123390. */
  123391. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  123392. /**
  123393. * Creates a new CubeTextureAssetTask
  123394. * @param name defines the name of the task
  123395. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  123396. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  123397. * @param noMipmap defines if mipmaps should not be generated (default is false)
  123398. * @param files defines the explicit list of files (undefined by default)
  123399. */
  123400. constructor(
  123401. /**
  123402. * Defines the name of the task
  123403. */
  123404. name: string,
  123405. /**
  123406. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  123407. */
  123408. url: string,
  123409. /**
  123410. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  123411. */
  123412. extensions?: string[] | undefined,
  123413. /**
  123414. * Defines if mipmaps should not be generated (default is false)
  123415. */
  123416. noMipmap?: boolean | undefined,
  123417. /**
  123418. * Defines the explicit list of files (undefined by default)
  123419. */
  123420. files?: string[] | undefined);
  123421. /**
  123422. * Execute the current task
  123423. * @param scene defines the scene where you want your assets to be loaded
  123424. * @param onSuccess is a callback called when the task is successfully executed
  123425. * @param onError is a callback called if an error occurs
  123426. */
  123427. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123428. }
  123429. /**
  123430. * Define a task used by AssetsManager to load HDR cube textures
  123431. */
  123432. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  123433. /**
  123434. * Defines the name of the task
  123435. */
  123436. name: string;
  123437. /**
  123438. * Defines the location of the file to load
  123439. */
  123440. url: string;
  123441. /**
  123442. * Defines the desired size (the more it increases the longer the generation will be)
  123443. */
  123444. size: number;
  123445. /**
  123446. * Defines if mipmaps should not be generated (default is false)
  123447. */
  123448. noMipmap: boolean;
  123449. /**
  123450. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  123451. */
  123452. generateHarmonics: boolean;
  123453. /**
  123454. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  123455. */
  123456. gammaSpace: boolean;
  123457. /**
  123458. * Internal Use Only
  123459. */
  123460. reserved: boolean;
  123461. /**
  123462. * Gets the loaded texture
  123463. */
  123464. texture: HDRCubeTexture;
  123465. /**
  123466. * Callback called when the task is successful
  123467. */
  123468. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  123469. /**
  123470. * Callback called when the task is successful
  123471. */
  123472. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  123473. /**
  123474. * Creates a new HDRCubeTextureAssetTask object
  123475. * @param name defines the name of the task
  123476. * @param url defines the location of the file to load
  123477. * @param size defines the desired size (the more it increases the longer the generation will be) If the size is omitted this implies you are using a preprocessed cubemap.
  123478. * @param noMipmap defines if mipmaps should not be generated (default is false)
  123479. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  123480. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  123481. * @param reserved Internal use only
  123482. */
  123483. constructor(
  123484. /**
  123485. * Defines the name of the task
  123486. */
  123487. name: string,
  123488. /**
  123489. * Defines the location of the file to load
  123490. */
  123491. url: string,
  123492. /**
  123493. * Defines the desired size (the more it increases the longer the generation will be)
  123494. */
  123495. size: number,
  123496. /**
  123497. * Defines if mipmaps should not be generated (default is false)
  123498. */
  123499. noMipmap?: boolean,
  123500. /**
  123501. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  123502. */
  123503. generateHarmonics?: boolean,
  123504. /**
  123505. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  123506. */
  123507. gammaSpace?: boolean,
  123508. /**
  123509. * Internal Use Only
  123510. */
  123511. reserved?: boolean);
  123512. /**
  123513. * Execute the current task
  123514. * @param scene defines the scene where you want your assets to be loaded
  123515. * @param onSuccess is a callback called when the task is successfully executed
  123516. * @param onError is a callback called if an error occurs
  123517. */
  123518. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123519. }
  123520. /**
  123521. * Define a task used by AssetsManager to load Equirectangular cube textures
  123522. */
  123523. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  123524. /**
  123525. * Defines the name of the task
  123526. */
  123527. name: string;
  123528. /**
  123529. * Defines the location of the file to load
  123530. */
  123531. url: string;
  123532. /**
  123533. * Defines the desired size (the more it increases the longer the generation will be)
  123534. */
  123535. size: number;
  123536. /**
  123537. * Defines if mipmaps should not be generated (default is false)
  123538. */
  123539. noMipmap: boolean;
  123540. /**
  123541. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  123542. * but the standard material would require them in Gamma space) (default is true)
  123543. */
  123544. gammaSpace: boolean;
  123545. /**
  123546. * Gets the loaded texture
  123547. */
  123548. texture: EquiRectangularCubeTexture;
  123549. /**
  123550. * Callback called when the task is successful
  123551. */
  123552. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  123553. /**
  123554. * Callback called when the task is successful
  123555. */
  123556. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  123557. /**
  123558. * Creates a new EquiRectangularCubeTextureAssetTask object
  123559. * @param name defines the name of the task
  123560. * @param url defines the location of the file to load
  123561. * @param size defines the desired size (the more it increases the longer the generation will be)
  123562. * If the size is omitted this implies you are using a preprocessed cubemap.
  123563. * @param noMipmap defines if mipmaps should not be generated (default is false)
  123564. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  123565. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  123566. * (default is true)
  123567. */
  123568. constructor(
  123569. /**
  123570. * Defines the name of the task
  123571. */
  123572. name: string,
  123573. /**
  123574. * Defines the location of the file to load
  123575. */
  123576. url: string,
  123577. /**
  123578. * Defines the desired size (the more it increases the longer the generation will be)
  123579. */
  123580. size: number,
  123581. /**
  123582. * Defines if mipmaps should not be generated (default is false)
  123583. */
  123584. noMipmap?: boolean,
  123585. /**
  123586. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  123587. * but the standard material would require them in Gamma space) (default is true)
  123588. */
  123589. gammaSpace?: boolean);
  123590. /**
  123591. * Execute the current task
  123592. * @param scene defines the scene where you want your assets to be loaded
  123593. * @param onSuccess is a callback called when the task is successfully executed
  123594. * @param onError is a callback called if an error occurs
  123595. */
  123596. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123597. }
  123598. /**
  123599. * This class can be used to easily import assets into a scene
  123600. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  123601. */
  123602. export class AssetsManager {
  123603. private _scene;
  123604. private _isLoading;
  123605. protected _tasks: AbstractAssetTask[];
  123606. protected _waitingTasksCount: number;
  123607. protected _totalTasksCount: number;
  123608. /**
  123609. * Callback called when all tasks are processed
  123610. */
  123611. onFinish: (tasks: AbstractAssetTask[]) => void;
  123612. /**
  123613. * Callback called when a task is successful
  123614. */
  123615. onTaskSuccess: (task: AbstractAssetTask) => void;
  123616. /**
  123617. * Callback called when a task had an error
  123618. */
  123619. onTaskError: (task: AbstractAssetTask) => void;
  123620. /**
  123621. * Callback called when a task is done (whatever the result is)
  123622. */
  123623. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  123624. /**
  123625. * Observable called when all tasks are processed
  123626. */
  123627. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  123628. /**
  123629. * Observable called when a task had an error
  123630. */
  123631. onTaskErrorObservable: Observable<AbstractAssetTask>;
  123632. /**
  123633. * Observable called when all tasks were executed
  123634. */
  123635. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  123636. /**
  123637. * Observable called when a task is done (whatever the result is)
  123638. */
  123639. onProgressObservable: Observable<IAssetsProgressEvent>;
  123640. /**
  123641. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  123642. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  123643. */
  123644. useDefaultLoadingScreen: boolean;
  123645. /**
  123646. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  123647. * when all assets have been downloaded.
  123648. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  123649. */
  123650. autoHideLoadingUI: boolean;
  123651. /**
  123652. * Creates a new AssetsManager
  123653. * @param scene defines the scene to work on
  123654. */
  123655. constructor(scene: Scene);
  123656. /**
  123657. * Add a MeshAssetTask to the list of active tasks
  123658. * @param taskName defines the name of the new task
  123659. * @param meshesNames defines the name of meshes to load
  123660. * @param rootUrl defines the root url to use to locate files
  123661. * @param sceneFilename defines the filename of the scene file
  123662. * @returns a new MeshAssetTask object
  123663. */
  123664. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  123665. /**
  123666. * Add a TextFileAssetTask to the list of active tasks
  123667. * @param taskName defines the name of the new task
  123668. * @param url defines the url of the file to load
  123669. * @returns a new TextFileAssetTask object
  123670. */
  123671. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  123672. /**
  123673. * Add a BinaryFileAssetTask to the list of active tasks
  123674. * @param taskName defines the name of the new task
  123675. * @param url defines the url of the file to load
  123676. * @returns a new BinaryFileAssetTask object
  123677. */
  123678. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  123679. /**
  123680. * Add a ImageAssetTask to the list of active tasks
  123681. * @param taskName defines the name of the new task
  123682. * @param url defines the url of the file to load
  123683. * @returns a new ImageAssetTask object
  123684. */
  123685. addImageTask(taskName: string, url: string): ImageAssetTask;
  123686. /**
  123687. * Add a TextureAssetTask to the list of active tasks
  123688. * @param taskName defines the name of the new task
  123689. * @param url defines the url of the file to load
  123690. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  123691. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  123692. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  123693. * @returns a new TextureAssetTask object
  123694. */
  123695. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  123696. /**
  123697. * Add a CubeTextureAssetTask to the list of active tasks
  123698. * @param taskName defines the name of the new task
  123699. * @param url defines the url of the file to load
  123700. * @param extensions defines the extension to use to load the cube map (can be null)
  123701. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  123702. * @param files defines the list of files to load (can be null)
  123703. * @returns a new CubeTextureAssetTask object
  123704. */
  123705. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  123706. /**
  123707. *
  123708. * Add a HDRCubeTextureAssetTask to the list of active tasks
  123709. * @param taskName defines the name of the new task
  123710. * @param url defines the url of the file to load
  123711. * @param size defines the size you want for the cubemap (can be null)
  123712. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  123713. * @param generateHarmonics defines if you want to automatically generate (true by default)
  123714. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  123715. * @param reserved Internal use only
  123716. * @returns a new HDRCubeTextureAssetTask object
  123717. */
  123718. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  123719. /**
  123720. *
  123721. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  123722. * @param taskName defines the name of the new task
  123723. * @param url defines the url of the file to load
  123724. * @param size defines the size you want for the cubemap (can be null)
  123725. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  123726. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  123727. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  123728. * @returns a new EquiRectangularCubeTextureAssetTask object
  123729. */
  123730. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  123731. /**
  123732. * Remove a task from the assets manager.
  123733. * @param task the task to remove
  123734. */
  123735. removeTask(task: AbstractAssetTask): void;
  123736. private _decreaseWaitingTasksCount;
  123737. private _runTask;
  123738. /**
  123739. * Reset the AssetsManager and remove all tasks
  123740. * @return the current instance of the AssetsManager
  123741. */
  123742. reset(): AssetsManager;
  123743. /**
  123744. * Start the loading process
  123745. * @return the current instance of the AssetsManager
  123746. */
  123747. load(): AssetsManager;
  123748. /**
  123749. * Start the loading process as an async operation
  123750. * @return a promise returning the list of failed tasks
  123751. */
  123752. loadAsync(): Promise<void>;
  123753. }
  123754. }
  123755. declare module BABYLON {
  123756. /**
  123757. * Wrapper class for promise with external resolve and reject.
  123758. */
  123759. export class Deferred<T> {
  123760. /**
  123761. * The promise associated with this deferred object.
  123762. */
  123763. readonly promise: Promise<T>;
  123764. private _resolve;
  123765. private _reject;
  123766. /**
  123767. * The resolve method of the promise associated with this deferred object.
  123768. */
  123769. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  123770. /**
  123771. * The reject method of the promise associated with this deferred object.
  123772. */
  123773. readonly reject: (reason?: any) => void;
  123774. /**
  123775. * Constructor for this deferred object.
  123776. */
  123777. constructor();
  123778. }
  123779. }
  123780. declare module BABYLON {
  123781. /**
  123782. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  123783. */
  123784. export class MeshExploder {
  123785. private _centerMesh;
  123786. private _meshes;
  123787. private _meshesOrigins;
  123788. private _toCenterVectors;
  123789. private _scaledDirection;
  123790. private _newPosition;
  123791. private _centerPosition;
  123792. /**
  123793. * Explodes meshes from a center mesh.
  123794. * @param meshes The meshes to explode.
  123795. * @param centerMesh The mesh to be center of explosion.
  123796. */
  123797. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  123798. private _setCenterMesh;
  123799. /**
  123800. * Get class name
  123801. * @returns "MeshExploder"
  123802. */
  123803. getClassName(): string;
  123804. /**
  123805. * "Exploded meshes"
  123806. * @returns Array of meshes with the centerMesh at index 0.
  123807. */
  123808. getMeshes(): Array<Mesh>;
  123809. /**
  123810. * Explodes meshes giving a specific direction
  123811. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  123812. */
  123813. explode(direction?: number): void;
  123814. }
  123815. }
  123816. declare module BABYLON {
  123817. /**
  123818. * Class used to help managing file picking and drag'n'drop
  123819. */
  123820. export class FilesInput {
  123821. /**
  123822. * List of files ready to be loaded
  123823. */
  123824. static readonly FilesToLoad: {
  123825. [key: string]: File;
  123826. };
  123827. /**
  123828. * Callback called when a file is processed
  123829. */
  123830. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  123831. private _engine;
  123832. private _currentScene;
  123833. private _sceneLoadedCallback;
  123834. private _progressCallback;
  123835. private _additionalRenderLoopLogicCallback;
  123836. private _textureLoadingCallback;
  123837. private _startingProcessingFilesCallback;
  123838. private _onReloadCallback;
  123839. private _errorCallback;
  123840. private _elementToMonitor;
  123841. private _sceneFileToLoad;
  123842. private _filesToLoad;
  123843. /**
  123844. * Creates a new FilesInput
  123845. * @param engine defines the rendering engine
  123846. * @param scene defines the hosting scene
  123847. * @param sceneLoadedCallback callback called when scene is loaded
  123848. * @param progressCallback callback called to track progress
  123849. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  123850. * @param textureLoadingCallback callback called when a texture is loading
  123851. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  123852. * @param onReloadCallback callback called when a reload is requested
  123853. * @param errorCallback callback call if an error occurs
  123854. */
  123855. constructor(engine: Engine, scene: Scene, sceneLoadedCallback: (sceneFile: File, scene: Scene) => void, progressCallback: (progress: SceneLoaderProgressEvent) => void, additionalRenderLoopLogicCallback: () => void, textureLoadingCallback: (remaining: number) => void, startingProcessingFilesCallback: (files?: File[]) => void, onReloadCallback: (sceneFile: File) => void, errorCallback: (sceneFile: File, scene: Scene, message: string) => void);
  123856. private _dragEnterHandler;
  123857. private _dragOverHandler;
  123858. private _dropHandler;
  123859. /**
  123860. * Calls this function to listen to drag'n'drop events on a specific DOM element
  123861. * @param elementToMonitor defines the DOM element to track
  123862. */
  123863. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  123864. /**
  123865. * Release all associated resources
  123866. */
  123867. dispose(): void;
  123868. private renderFunction;
  123869. private drag;
  123870. private drop;
  123871. private _traverseFolder;
  123872. private _processFiles;
  123873. /**
  123874. * Load files from a drop event
  123875. * @param event defines the drop event to use as source
  123876. */
  123877. loadFiles(event: any): void;
  123878. private _processReload;
  123879. /**
  123880. * Reload the current scene from the loaded files
  123881. */
  123882. reload(): void;
  123883. }
  123884. }
  123885. declare module BABYLON {
  123886. /**
  123887. * Defines the root class used to create scene optimization to use with SceneOptimizer
  123888. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123889. */
  123890. export class SceneOptimization {
  123891. /**
  123892. * Defines the priority of this optimization (0 by default which means first in the list)
  123893. */
  123894. priority: number;
  123895. /**
  123896. * Gets a string describing the action executed by the current optimization
  123897. * @returns description string
  123898. */
  123899. getDescription(): string;
  123900. /**
  123901. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123902. * @param scene defines the current scene where to apply this optimization
  123903. * @param optimizer defines the current optimizer
  123904. * @returns true if everything that can be done was applied
  123905. */
  123906. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123907. /**
  123908. * Creates the SceneOptimization object
  123909. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  123910. * @param desc defines the description associated with the optimization
  123911. */
  123912. constructor(
  123913. /**
  123914. * Defines the priority of this optimization (0 by default which means first in the list)
  123915. */
  123916. priority?: number);
  123917. }
  123918. /**
  123919. * Defines an optimization used to reduce the size of render target textures
  123920. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123921. */
  123922. export class TextureOptimization extends SceneOptimization {
  123923. /**
  123924. * Defines the priority of this optimization (0 by default which means first in the list)
  123925. */
  123926. priority: number;
  123927. /**
  123928. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  123929. */
  123930. maximumSize: number;
  123931. /**
  123932. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  123933. */
  123934. step: number;
  123935. /**
  123936. * Gets a string describing the action executed by the current optimization
  123937. * @returns description string
  123938. */
  123939. getDescription(): string;
  123940. /**
  123941. * Creates the TextureOptimization object
  123942. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  123943. * @param maximumSize defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  123944. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  123945. */
  123946. constructor(
  123947. /**
  123948. * Defines the priority of this optimization (0 by default which means first in the list)
  123949. */
  123950. priority?: number,
  123951. /**
  123952. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  123953. */
  123954. maximumSize?: number,
  123955. /**
  123956. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  123957. */
  123958. step?: number);
  123959. /**
  123960. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123961. * @param scene defines the current scene where to apply this optimization
  123962. * @param optimizer defines the current optimizer
  123963. * @returns true if everything that can be done was applied
  123964. */
  123965. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123966. }
  123967. /**
  123968. * Defines an optimization used to increase or decrease the rendering resolution
  123969. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123970. */
  123971. export class HardwareScalingOptimization extends SceneOptimization {
  123972. /**
  123973. * Defines the priority of this optimization (0 by default which means first in the list)
  123974. */
  123975. priority: number;
  123976. /**
  123977. * Defines the maximum scale to use (2 by default)
  123978. */
  123979. maximumScale: number;
  123980. /**
  123981. * Defines the step to use between two passes (0.5 by default)
  123982. */
  123983. step: number;
  123984. private _currentScale;
  123985. private _directionOffset;
  123986. /**
  123987. * Gets a string describing the action executed by the current optimization
  123988. * @return description string
  123989. */
  123990. getDescription(): string;
  123991. /**
  123992. * Creates the HardwareScalingOptimization object
  123993. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  123994. * @param maximumScale defines the maximum scale to use (2 by default)
  123995. * @param step defines the step to use between two passes (0.5 by default)
  123996. */
  123997. constructor(
  123998. /**
  123999. * Defines the priority of this optimization (0 by default which means first in the list)
  124000. */
  124001. priority?: number,
  124002. /**
  124003. * Defines the maximum scale to use (2 by default)
  124004. */
  124005. maximumScale?: number,
  124006. /**
  124007. * Defines the step to use between two passes (0.5 by default)
  124008. */
  124009. step?: number);
  124010. /**
  124011. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124012. * @param scene defines the current scene where to apply this optimization
  124013. * @param optimizer defines the current optimizer
  124014. * @returns true if everything that can be done was applied
  124015. */
  124016. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124017. }
  124018. /**
  124019. * Defines an optimization used to remove shadows
  124020. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124021. */
  124022. export class ShadowsOptimization extends SceneOptimization {
  124023. /**
  124024. * Gets a string describing the action executed by the current optimization
  124025. * @return description string
  124026. */
  124027. getDescription(): string;
  124028. /**
  124029. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124030. * @param scene defines the current scene where to apply this optimization
  124031. * @param optimizer defines the current optimizer
  124032. * @returns true if everything that can be done was applied
  124033. */
  124034. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124035. }
  124036. /**
  124037. * Defines an optimization used to turn post-processes off
  124038. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124039. */
  124040. export class PostProcessesOptimization extends SceneOptimization {
  124041. /**
  124042. * Gets a string describing the action executed by the current optimization
  124043. * @return description string
  124044. */
  124045. getDescription(): string;
  124046. /**
  124047. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124048. * @param scene defines the current scene where to apply this optimization
  124049. * @param optimizer defines the current optimizer
  124050. * @returns true if everything that can be done was applied
  124051. */
  124052. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124053. }
  124054. /**
  124055. * Defines an optimization used to turn lens flares off
  124056. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124057. */
  124058. export class LensFlaresOptimization extends SceneOptimization {
  124059. /**
  124060. * Gets a string describing the action executed by the current optimization
  124061. * @return description string
  124062. */
  124063. getDescription(): string;
  124064. /**
  124065. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124066. * @param scene defines the current scene where to apply this optimization
  124067. * @param optimizer defines the current optimizer
  124068. * @returns true if everything that can be done was applied
  124069. */
  124070. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124071. }
  124072. /**
  124073. * Defines an optimization based on user defined callback.
  124074. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124075. */
  124076. export class CustomOptimization extends SceneOptimization {
  124077. /**
  124078. * Callback called to apply the custom optimization.
  124079. */
  124080. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  124081. /**
  124082. * Callback called to get custom description
  124083. */
  124084. onGetDescription: () => string;
  124085. /**
  124086. * Gets a string describing the action executed by the current optimization
  124087. * @returns description string
  124088. */
  124089. getDescription(): string;
  124090. /**
  124091. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124092. * @param scene defines the current scene where to apply this optimization
  124093. * @param optimizer defines the current optimizer
  124094. * @returns true if everything that can be done was applied
  124095. */
  124096. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124097. }
  124098. /**
  124099. * Defines an optimization used to turn particles off
  124100. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124101. */
  124102. export class ParticlesOptimization extends SceneOptimization {
  124103. /**
  124104. * Gets a string describing the action executed by the current optimization
  124105. * @return description string
  124106. */
  124107. getDescription(): string;
  124108. /**
  124109. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124110. * @param scene defines the current scene where to apply this optimization
  124111. * @param optimizer defines the current optimizer
  124112. * @returns true if everything that can be done was applied
  124113. */
  124114. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124115. }
  124116. /**
  124117. * Defines an optimization used to turn render targets off
  124118. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124119. */
  124120. export class RenderTargetsOptimization extends SceneOptimization {
  124121. /**
  124122. * Gets a string describing the action executed by the current optimization
  124123. * @return description string
  124124. */
  124125. getDescription(): string;
  124126. /**
  124127. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124128. * @param scene defines the current scene where to apply this optimization
  124129. * @param optimizer defines the current optimizer
  124130. * @returns true if everything that can be done was applied
  124131. */
  124132. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124133. }
  124134. /**
  124135. * Defines an optimization used to merge meshes with compatible materials
  124136. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124137. */
  124138. export class MergeMeshesOptimization extends SceneOptimization {
  124139. private static _UpdateSelectionTree;
  124140. /**
  124141. * Gets or sets a boolean which defines if optimization octree has to be updated
  124142. */
  124143. /**
  124144. * Gets or sets a boolean which defines if optimization octree has to be updated
  124145. */
  124146. static UpdateSelectionTree: boolean;
  124147. /**
  124148. * Gets a string describing the action executed by the current optimization
  124149. * @return description string
  124150. */
  124151. getDescription(): string;
  124152. private _canBeMerged;
  124153. /**
  124154. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124155. * @param scene defines the current scene where to apply this optimization
  124156. * @param optimizer defines the current optimizer
  124157. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  124158. * @returns true if everything that can be done was applied
  124159. */
  124160. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  124161. }
  124162. /**
  124163. * Defines a list of options used by SceneOptimizer
  124164. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124165. */
  124166. export class SceneOptimizerOptions {
  124167. /**
  124168. * Defines the target frame rate to reach (60 by default)
  124169. */
  124170. targetFrameRate: number;
  124171. /**
  124172. * Defines the interval between two checkes (2000ms by default)
  124173. */
  124174. trackerDuration: number;
  124175. /**
  124176. * Gets the list of optimizations to apply
  124177. */
  124178. optimizations: SceneOptimization[];
  124179. /**
  124180. * Creates a new list of options used by SceneOptimizer
  124181. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  124182. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  124183. */
  124184. constructor(
  124185. /**
  124186. * Defines the target frame rate to reach (60 by default)
  124187. */
  124188. targetFrameRate?: number,
  124189. /**
  124190. * Defines the interval between two checkes (2000ms by default)
  124191. */
  124192. trackerDuration?: number);
  124193. /**
  124194. * Add a new optimization
  124195. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  124196. * @returns the current SceneOptimizerOptions
  124197. */
  124198. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  124199. /**
  124200. * Add a new custom optimization
  124201. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  124202. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  124203. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  124204. * @returns the current SceneOptimizerOptions
  124205. */
  124206. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  124207. /**
  124208. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  124209. * @param targetFrameRate defines the target frame rate (60 by default)
  124210. * @returns a SceneOptimizerOptions object
  124211. */
  124212. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  124213. /**
  124214. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  124215. * @param targetFrameRate defines the target frame rate (60 by default)
  124216. * @returns a SceneOptimizerOptions object
  124217. */
  124218. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  124219. /**
  124220. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  124221. * @param targetFrameRate defines the target frame rate (60 by default)
  124222. * @returns a SceneOptimizerOptions object
  124223. */
  124224. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  124225. }
  124226. /**
  124227. * Class used to run optimizations in order to reach a target frame rate
  124228. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124229. */
  124230. export class SceneOptimizer implements IDisposable {
  124231. private _isRunning;
  124232. private _options;
  124233. private _scene;
  124234. private _currentPriorityLevel;
  124235. private _targetFrameRate;
  124236. private _trackerDuration;
  124237. private _currentFrameRate;
  124238. private _sceneDisposeObserver;
  124239. private _improvementMode;
  124240. /**
  124241. * Defines an observable called when the optimizer reaches the target frame rate
  124242. */
  124243. onSuccessObservable: Observable<SceneOptimizer>;
  124244. /**
  124245. * Defines an observable called when the optimizer enables an optimization
  124246. */
  124247. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  124248. /**
  124249. * Defines an observable called when the optimizer is not able to reach the target frame rate
  124250. */
  124251. onFailureObservable: Observable<SceneOptimizer>;
  124252. /**
  124253. * Gets a boolean indicating if the optimizer is in improvement mode
  124254. */
  124255. readonly isInImprovementMode: boolean;
  124256. /**
  124257. * Gets the current priority level (0 at start)
  124258. */
  124259. readonly currentPriorityLevel: number;
  124260. /**
  124261. * Gets the current frame rate checked by the SceneOptimizer
  124262. */
  124263. readonly currentFrameRate: number;
  124264. /**
  124265. * Gets or sets the current target frame rate (60 by default)
  124266. */
  124267. /**
  124268. * Gets or sets the current target frame rate (60 by default)
  124269. */
  124270. targetFrameRate: number;
  124271. /**
  124272. * Gets or sets the current interval between two checks (every 2000ms by default)
  124273. */
  124274. /**
  124275. * Gets or sets the current interval between two checks (every 2000ms by default)
  124276. */
  124277. trackerDuration: number;
  124278. /**
  124279. * Gets the list of active optimizations
  124280. */
  124281. readonly optimizations: SceneOptimization[];
  124282. /**
  124283. * Creates a new SceneOptimizer
  124284. * @param scene defines the scene to work on
  124285. * @param options defines the options to use with the SceneOptimizer
  124286. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  124287. * @param improvementMode defines if the scene optimizer must run the maximum optimization while staying over a target frame instead of trying to reach the target framerate (false by default)
  124288. */
  124289. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  124290. /**
  124291. * Stops the current optimizer
  124292. */
  124293. stop(): void;
  124294. /**
  124295. * Reset the optimizer to initial step (current priority level = 0)
  124296. */
  124297. reset(): void;
  124298. /**
  124299. * Start the optimizer. By default it will try to reach a specific framerate
  124300. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  124301. */
  124302. start(): void;
  124303. private _checkCurrentState;
  124304. /**
  124305. * Release all resources
  124306. */
  124307. dispose(): void;
  124308. /**
  124309. * Helper function to create a SceneOptimizer with one single line of code
  124310. * @param scene defines the scene to work on
  124311. * @param options defines the options to use with the SceneOptimizer
  124312. * @param onSuccess defines a callback to call on success
  124313. * @param onFailure defines a callback to call on failure
  124314. * @returns the new SceneOptimizer object
  124315. */
  124316. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  124317. }
  124318. }
  124319. declare module BABYLON {
  124320. /**
  124321. * Class used to serialize a scene into a string
  124322. */
  124323. export class SceneSerializer {
  124324. /**
  124325. * Clear cache used by a previous serialization
  124326. */
  124327. static ClearCache(): void;
  124328. /**
  124329. * Serialize a scene into a JSON compatible object
  124330. * @param scene defines the scene to serialize
  124331. * @returns a JSON compatible object
  124332. */
  124333. static Serialize(scene: Scene): any;
  124334. /**
  124335. * Serialize a mesh into a JSON compatible object
  124336. * @param toSerialize defines the mesh to serialize
  124337. * @param withParents defines if parents must be serialized as well
  124338. * @param withChildren defines if children must be serialized as well
  124339. * @returns a JSON compatible object
  124340. */
  124341. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  124342. }
  124343. }
  124344. declare module BABYLON {
  124345. /**
  124346. * Class used to host texture specific utilities
  124347. */
  124348. export class TextureTools {
  124349. /**
  124350. * Uses the GPU to create a copy texture rescaled at a given size
  124351. * @param texture Texture to copy from
  124352. * @param width defines the desired width
  124353. * @param height defines the desired height
  124354. * @param useBilinearMode defines if bilinear mode has to be used
  124355. * @return the generated texture
  124356. */
  124357. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  124358. }
  124359. }
  124360. declare module BABYLON {
  124361. /**
  124362. * This represents the different options available for the video capture.
  124363. */
  124364. export interface VideoRecorderOptions {
  124365. /** Defines the mime type of the video. */
  124366. mimeType: string;
  124367. /** Defines the FPS the video should be recorded at. */
  124368. fps: number;
  124369. /** Defines the chunk size for the recording data. */
  124370. recordChunckSize: number;
  124371. /** The audio tracks to attach to the recording. */
  124372. audioTracks?: MediaStreamTrack[];
  124373. }
  124374. /**
  124375. * This can help with recording videos from BabylonJS.
  124376. * This is based on the available WebRTC functionalities of the browser.
  124377. *
  124378. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  124379. */
  124380. export class VideoRecorder {
  124381. private static readonly _defaultOptions;
  124382. /**
  124383. * Returns whether or not the VideoRecorder is available in your browser.
  124384. * @param engine Defines the Babylon Engine.
  124385. * @returns true if supported otherwise false.
  124386. */
  124387. static IsSupported(engine: Engine): boolean;
  124388. private readonly _options;
  124389. private _canvas;
  124390. private _mediaRecorder;
  124391. private _recordedChunks;
  124392. private _fileName;
  124393. private _resolve;
  124394. private _reject;
  124395. /**
  124396. * True when a recording is already in progress.
  124397. */
  124398. readonly isRecording: boolean;
  124399. /**
  124400. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  124401. * @param engine Defines the BabylonJS Engine you wish to record.
  124402. * @param options Defines options that can be used to customize the capture.
  124403. */
  124404. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  124405. /**
  124406. * Stops the current recording before the default capture timeout passed in the startRecording function.
  124407. */
  124408. stopRecording(): void;
  124409. /**
  124410. * Starts recording the canvas for a max duration specified in parameters.
  124411. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  124412. * If null no automatic download will start and you can rely on the promise to get the data back.
  124413. * @param maxDuration Defines the maximum recording time in seconds.
  124414. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  124415. * @return A promise callback at the end of the recording with the video data in Blob.
  124416. */
  124417. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  124418. /**
  124419. * Releases internal resources used during the recording.
  124420. */
  124421. dispose(): void;
  124422. private _handleDataAvailable;
  124423. private _handleError;
  124424. private _handleStop;
  124425. }
  124426. }
  124427. declare module BABYLON {
  124428. /**
  124429. * Class containing a set of static utilities functions for screenshots
  124430. */
  124431. export class ScreenshotTools {
  124432. /**
  124433. * Captures a screenshot of the current rendering
  124434. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  124435. * @param engine defines the rendering engine
  124436. * @param camera defines the source camera
  124437. * @param size This parameter can be set to a single number or to an object with the
  124438. * following (optional) properties: precision, width, height. If a single number is passed,
  124439. * it will be used for both width and height. If an object is passed, the screenshot size
  124440. * will be derived from the parameters. The precision property is a multiplier allowing
  124441. * rendering at a higher or lower resolution
  124442. * @param successCallback defines the callback receives a single parameter which contains the
  124443. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  124444. * src parameter of an <img> to display it
  124445. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  124446. * Check your browser for supported MIME types
  124447. */
  124448. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  124449. /**
  124450. * Captures a screenshot of the current rendering
  124451. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  124452. * @param engine defines the rendering engine
  124453. * @param camera defines the source camera
  124454. * @param size This parameter can be set to a single number or to an object with the
  124455. * following (optional) properties: precision, width, height. If a single number is passed,
  124456. * it will be used for both width and height. If an object is passed, the screenshot size
  124457. * will be derived from the parameters. The precision property is a multiplier allowing
  124458. * rendering at a higher or lower resolution
  124459. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  124460. * Check your browser for supported MIME types
  124461. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  124462. * to the src parameter of an <img> to display it
  124463. */
  124464. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  124465. /**
  124466. * Generates an image screenshot from the specified camera.
  124467. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  124468. * @param engine The engine to use for rendering
  124469. * @param camera The camera to use for rendering
  124470. * @param size This parameter can be set to a single number or to an object with the
  124471. * following (optional) properties: precision, width, height. If a single number is passed,
  124472. * it will be used for both width and height. If an object is passed, the screenshot size
  124473. * will be derived from the parameters. The precision property is a multiplier allowing
  124474. * rendering at a higher or lower resolution
  124475. * @param successCallback The callback receives a single parameter which contains the
  124476. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  124477. * src parameter of an <img> to display it
  124478. * @param mimeType The MIME type of the screenshot image (default: image/png).
  124479. * Check your browser for supported MIME types
  124480. * @param samples Texture samples (default: 1)
  124481. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  124482. * @param fileName A name for for the downloaded file.
  124483. */
  124484. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  124485. /**
  124486. * Generates an image screenshot from the specified camera.
  124487. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  124488. * @param engine The engine to use for rendering
  124489. * @param camera The camera to use for rendering
  124490. * @param size This parameter can be set to a single number or to an object with the
  124491. * following (optional) properties: precision, width, height. If a single number is passed,
  124492. * it will be used for both width and height. If an object is passed, the screenshot size
  124493. * will be derived from the parameters. The precision property is a multiplier allowing
  124494. * rendering at a higher or lower resolution
  124495. * @param mimeType The MIME type of the screenshot image (default: image/png).
  124496. * Check your browser for supported MIME types
  124497. * @param samples Texture samples (default: 1)
  124498. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  124499. * @param fileName A name for for the downloaded file.
  124500. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  124501. * to the src parameter of an <img> to display it
  124502. */
  124503. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  124504. }
  124505. }
  124506. declare module BABYLON {
  124507. /**
  124508. * A cursor which tracks a point on a path
  124509. */
  124510. export class PathCursor {
  124511. private path;
  124512. /**
  124513. * Stores path cursor callbacks for when an onchange event is triggered
  124514. */
  124515. private _onchange;
  124516. /**
  124517. * The value of the path cursor
  124518. */
  124519. value: number;
  124520. /**
  124521. * The animation array of the path cursor
  124522. */
  124523. animations: Animation[];
  124524. /**
  124525. * Initializes the path cursor
  124526. * @param path The path to track
  124527. */
  124528. constructor(path: Path2);
  124529. /**
  124530. * Gets the cursor point on the path
  124531. * @returns A point on the path cursor at the cursor location
  124532. */
  124533. getPoint(): Vector3;
  124534. /**
  124535. * Moves the cursor ahead by the step amount
  124536. * @param step The amount to move the cursor forward
  124537. * @returns This path cursor
  124538. */
  124539. moveAhead(step?: number): PathCursor;
  124540. /**
  124541. * Moves the cursor behind by the step amount
  124542. * @param step The amount to move the cursor back
  124543. * @returns This path cursor
  124544. */
  124545. moveBack(step?: number): PathCursor;
  124546. /**
  124547. * Moves the cursor by the step amount
  124548. * If the step amount is greater than one, an exception is thrown
  124549. * @param step The amount to move the cursor
  124550. * @returns This path cursor
  124551. */
  124552. move(step: number): PathCursor;
  124553. /**
  124554. * Ensures that the value is limited between zero and one
  124555. * @returns This path cursor
  124556. */
  124557. private ensureLimits;
  124558. /**
  124559. * Runs onchange callbacks on change (used by the animation engine)
  124560. * @returns This path cursor
  124561. */
  124562. private raiseOnChange;
  124563. /**
  124564. * Executes a function on change
  124565. * @param f A path cursor onchange callback
  124566. * @returns This path cursor
  124567. */
  124568. onchange(f: (cursor: PathCursor) => void): PathCursor;
  124569. }
  124570. }
  124571. declare module BABYLON {
  124572. /** @hidden */
  124573. export var blurPixelShader: {
  124574. name: string;
  124575. shader: string;
  124576. };
  124577. }
  124578. declare module BABYLON {
  124579. /** @hidden */
  124580. export var pointCloudVertexDeclaration: {
  124581. name: string;
  124582. shader: string;
  124583. };
  124584. }
  124585. // Mixins
  124586. interface Window {
  124587. mozIndexedDB: IDBFactory;
  124588. webkitIndexedDB: IDBFactory;
  124589. msIndexedDB: IDBFactory;
  124590. webkitURL: typeof URL;
  124591. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  124592. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  124593. WebGLRenderingContext: WebGLRenderingContext;
  124594. MSGesture: MSGesture;
  124595. CANNON: any;
  124596. AudioContext: AudioContext;
  124597. webkitAudioContext: AudioContext;
  124598. PointerEvent: any;
  124599. Math: Math;
  124600. Uint8Array: Uint8ArrayConstructor;
  124601. Float32Array: Float32ArrayConstructor;
  124602. mozURL: typeof URL;
  124603. msURL: typeof URL;
  124604. VRFrameData: any; // WebVR, from specs 1.1
  124605. DracoDecoderModule: any;
  124606. setImmediate(handler: (...args: any[]) => void): number;
  124607. }
  124608. interface HTMLCanvasElement {
  124609. requestPointerLock(): void;
  124610. msRequestPointerLock?(): void;
  124611. mozRequestPointerLock?(): void;
  124612. webkitRequestPointerLock?(): void;
  124613. /** Track wether a record is in progress */
  124614. isRecording: boolean;
  124615. /** Capture Stream method defined by some browsers */
  124616. captureStream(fps?: number): MediaStream;
  124617. }
  124618. interface CanvasRenderingContext2D {
  124619. msImageSmoothingEnabled: boolean;
  124620. }
  124621. interface MouseEvent {
  124622. mozMovementX: number;
  124623. mozMovementY: number;
  124624. webkitMovementX: number;
  124625. webkitMovementY: number;
  124626. msMovementX: number;
  124627. msMovementY: number;
  124628. }
  124629. interface Navigator {
  124630. mozGetVRDevices: (any: any) => any;
  124631. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  124632. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  124633. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  124634. webkitGetGamepads(): Gamepad[];
  124635. msGetGamepads(): Gamepad[];
  124636. webkitGamepads(): Gamepad[];
  124637. }
  124638. interface HTMLVideoElement {
  124639. mozSrcObject: any;
  124640. }
  124641. interface Math {
  124642. fround(x: number): number;
  124643. imul(a: number, b: number): number;
  124644. }
  124645. interface WebGLRenderingContext {
  124646. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  124647. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  124648. vertexAttribDivisor(index: number, divisor: number): void;
  124649. createVertexArray(): any;
  124650. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  124651. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  124652. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  124653. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  124654. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  124655. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  124656. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  124657. // Queries
  124658. createQuery(): WebGLQuery;
  124659. deleteQuery(query: WebGLQuery): void;
  124660. beginQuery(target: number, query: WebGLQuery): void;
  124661. endQuery(target: number): void;
  124662. getQueryParameter(query: WebGLQuery, pname: number): any;
  124663. getQuery(target: number, pname: number): any;
  124664. MAX_SAMPLES: number;
  124665. RGBA8: number;
  124666. READ_FRAMEBUFFER: number;
  124667. DRAW_FRAMEBUFFER: number;
  124668. UNIFORM_BUFFER: number;
  124669. HALF_FLOAT_OES: number;
  124670. RGBA16F: number;
  124671. RGBA32F: number;
  124672. R32F: number;
  124673. RG32F: number;
  124674. RGB32F: number;
  124675. R16F: number;
  124676. RG16F: number;
  124677. RGB16F: number;
  124678. RED: number;
  124679. RG: number;
  124680. R8: number;
  124681. RG8: number;
  124682. UNSIGNED_INT_24_8: number;
  124683. DEPTH24_STENCIL8: number;
  124684. /* Multiple Render Targets */
  124685. drawBuffers(buffers: number[]): void;
  124686. readBuffer(src: number): void;
  124687. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  124688. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  124689. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  124690. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  124691. // Occlusion Query
  124692. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  124693. ANY_SAMPLES_PASSED: number;
  124694. QUERY_RESULT_AVAILABLE: number;
  124695. QUERY_RESULT: number;
  124696. }
  124697. interface WebGLProgram {
  124698. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  124699. }
  124700. interface EXT_disjoint_timer_query {
  124701. QUERY_COUNTER_BITS_EXT: number;
  124702. TIME_ELAPSED_EXT: number;
  124703. TIMESTAMP_EXT: number;
  124704. GPU_DISJOINT_EXT: number;
  124705. QUERY_RESULT_EXT: number;
  124706. QUERY_RESULT_AVAILABLE_EXT: number;
  124707. queryCounterEXT(query: WebGLQuery, target: number): void;
  124708. createQueryEXT(): WebGLQuery;
  124709. beginQueryEXT(target: number, query: WebGLQuery): void;
  124710. endQueryEXT(target: number): void;
  124711. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  124712. deleteQueryEXT(query: WebGLQuery): void;
  124713. }
  124714. interface WebGLUniformLocation {
  124715. _currentState: any;
  124716. }
  124717. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  124718. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  124719. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  124720. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  124721. interface WebGLRenderingContext {
  124722. readonly RASTERIZER_DISCARD: number;
  124723. readonly DEPTH_COMPONENT24: number;
  124724. readonly TEXTURE_3D: number;
  124725. readonly TEXTURE_2D_ARRAY: number;
  124726. readonly TEXTURE_COMPARE_FUNC: number;
  124727. readonly TEXTURE_COMPARE_MODE: number;
  124728. readonly COMPARE_REF_TO_TEXTURE: number;
  124729. readonly TEXTURE_WRAP_R: number;
  124730. readonly HALF_FLOAT: number;
  124731. readonly RGB8: number;
  124732. readonly RED_INTEGER: number;
  124733. readonly RG_INTEGER: number;
  124734. readonly RGB_INTEGER: number;
  124735. readonly RGBA_INTEGER: number;
  124736. readonly R8_SNORM: number;
  124737. readonly RG8_SNORM: number;
  124738. readonly RGB8_SNORM: number;
  124739. readonly RGBA8_SNORM: number;
  124740. readonly R8I: number;
  124741. readonly RG8I: number;
  124742. readonly RGB8I: number;
  124743. readonly RGBA8I: number;
  124744. readonly R8UI: number;
  124745. readonly RG8UI: number;
  124746. readonly RGB8UI: number;
  124747. readonly RGBA8UI: number;
  124748. readonly R16I: number;
  124749. readonly RG16I: number;
  124750. readonly RGB16I: number;
  124751. readonly RGBA16I: number;
  124752. readonly R16UI: number;
  124753. readonly RG16UI: number;
  124754. readonly RGB16UI: number;
  124755. readonly RGBA16UI: number;
  124756. readonly R32I: number;
  124757. readonly RG32I: number;
  124758. readonly RGB32I: number;
  124759. readonly RGBA32I: number;
  124760. readonly R32UI: number;
  124761. readonly RG32UI: number;
  124762. readonly RGB32UI: number;
  124763. readonly RGBA32UI: number;
  124764. readonly RGB10_A2UI: number;
  124765. readonly R11F_G11F_B10F: number;
  124766. readonly RGB9_E5: number;
  124767. readonly RGB10_A2: number;
  124768. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  124769. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  124770. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  124771. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  124772. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  124773. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  124774. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ImageBitmap | ImageData | HTMLVideoElement | HTMLImageElement | HTMLCanvasElement): void;
  124775. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  124776. readonly TRANSFORM_FEEDBACK: number;
  124777. readonly INTERLEAVED_ATTRIBS: number;
  124778. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  124779. createTransformFeedback(): WebGLTransformFeedback;
  124780. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  124781. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  124782. beginTransformFeedback(primitiveMode: number): void;
  124783. endTransformFeedback(): void;
  124784. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  124785. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  124786. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  124787. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  124788. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  124789. }
  124790. interface ImageBitmap {
  124791. readonly width: number;
  124792. readonly height: number;
  124793. close(): void;
  124794. }
  124795. interface WebGLQuery extends WebGLObject {
  124796. }
  124797. declare var WebGLQuery: {
  124798. prototype: WebGLQuery;
  124799. new(): WebGLQuery;
  124800. };
  124801. interface WebGLSampler extends WebGLObject {
  124802. }
  124803. declare var WebGLSampler: {
  124804. prototype: WebGLSampler;
  124805. new(): WebGLSampler;
  124806. };
  124807. interface WebGLSync extends WebGLObject {
  124808. }
  124809. declare var WebGLSync: {
  124810. prototype: WebGLSync;
  124811. new(): WebGLSync;
  124812. };
  124813. interface WebGLTransformFeedback extends WebGLObject {
  124814. }
  124815. declare var WebGLTransformFeedback: {
  124816. prototype: WebGLTransformFeedback;
  124817. new(): WebGLTransformFeedback;
  124818. };
  124819. interface WebGLVertexArrayObject extends WebGLObject {
  124820. }
  124821. declare var WebGLVertexArrayObject: {
  124822. prototype: WebGLVertexArrayObject;
  124823. new(): WebGLVertexArrayObject;
  124824. };
  124825. // Type definitions for WebVR API
  124826. // Project: https://w3c.github.io/webvr/
  124827. // Definitions by: six a <https://github.com/lostfictions>
  124828. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  124829. interface VRDisplay extends EventTarget {
  124830. /**
  124831. * Dictionary of capabilities describing the VRDisplay.
  124832. */
  124833. readonly capabilities: VRDisplayCapabilities;
  124834. /**
  124835. * z-depth defining the far plane of the eye view frustum
  124836. * enables mapping of values in the render target depth
  124837. * attachment to scene coordinates. Initially set to 10000.0.
  124838. */
  124839. depthFar: number;
  124840. /**
  124841. * z-depth defining the near plane of the eye view frustum
  124842. * enables mapping of values in the render target depth
  124843. * attachment to scene coordinates. Initially set to 0.01.
  124844. */
  124845. depthNear: number;
  124846. /**
  124847. * An identifier for this distinct VRDisplay. Used as an
  124848. * association point in the Gamepad API.
  124849. */
  124850. readonly displayId: number;
  124851. /**
  124852. * A display name, a user-readable name identifying it.
  124853. */
  124854. readonly displayName: string;
  124855. readonly isConnected: boolean;
  124856. readonly isPresenting: boolean;
  124857. /**
  124858. * If this VRDisplay supports room-scale experiences, the optional
  124859. * stage attribute contains details on the room-scale parameters.
  124860. */
  124861. readonly stageParameters: VRStageParameters | null;
  124862. /**
  124863. * Passing the value returned by `requestAnimationFrame` to
  124864. * `cancelAnimationFrame` will unregister the callback.
  124865. * @param handle Define the hanle of the request to cancel
  124866. */
  124867. cancelAnimationFrame(handle: number): void;
  124868. /**
  124869. * Stops presenting to the VRDisplay.
  124870. * @returns a promise to know when it stopped
  124871. */
  124872. exitPresent(): Promise<void>;
  124873. /**
  124874. * Return the current VREyeParameters for the given eye.
  124875. * @param whichEye Define the eye we want the parameter for
  124876. * @returns the eye parameters
  124877. */
  124878. getEyeParameters(whichEye: string): VREyeParameters;
  124879. /**
  124880. * Populates the passed VRFrameData with the information required to render
  124881. * the current frame.
  124882. * @param frameData Define the data structure to populate
  124883. * @returns true if ok otherwise false
  124884. */
  124885. getFrameData(frameData: VRFrameData): boolean;
  124886. /**
  124887. * Get the layers currently being presented.
  124888. * @returns the list of VR layers
  124889. */
  124890. getLayers(): VRLayer[];
  124891. /**
  124892. * Return a VRPose containing the future predicted pose of the VRDisplay
  124893. * when the current frame will be presented. The value returned will not
  124894. * change until JavaScript has returned control to the browser.
  124895. *
  124896. * The VRPose will contain the position, orientation, velocity,
  124897. * and acceleration of each of these properties.
  124898. * @returns the pose object
  124899. */
  124900. getPose(): VRPose;
  124901. /**
  124902. * Return the current instantaneous pose of the VRDisplay, with no
  124903. * prediction applied.
  124904. * @returns the current instantaneous pose
  124905. */
  124906. getImmediatePose(): VRPose;
  124907. /**
  124908. * The callback passed to `requestAnimationFrame` will be called
  124909. * any time a new frame should be rendered. When the VRDisplay is
  124910. * presenting the callback will be called at the native refresh
  124911. * rate of the HMD. When not presenting this function acts
  124912. * identically to how window.requestAnimationFrame acts. Content should
  124913. * make no assumptions of frame rate or vsync behavior as the HMD runs
  124914. * asynchronously from other displays and at differing refresh rates.
  124915. * @param callback Define the eaction to run next frame
  124916. * @returns the request handle it
  124917. */
  124918. requestAnimationFrame(callback: FrameRequestCallback): number;
  124919. /**
  124920. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  124921. * Repeat calls while already presenting will update the VRLayers being displayed.
  124922. * @param layers Define the list of layer to present
  124923. * @returns a promise to know when the request has been fulfilled
  124924. */
  124925. requestPresent(layers: VRLayer[]): Promise<void>;
  124926. /**
  124927. * Reset the pose for this display, treating its current position and
  124928. * orientation as the "origin/zero" values. VRPose.position,
  124929. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  124930. * updated when calling resetPose(). This should be called in only
  124931. * sitting-space experiences.
  124932. */
  124933. resetPose(): void;
  124934. /**
  124935. * The VRLayer provided to the VRDisplay will be captured and presented
  124936. * in the HMD. Calling this function has the same effect on the source
  124937. * canvas as any other operation that uses its source image, and canvases
  124938. * created without preserveDrawingBuffer set to true will be cleared.
  124939. * @param pose Define the pose to submit
  124940. */
  124941. submitFrame(pose?: VRPose): void;
  124942. }
  124943. declare var VRDisplay: {
  124944. prototype: VRDisplay;
  124945. new(): VRDisplay;
  124946. };
  124947. interface VRLayer {
  124948. leftBounds?: number[] | Float32Array | null;
  124949. rightBounds?: number[] | Float32Array | null;
  124950. source?: HTMLCanvasElement | null;
  124951. }
  124952. interface VRDisplayCapabilities {
  124953. readonly canPresent: boolean;
  124954. readonly hasExternalDisplay: boolean;
  124955. readonly hasOrientation: boolean;
  124956. readonly hasPosition: boolean;
  124957. readonly maxLayers: number;
  124958. }
  124959. interface VREyeParameters {
  124960. /** @deprecated */
  124961. readonly fieldOfView: VRFieldOfView;
  124962. readonly offset: Float32Array;
  124963. readonly renderHeight: number;
  124964. readonly renderWidth: number;
  124965. }
  124966. interface VRFieldOfView {
  124967. readonly downDegrees: number;
  124968. readonly leftDegrees: number;
  124969. readonly rightDegrees: number;
  124970. readonly upDegrees: number;
  124971. }
  124972. interface VRFrameData {
  124973. readonly leftProjectionMatrix: Float32Array;
  124974. readonly leftViewMatrix: Float32Array;
  124975. readonly pose: VRPose;
  124976. readonly rightProjectionMatrix: Float32Array;
  124977. readonly rightViewMatrix: Float32Array;
  124978. readonly timestamp: number;
  124979. }
  124980. interface VRPose {
  124981. readonly angularAcceleration: Float32Array | null;
  124982. readonly angularVelocity: Float32Array | null;
  124983. readonly linearAcceleration: Float32Array | null;
  124984. readonly linearVelocity: Float32Array | null;
  124985. readonly orientation: Float32Array | null;
  124986. readonly position: Float32Array | null;
  124987. readonly timestamp: number;
  124988. }
  124989. interface VRStageParameters {
  124990. sittingToStandingTransform?: Float32Array;
  124991. sizeX?: number;
  124992. sizeY?: number;
  124993. }
  124994. interface Navigator {
  124995. getVRDisplays(): Promise<VRDisplay[]>;
  124996. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  124997. }
  124998. interface Window {
  124999. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  125000. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  125001. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  125002. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  125003. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  125004. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  125005. }
  125006. interface Gamepad {
  125007. readonly displayId: number;
  125008. }
  125009. type XRSessionMode =
  125010. | "inline"
  125011. | "immersive-vr"
  125012. | "immersive-ar";
  125013. type XRReferenceSpaceType =
  125014. | "viewer"
  125015. | "local"
  125016. | "local-floor"
  125017. | "bounded-floor"
  125018. | "unbounded";
  125019. type XREnvironmentBlendMode =
  125020. | "opaque"
  125021. | "additive"
  125022. | "alpha-blend";
  125023. type XRVisibilityState =
  125024. | "visible"
  125025. | "visible-blurred"
  125026. | "hidden";
  125027. type XRHandedness =
  125028. | "none"
  125029. | "left"
  125030. | "right";
  125031. type XRTargetRayMode =
  125032. | "gaze"
  125033. | "tracked-pointer"
  125034. | "screen";
  125035. type XREye =
  125036. | "none"
  125037. | "left"
  125038. | "right";
  125039. interface XRSpace extends EventTarget {
  125040. }
  125041. interface XRRenderState {
  125042. depthNear?: number;
  125043. depthFar?: number;
  125044. inlineVerticalFieldOfView?: number;
  125045. baseLayer?: XRWebGLLayer;
  125046. }
  125047. interface XRInputSource {
  125048. handedness: XRHandedness;
  125049. targetRayMode: XRTargetRayMode;
  125050. targetRaySpace: XRSpace;
  125051. gripSpace: XRSpace | undefined;
  125052. gamepad: Gamepad | undefined;
  125053. profiles: Array<string>;
  125054. }
  125055. interface XRSession {
  125056. addEventListener: Function;
  125057. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  125058. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  125059. requestAnimationFrame: Function;
  125060. end(): Promise<void>;
  125061. renderState: XRRenderState;
  125062. inputSources: Array<XRInputSource>;
  125063. }
  125064. interface XRReferenceSpace extends XRSpace {
  125065. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  125066. onreset: any;
  125067. }
  125068. interface XRFrame {
  125069. session: XRSession;
  125070. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  125071. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  125072. }
  125073. interface XRViewerPose extends XRPose {
  125074. views: Array<XRView>;
  125075. }
  125076. interface XRPose {
  125077. transform: XRRigidTransform;
  125078. emulatedPosition: boolean;
  125079. }
  125080. declare var XRWebGLLayer: {
  125081. prototype: XRWebGLLayer;
  125082. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  125083. };
  125084. interface XRWebGLLayer {
  125085. framebuffer: WebGLFramebuffer;
  125086. framebufferWidth: number;
  125087. framebufferHeight: number;
  125088. getViewport: Function;
  125089. }
  125090. interface XRRigidTransform {
  125091. position: DOMPointReadOnly;
  125092. orientation: DOMPointReadOnly;
  125093. matrix: Float32Array;
  125094. inverse: XRRigidTransform;
  125095. }
  125096. interface XRView {
  125097. eye: XREye;
  125098. projectionMatrix: Float32Array;
  125099. transform: XRRigidTransform;
  125100. }
  125101. interface XRInputSourceChangeEvent {
  125102. session: XRSession;
  125103. removed: Array<XRInputSource>;
  125104. added: Array<XRInputSource>;
  125105. }